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Greymere

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Posts posted by Greymere


  1. Glitterstims effects are detailed in the EotE core book.

     

    The only reason stealing starships is so easy is if you make it so, let them steal the ship, let them find a buyer, let them realize they don't have any BoSS transponder codes to show they own said ship when the buyer contacts the authorities quietly and your players are arreseted and sent to a penal colony earning nothing.  Let some a gang of criminals break them free enroute minus now two ships(the authorities did some digging and impounded their other stolen ship) and obligation to the folks that freed them and set them up with a new ship with falsified codes.

     

    Maybe your players will then realize oh I can't just steal everything.  Piracy and glitterstim smuggling are two of the worst offenses in almost all systems, if your players want to be hardened criminals that don't have the skills or contacts to pull off hardened criminal crimes, they should be given the threat of hard time.


  2. The is definitely nothing wrong with keeping the players starving for credits, there is additionally nothing wrong with letting them get flush with credits on occasion the key is to do both with moderation, and as I said before look at what your characters want the credits for.

     

    If one of your players really wants to save up enough credits for a better attachment or blaster or armor or a droid for example and it wont derail the campaign by all means loosen up a little on the tight credits when its deserving and let them feel like they can earn and achieve some.  If all 6 players want to save up for Heavy Powered Armor and Heavy Repeating Blasters, maybe you should keep them poor awhile to avoid it turning into a monty haul combat monster campaign.  Find that middle ground where the players can make purchases for the sake of improvement for their characters and to do things to advance your storyline, and anything in excess of that it yours to use as a plot element for incentive or an expense that drives your storyline.


  3. Honestly at 2k credits apiece and 6k credits among the group, you aren't really flush with credits in the group, those amounts are pretty easy to go thru.

     

    Used ship with a Navcomputer all in Trandoshan, they may want to invest in a new navcomputer with more than 4 planets updated, and invest a few credits in buying the rest of the parts they need to finish assembling an astromech droid to assist with maintining their ship, find things that might appeal to them, and having a droid around to offer assists or guard the ship while they are all out shooting up the cantina and catching obscure alien STDs(hey maybe they need to buy a medical droid now, okay lets maybe no go there)  They may want to give the ship a new paint job and pay an infochant and slicer to make them a new transponder code and forge new ownership documents for the vessel to file thru BoSS


  4. RebelDave,

     

    Here's a few suggestions,

     

    Looted Imperial armor and weaponry is probably not something any honest merchant and most dishonest merchants have any interest in touching, and possession of it is likely to result in a quick trip to the Kessel mines.  Make the sale of these items next to impossible to find a buyer.

     

    If your players regularly shoot up populated areas and then rob the locals, they should start to receive a reputation for such, maybe homegrown and later imperial bounties start appearing for them in any populated systems they have been to before, making any kind of trade with those locations impossible and forcing the players to go out of their way to sell at far below the value they want and often limited to small purchases(items valued at 500 credits or less only.

     

    In regards to Teemo the Hutt, those are Hutt cartel credit chips meaning they would need to cash them in Hutt Space, did you consider that their debt to Teemo was not eliminated but passed on to other members of Jabba's clan.  Jabba may be forgiving of them killing Teemo, based on evidence they have he was plotting against him but a debts a debt and business is business after all.  

     

    Transporting weapons beyond personal sidearms is largely restricted by local systems and Imperials, they will need to unload those weapons soon if they plan on doing alot of travelling.  The same can be said for the alcohol, although it is likely a minor offense and varies from system to system.

     

    Let them unload their contraband cargo with a buyer for below market cost, possible trade the imperial contraband to a rebel cell for favors or merchandise that isn't as dangerous to them and get em running favors to pay off Obligations.  Start dangling credit making opportunities in front of them that advance your story line, and ask the players what they are looking to acquire for their characters and try and work that into your long term campaign.  If your players want to earn credits let them do it in the means to move your story along best and find ways of discouraging earning credits in means that detract from your play.


  5. If your players driving goal is acquisition of wealth that can make some of your job as the GM easier since at least you know what carrot you can always dangle in front of your players to get them to make decisions.

     

    I'm not a huge fan of it being the only driving element of the storyline though but using it as a reward for players hard work shouldn't be discouraged beyond when it gets to the point it hinders a greater storyline.

     

    There should come plenty of opportunities for the players to lose or risk their personal fortunes, unexpected expenses happen all the time.  Though when you take credits away it should be an opportunity to drive the story along.  Learn to play lets make a deal with your players everytime they are set to get some hard won credits as a reward.  Maybe if they take half their payment in return for a favor owed later from a passanger can turn into more credits and XP later for a future adventure idea, or an Infochant has some coordinates to a lost treasure he will sell for some credits though he failed to mention because he was unaware of a hidden pirate base or Imperial research lab on the planet as well. 


  6. And if their intent was to make it cumulative all they had to say was increase the difficulty on each subsequent check, or the difficulty increases from the previous amount, or the difficulty and credit cost is cumulative, or each successive mod becomes progressively harder after the first, or increase the difficulty by one for each mod previously installed, or sequentially like they already do for skills in relation to XP costs, they spell out pretty clear when a cost has a multiplier to it elsewhere in the rules yet don't here, it thus far has only been players that came to the assumption it is cumulative despite the language not saying that.

     

    Hey its your game house rule all you want my point was only the rule no where says cumulative and when you recognize the coincidence of the cost of a fully upgraded Ilum saber having the exact same cost as the sabers presented in both Core rulebooks it starts make more sense.  And it eliminates the need to invent custom house rules that says the 4th Mod and successive mods are impossible now what do I do, well I make up my own rule and convert purple dice to red and make players spend Destiny points to even make the attempt never mind that it hardly meets the narrative requirements of the sidebar for doing so, another player made house rule because they couldn't explain how the rule would be handled otherwise beyond outright forbidding more than 3 Mods.  RAW it doesn't say its cumulative that's an assumption of the players that want it to be so its not what it says in plain English, if you have to dice the word apart to make it so or insert terms like previous into it you are already house ruling it.

     

    Balance wise multiple Formidable 4 purple difficulty rolls per mod you want to add is plenty formidable as only a skilled mechanic or for a chance to reroll a Natural Tinkerer is likely avoid at least 1 failure, which would be appropriate for someone rolling an equal number of Skill and proficiency dice having spent close to 200+ XP in a Mechanic specialization at that point.


  7. that's just it absent a value identifying the increase as a cumulative increase in plain English the increase is not cumulative. The only value you are told to ever increase each roll beyond the first original difficulty of 3 Hard Difficulty by one.  It never says each additional difficulty is harder than the previous roll just that each roll after the first roll is harder than the first roll.

     

    All it would take to make the rule cumulative would be to say you increase the difficulty from the previous check or that the difficulty is progressively more difficult or that the increases are cumulative, but as it never says that, it is not RAW. Everyone implies that's what it means, that's an assumption, not what is written.

     

    Most of the confusion of this stems from earlier players inserting the term previous rolls or the previous cost into the wording of the rule, even though it is never listed as such in any of the Core books,  You can even find this mistaken wording in the player provided FAQ on the topic for example where he uses the term previous where it never exists rather than offering the rule as written in his example.


  8. Each doesn't make it cumulative, particularly since the baseline they refer each additional too is the original base cost and difficulty and not the "last or previous cost and difficulty"

     

    Also the terms subsequent, sequential, progressive and cumulative or any other values that would point towards adding the last checks value beyond adding to the original checks value is ever offered RAW, this along with the fact that I can't see the game designers making a system that creates impossible checks the standard is why I think RAW its written this way and that players made assumptions that it is intended to be cumulative, despite the rule not saying as much

     

    A moderately skilled mechanic isn't going to pass 4 or more mechanics checks at a 4 difficulty, an expert would, and likely should for how they invested their points.

     

    Even a 3 Skill Mechanic has a good potential to fail making a check with 4 Purple Difficulty, as none of the Talents offer a reduced difficulty to the Mechanics checks apart from removing Setbacks or a once per session reroll at the bottom of the Mechanics tree for the master mechanics.  The penalty for failure being the inability to every roll to further apply that particular mod to that attachment in the future is already a built in realistic penalty.

     

    I wouldn't describe someone trained at 4-5 in Mechanics with a 4-5 in Intellect has moderately trained and those players I would expect to make successful checks at 4 difficulty, but even they could potentially fail. Take a Lightsaber Hilt 300 Credits + Ilum Crystal 9000 Credits + 7 mods 700 Credits(100 for the first+ 100 for each additional mod) that's funny it equals 10,000 credits which is the listed cost for the exact same saber in the two previous books. 


  9. Each additional would be cumulative if it said "Each additional mod installed in an attachment beyond the first increases the difficulty of the Mechanics check by one(from the previous difficulty) and costs and additional 100 credits beyond the base cost (or insert cumulatively/progressively/sequentially)."

     

    The reason its not culumlative is because it told you right there in the rule increase each additional one from the base difficulty and base cost, it did not says from the last check, or from the previous difficulty, it said each check after the first check is 1 difficulty harder and costs you 100 more credits.


  10. I enjoyed alot of the WEG line of products  up to about Galaxy Guide 12, when the books started to be Sourcebooks for each Novel or comic that came out that year is when the quality largely declined.  The early adventures prior to the Second Edition rules were also dubious at best though some of the adventure themes weren't horrible.

     

    The lack of Imperial Army Troopers in any of the canon media doesn't necessarily make them nonexistent, I never see Han use the refresher either, but I'm reasonably fine with the notion it exists and he had to use it from time to time without seeing it.


  11. The rule reads "Each additional mod installed in an attachment beyond the first increases the difficulty of the Mechanics check by one and costs an additional 100 credits beyond the base cost."

     

    Nothing in the RAW says cumulative, the first mod would be a Hard 3 purple check and any subsequent check 2+ would be made at 4 purples.  If you fail on the mechanics check that particular modification can never be made to the attachment.

     

    And changing a purple to a red via a dark side Destiny Point could incur the Despair.


  12. Just because he has two actions doesn't mean he has to use them both to beatstick down players, you could always use the extra action for additional defensive actions and maneuvers to help illustrate to players early on when they meet your inquisitor what a beast he truly is capable of being without making early encounters impossible.

     

    As the players gain skills in excess of the Inquisitor starting amounts the Inquisitor can subtly improve, maybe earning a higher Force Rating or additional Force Powers rather than higher characteristics.  if he starts needing more help there is always Cotorsis-weave armored robes, cybernetic limbs resulting from an early encounter in which he may have been defeated or encountering him among minion groups, rather than raising his wounds and soak to excessively high levels.  When your players finally defeat the villain the victory will be all the sweeter.


  13. The Edge of the Empire GM kit has optional rules for making Advanced Nemesis opponents where giving them the second action at the end of each turn is recommended to make them feel more challenging for a larger party.

     

    The other option would be burying your Nemesis in a group of minions who receive wounds and strain turned into wounds first before affecting the Inquisitor, the rules for doing that are in the Age of Rebellion GM Kit.


  14.  

    Look at Lando, he lost his ship in a sabacc match and his Tibanna Gas mining operation to the Empire, would you say his story felt less heroic as a result?

     

    Yes, yes, I would.  The heroes of the story were Han (the guy to whom he lost the ship), Leia and Luke.  None of whom were involved in the final assault on the rebuilt Death Star.  Lando was even characterized as a liar and a cheat when he was introduced in the second movie.  At best, he was a second-tier hero (in the context of the movies) who had gotten burned from getting in bed with the wrong people in an attempt to save his own skin -- hardly heroic.

     

    On the point of the topic, I realize that all conflict arises from loss or perceived loss.  However, all I'm suggesting is that the players get something beneficial out of the loss and that their character progression isn't grossly altered through the course of it.  For example, if a player has put every credit he has gotten and every experience point he has earned into his ship throughout the course of a campaign of over a year, to blow up that ship would be catastrophic.  One might as well simply put the character inside it when it does go, since the character is equally broken.  I guess what I'm saying is when talking about altering, removing, destroying or damaging -large- party resources, make sure to provide the party with a means of recouping the loss eventually.

     

    When it comes to ships or large piles of credits, put them in impound or freeze their accounts -- don't destroy them or drain them completely.  Leaving open the possibility of recovery gives the players hope as well as a solid plot hook.

     

     Wait so Lando would have been more heroic by keeping Cloud City and letting Vader have Leia and Chewy?  Really?  He wouldn't have gone on to lead the attack on the second Death Star because working for the Rebel Alliance and being more altruistic and heroic wasn't a stronger motivation for him now than credits?

     

    Sorry but being able to redeem Lando and demonstrate all he lost was very much a part of developing the heroic aspects of his character.


  15. Are you using Nemesis level play for the Inquisitor where he takes two turns in each combat turn?  One at his normal position in initiative and another at the end of each turn?

     

    Have you considered putting the Inquisitor into a group with minions to soak the first few attacks to absorb attacks.rather than increase the number of inquisitors


  16. From a narrative standpoint there really shouldn't be a deterent to removing credits from players for whatever makes the campaign more balanced or enjoyable, if players are attached to credits more so than their characters, XP and Obligations and Motivations the focus is likely in the wrong area anyhow.  Unless the focus of the campaign is to become filthy rich in which case it sounds like the campaign is over grats reroll and start over.

     

    I definitely wouldn't advocate making flush with cash players into paupers, but removing excessive amounts of credits as a means of driving the story shouldn't be viewed as punishing players since it is being done for the sake of a more enjoyable play experience.

     

    Look at Lando, he lost his ship in a sabacc match and his Tibanna Gas mining operation to the Empire, would you say his story felt less heroic as a result?


  17. Narrative wise there is nothing like having to buy a new ship to drain money, have a ship failure result in a crash landing on a Jungle or Swamp world which makes their ship unrecoverable.  Maybe a bounty hunter pays off some shadowport techs to disable a system on the players ship and install a tracking beacon.  The players drop out of hyperspace to deal with the issue when they are ambushed by the Bounty hunter who shoots their vessel down to the swamp world below, where the ship proceeds to sink into the muddy waters(even amphibious characters can't see and breath mud) forcing the players to grab only what they can carry fast and get out.

     

    Players are then forced to find a way to hunt the hunters while avoiding local dangerous plants and wildlife and steal the bounty hunters too small for smuggling vessel and escape the planet, now down a cargo(new obligation if they were transporting it for someone else) their old ship and whatever they may have had to leave behind. Plus a potential new Nemesis in the Bounty Hunters left stranded on the swamp world below.


  18. If you take away spending on characteristics and spend starting exp on talents and skills plus the additional 150 exp, the average Jedi Knight starting at +150 exp may seem a bit more appropriate.  Mind you no skills would still be permitted to be above Rank 3 and its a character developed for short term advantages rather than long term strength one would get from spending starting exp towards characteristics first.

     

    A specializations full talent tree will not run you more than 300 XP, with Lightsaber specializations allowing you to pay 25 XP to start with a 3 in Lightsaber skill in Knight level play its very feasible you could complete most of a specialization tree and be proficient with a lightsaber with points to spare for a Force power or 3 especially with a Mentor.

     

    If you choose your Lightsaber form from a tree that retains a Force rating increase there is that advanatge as well.


  19. I am gonna recommend you go with your own instincts here and start with the best value, by grabbing a Beginners Set, personally I recommend getting both AoR and EotE beginners boxes for the dice, bonus adventures and tokens and some nice starting adventures and follow up downloaded material.

     

    The AoR Beginners box will also give you some unit profiles that were not in the EotE Core book which is nice as well, until you get around to purchasing the AoR Core book which I would recommend at some point.

     

    After the Beginner's boxes I would recommend grabbing the AOR Game Master's Set, its a handy reference screen plus the optional Squadron rules included in the adventure contained is a nice plus.  The AoR Core book would be my next buy either before or soon after.

     

    Because Edge has more career sourcebooks and supplements out so far, my next priority would probably be those career books and regional books saving any adventure material for last.  By the time your players get a lot of use out of the EotE career books, more career books for AoR should have been released and you will have another Force and Destiny Beginner's Box and Core book to look forward to, for fleshing out the more mystical Force based elements of your campaigns with.

     

    Specialization and Advesary Decks would be the last thing I would buy, you can print out copies of the talent specialization pages for players to mark to their hearts content without spending the extra money, if you later want to invest in cards with pictures to go along with talent descriptions you could later or better yet a player could buy the sets for his own specializations if he wants.


  20. Basically let the narrative be your guide...

     

    You have a lot of things that play into allowing you to customize things however your campaign suits you.

     

    Example being the most basic your navcomputer, no small ships or droids navcomputer has the capacity to store astrogation data for every potential route in the galaxy, so you will periodically need to stop over at locations to acquire the most current data and allow for calculation time(legitimately from BoSS, illegitimately for a Shadowport or information broker), allow for story element time for players to stop off at locations you may want them stopping.

     

    Perhaps a gravity well along another system on the route is going to require you to stop and make a new set of calculations from another point along the route.

     

    The primary hyperspace lanes due to the amount they are travelled could be less apt to such delays when you are traversing them, but not necessarily immune to them completely.

     

    Add onto that the odd stopover requested by Imperial customs or Bureau of Ships and Services to report on your last locations, transponder codes and cargo.

     

    Then you have the odd unpredictable phenomenon like a meteor shower or star  two systems over going supernova and screwing with your astrogation calculations, or your route passes nearby a black hole.

     

    A need to refuel, gain more food and water, or perhaps repair some faulty aspect of the ships life support could create a need for a stopover somewhere.

     

    All of the above if your story demands it could present any delays your campaign needs, without resorting to a combat encounter via priates or Imperials and bounty hunters.

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