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  1. The key thing about assistance is it's not just a 'oh, we can always apply it.' It's definitely situational and it's not unreasonable for a GM to ask the players how they would be helping someone do something. Why would 3 bushi be able to make an Invocation work better? I've found it has been clutch for my PC's in some cases and fitting, but it's not a bonus they have on all rolls they make by any stretch.
  2. I find generally agreement with the XP rates, though it's easy to control how much is given out during a session. The cost for raising rings needs to be increased and either capped on how much they apply for the advancement charts and/or the Cost to advance on the charge need to be increased. I think this will extend the life of a campaign quite a bit while not making player advancement feel too stagnant.
  3. My players thought the 20 questions were awesome. They helped them make characters in a setting most were unfamiliar with. Definitely think that is the approach to go. With the flexibility of the Adv and Disadvantages and how it'd be easy to make up custom ones (and is even discussed) I've no issue with that. To those with the feedback that there isn't enough flexibility, it'd be easy to just add some XP at the end. The Ronin's Path basically dumps 24 XP I believe on the players which goes a long way. School Ability: Overall I like them all and think they both feel flavorful and have a good power level to them. It was a little odd that there are only a level 1 and a level 6 Capstone ability, though the Rank 1 ones scale. With kata and the other Techniques allowing for clan/school signature moves as well, can give the specific school feel. Shiba Guardian is niche useful, but limited in scope. (The fact it pairs silly well with a Shugenja is what saves it in my eye.) With the Unmasking changes, it is less of a critical 'save' ability outside of Strife with Invocations (and potentially other things.) Shosuro Infiltrator feels weak. It requires either a helpless foe (which kinda begs the question of why roll damage in first place) or stealth. So you can start with a potentially nasty attack, but compared to the Kakita, they feel far more deadly all the time rather than an extremely situational effect. Kakita Duelist - I'm not sure if changing it to 'deadliness' would have a better impact as that would give some synergy with Iaijutsu Technique (which does damage equal to deadliness). Ironically, it's the one technique that the Shosuro feels very strong with. Advancement: I'd like to see a limit to who many rings you can count per Rank as it's an easy place to dump XP and rank up.
  4. It really feels like it should have more Kakita school synergy as the school advantage is like increasingly deadliness. but since the ability increases/decreases critical severity rather than specifically giving an increase in Deadliness it doesn't really help. While that small change to the Kakita ability (deadliness rather than critical severity) it would make Iaijutsu much more powerful in an advanced Crane Duelist's hand and marginally useful for other bushi (as currently presented.) That seems about right.
  5. In Expose a Weakness Section on Pg 17. Second to last sentence 'Until the end of the scheme....' Seems like it should read 'Until the end of the scene, reduce the TN of Scheme checks...'
  6. Looking at the basic School techniques there definitely seems to be some disparity. The Akodo has a solid 'Win more' one with the extra success when already successful (or more as rank goes up) with the added benefit of strife control. Compared to the Shiba, the Shiba can remove one strife from another character only once per encounter/scene. While this can be clutch and has non-combat utility, it lacks the consistent utility of the Lion ones. The Shosuro Actor one seems like a pure 'Win more' in that if I'm stabbing helpless people than I likely am not super worried about the one damage. The against unaware part gives it some utility, but that's basically the first hit so if you aren't dropping them on hit one (maybe the second if you win initiative and got a free shot in too) then likely the alarm will be sounded. Compared to the Lion ability where the Akodo is likely to hit the unaware target and get the extra damage (as success equal damage) then will continue to get more damage for the rest of the fight. Now, the Akodo is not likely going to stab an unaware person in the neck due to honor sake, but that ability does the core perk (extra damage) in a wider range of circumstance. The Deadliness for one attack versus Strife mitigation for all attacks doesn't seem especially worth it either unless the GM allows for serious Batman hit and run strike from shadows style gameplay. The Isawa is another once an encounter ability, but it's a potent one as you can ensure that you succeed on a clutch roll.
  7. I'm not sure how I feel about the Kuni having Kata and Invocation and if they are losing out enough with lack of social. They've definitely made the Shosuro Actors a 'skill' technique class rather than any mysticism which seems fairly consistent. 4E L5R as mentioned above did allow for the Kiho ninja options, but honestly the Ninja had to be rank 3+ to get any mileage out of that because they just used their school rank and 3 min was kinda the buy in floor. They left themselves lots of room to make a Kata/Kiho ninja school down the road. Also, 'any' character can start with an Invocation/Kata/Kiho depending on the heritage table roll.
  8. It's important to remember that the Technique list in the book is not even all what will be in the Core book. I used to worry about the lack of defense scaling in Edge of the Empire (which has even weaker ways a character without talents can upgrade their base defense.) But In practice the PC's get very durable to the point of ridiculousness.. Between health, soak and/or avoidance talents they add up to many different ways to survive in combat and 3 successes to hit someone in air stance is likely to always be a challenge. Even if opponents roll the successes, they are giving up other dice options 'just to' hit. Since basically every character has access to Kiho, Kata and/or Invocation (Looking at you, Kuni) all but the most non-combat focused character will have defensive tech available to them at some point. And if PC's are expecting to go against Oni or Emerald Champions and not get hit, than they either will be robust XP wise, lucky enough they should head to Vegas, or not have a realistic expectation of what their characters should and shouldn't be able to do.
  9. Custom dice add a lot. I've run and played Edge of the Empire and other SW lines and I can say that the dice are a huge postive impact for our group. The big thing they do is they change how people look at rolls. When you roll a Success or a side with a Success and a strife symbol, you clearly see that. It starts to put those meaning into the narative. If you roll an 4 and a 6, you rolled a 4 and a 6. If you have to add together you'll see if you succeeded and then maybe if you rolled really high you'll get to do more stuff. but the dice really aren't giving you that impression. In other systems where numbers are basically successes, (like say Shadowrun) where you are you are worried about 1's and then 5 and 6's for successes, the die easily could be a symbol for potential fail, 3 blanks and 2 Success sides. It's what the numbers mean. So could they do the same with Star Wars and L5R? Sure, but the key is that it's not 1: Blank 2: Strife 3: Success: 4: Success 5: Exceptional Success, 6: Opprotunity. there are multiple results on some of the die values. So that's a chart to memorize because rolling a 6 isn't always better than a 4, depending on what you are trying to do. Symbols just cut to the point, remove some unneeded math and get people thinking of how to put results narratively rather than mathmathically. My players would get excited when they see Triumph and Dispair and people start going 'ooh, this could happen!' 'Oh crap, the engine will explode.' In a number system (L5R, Pathfinder, whatever) number results tend to turn into 'I hit' and 'Crap, I missed.' and that changes the tone of the narrative at the table. In the case of L5R, since there is a lot of post roll manipulation and choices of which dice you'll keep, the symbols make the options clear. Abilities can proc off of it (good and bad ones) and it allowed them to make a very engaging Strife and stance system. For the beta, yes it's a bit of pain as you can't order physical dice easily. That will be change once the game releases. Some gamers use the same dice since the 80's, others buy new dice per character. Dice are just a fact of gaming and whether you are getting bricks of d6's, custom d10's made of copper or dice with alternate or unique symbols people do like their dice.
  10. It's been a while since I've run the adventure but honestly this one should be easy to adapt. The Alliance could use money and/or the help of the doctor down the line and trying to get some 'gray area' business partners to join with the Rebellion all smacks of perfectly acceptable Rebellion goals. I have found the prime differences with many AoR and EotE missions are the motivations for why they are done (duty vs survival/self service) and generally the vehicle composition for the party. And there are plenty of scout vessels and low armored transports/freighters that can be loaned to the group for the mission if they normally tool around in a squad of Y and X wings or something.
  11. Though I agree with the above posts about the Lightsaber skill being separate and that there are several talents that are specific to Brawl and Brawl/Melee that wouldn't apply (and vice versa with some talents that require Lightsabers) and one of the prime reason (if not the only reason) is for game balance, I do have to add something about balance. Designers shoot for a universal game balance. A nice base line where you can dump PC's into the circle and while some might fall closer to the middle and others closer to an edge it (hopefully) is all 'close enough' that any group with any GM can generally get things going. Drilling down to a specific group though, the balance that matters is the internal balance of that group. If the group is facing threats where a Marauder using his/her abilities with a lightsaber wouldn't shatter the difficulty of the adventure and/or step on the fun of the other players, then a GM might want to consider things. Lightsabers generally don't fall into groups by accident and if a Marauder is on some development path with it and not trying to 'game the system' it's definitely something for a GM to consider in my opinion. Especially if the Marauder hasn't/isn't able to take some of the F&D lightsaber focused trees and the goal is to let the character growth while not 'invalidating' a lot of previously purchased talents. But make no mistake, those two talents would dial even an 'average' lightsaber to 11.
  12. I agree with theclash. While there are some staple good skills in the system, the game is designed where the skill you use is largely how the player/character approach a problem. Choosing skills that will mesh with your play style will yield the best results especially if the GM knows where you'll be coming from. In the beginner's box set for Edge the first scene has the players getting into a cantina to hide from some thugs. Now stealth seems like the go to skill for this, but it has everything from Stealth to Athletics to get a closet door open in time to some social skill rolls to blend in at the bar or chat up the Twi'lek dancer, to hiding in the rafters. A player could easily make an argument of a Cool roll as they sit at the bar like they are some regular from Cheers just as easily as they hide in shadows. Setback dice and boost go a long way to reward (or punish) more outlandish plans and talents help mitigate that so outlandish can be your middle name. Every GM will be different and you can't Charm a lock (in most cases) but the point of the system is to be very open in approaches. Being on the same page with your GM and your group is key because nothing can suck the wind out of your sails faster than one party thinking climbing up a beam to then balance while people search underfoot would be athletics because of the climb while the other party thought it'd be Coordinator for the balance and standing still for a long period. (or its just a way Stealth was described and that was the only usable skill). And while there will be times where the ideal skill can't be used (and that's fine as 2 green dice can and do get things done. You don't need 4 yellow to try stuff) having an understanding of how everyone sees the skill system and what the style is for each PC will go a long way for making everyone feel like a true hero (or anti-hero).
  13. There are always more Stormtroopers. (Or whatever). Minions scale well in my experience (I've run a group to a thousand total XP now) as even with Toughened and Endure and super armors and the like....blaster carbines and rifle still will tickle. PC's can feel like Die Hard actions heroes but in the end, there can be more Black Sun thugs, Stormtroopers, crazy beasts trying to eat them, speeder crashes, toxic gas and all that. Lightsabers are (in the default setting) not the smartest weapon to use in many circumstance (nor are heavy blaster rifles) as they tend to draw a lot of unwanted attention. The BH in my campaign had access to Soft Spot and Deadly Accuracy and he tricked out a Bowcaster to have autofire. His first hit with the DP flip was 18 base damage and he wasn't even 'maxed' out. He would lay the hurt on things but honestly with the mix of cinimatic damage to weapon, it getting left behind once at the base due to a Despair and just a nice mix of social scenes where he couldn't carry it, when he did get to bust out with it and mow through people it felt even that more awesome. There are ways to protect your key antagonists. (Coordinated Dodge talent works wonders if you need to control someone's survival pacing and isn't a Force talent so you can give it to any bad guy). I've run a few lightsaber duels and they all felt perfect. A few avoidance defense (Defense dice, Dodge/adversary/Sense defense increase) coupled with Parry and Reflect and just the nature of EotE's dice system allow for a good exchange, even when the PC wasn't a super combat focused character. So if the lightsaber wielding PC is doing 10-12 base damage before successes on the first hit with a LS a turn, it's about the same as the heavy with similar skill/talents. Deadly Accuarcy only applies to one hit in a combat check (Doesn't have to be the first) so Dual wielding or if they get the Linked attack talent for LS or what have you still only gives 1 damage spike in that event. If there is no social ramifications for the Lightsaber wielder (as really you don't need to have any Force connection to make that thing a worthwhile weapon) then just add more minions and rivals as needed.
  14. Letting them trade out for a free maneuver/move/positioning isn't going to wreck the game (especially if it doesn't count towards Success tie breaks and they don't know what the NPC's rolled.) You could easily add a difficulty to the roll as well if you want Triumph/Adv to feel more relevant. I've let PC's get an extra action or turn depending on rolls and the circumstances starting the conflict. The few times I've used difficulty on the roll has worked as well as threat can be a good launchpad for interesting complications as the start of the fight.
  15. Looking at it, it seems to more turn the attacks into Autofire so you could buy additional hits on other targets as advantage allows. Even if you only let them buy one more, it does let them go after a higher Def target with the spitfire attacks. Paired works well for 1-handed melee weapons too. And since you can laser sight and pair most light weapons it's not a bad attachment.
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