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Prost

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  1. Like
    Prost got a reaction from sidescroller in Assistance is broken in narrative scenes?   
    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. Like
    Prost got a reaction from JorArns in Assistance is broken in narrative scenes?   
    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.
  3. Like
    Prost got a reaction from Kakita Natsumi in Assistance is broken in narrative scenes?   
    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.
  4. Like
    Prost got a reaction from Magnus Grendel in Assistance is broken in narrative scenes?   
    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.
  5. Like
    Prost got a reaction from Moon of Dalo in Why custom dice?   
    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. 
  6. Like
    Prost got a reaction from player2885333 in Expose a weakness Pg 17   
    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...'
  7. Like
    Prost got a reaction from marshzd in Defence scaling.   
    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. 
  8. Like
    Prost got a reaction from Magnus Grendel in School Techniques   
    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.
     
  9. Like
    Prost got a reaction from Drudenfusz in Why custom dice?   
    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. Like
    Prost got a reaction from Holzy in Necessary Skills?   
    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).
  11. Like
    Prost got a reaction from bradknowles in Necessary Skills?   
    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).
  12. Like
    Prost got a reaction from RMDanks in Necessary Skills?   
    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. Like
    Prost reacted to theclash24 in Necessary Skills?   
    I'll also add that what I do is look at my PCs sheets after they made their character and look at all the skills between them. Make sure there are dice rolls and events that play to their three strongest Skills for each individual character and their weakest. That way everyone feels special that they have something to contribute in each game -- they feel special. And than for moments of hard times I'll make sure there is a roll that is low on everyone's sheet but not impossible to represent reality...you can't cover all your bases.
    Make the PCs feel special-- each of them for what they chose and hard at the same time.
  14. Like
    Prost got a reaction from kaosoe in changing difficulty vs. adding setback/boost   
    There is fluidity in how it can be done. Difficulty is a gauge of how complicated the base situation is. Medicine rolls get harder the more advanced the trauma is (ie, over or under half threshold). Doing it in sub optimal conditions adds setback while good conditions and tools gives boosts, but it's still easier to clean and stick a cut than withdraw a slug thrower round.
     
    Sometimes circumstances add together to make a task more complicated, like doing it on the back of the speeder. Sometimes that might be setback, sometimes that might be a simple increase in difficulty and sometimes that might be upgrade in difficulty.
     
    My general rule of thumb as a GM for upgrading difficulty is if I can look at the situation and go 'oh, I know what a despair would be.' then I'm inclined to upgrade (base increase or with a destiny point depending on how outlandish the check is.) I try to avoid adding red when I'm not sure what I'd do with a Despair.
  15. Like
    Prost got a reaction from Joker Two in GM's and setbacks = Oil and water?   
    As a GM I feel weird about giving a roll that doesn't have a setback die attached to it.  Even if the roll is so outlandish (or opposed) I still tend to pour them on. Besides giving talents something to do (which is a big part of it) they also give context to the situation. Especially when the Setback dice roll a Threat or Failure, you can weave that into the narration.
     
    But since most action isn't taking place in an open field on a pleasant day with cool, but not cold temp, no glare, no wind, and no time pressure, where the setback dice comes from almost seems a given. 
     
    For players that would like to see more of them in the game, just suggest to the GM 'Hey, would the fact we're in a rush give a set back die' or 'the interface is dated and using Seperatist codes' (which could be argued as a boost or a setback die depending). Most GM's just get caught up in the moment and forget thigns like that so suggesting them can be a big help...even if it is kinda like suggesting things to make your life harder. Ultimately, it's more rewarding.
  16. Like
    Prost got a reaction from PatientWolf in GM's and setbacks = Oil and water?   
    As a GM I feel weird about giving a roll that doesn't have a setback die attached to it.  Even if the roll is so outlandish (or opposed) I still tend to pour them on. Besides giving talents something to do (which is a big part of it) they also give context to the situation. Especially when the Setback dice roll a Threat or Failure, you can weave that into the narration.
     
    But since most action isn't taking place in an open field on a pleasant day with cool, but not cold temp, no glare, no wind, and no time pressure, where the setback dice comes from almost seems a given. 
     
    For players that would like to see more of them in the game, just suggest to the GM 'Hey, would the fact we're in a rush give a set back die' or 'the interface is dated and using Seperatist codes' (which could be argued as a boost or a setback die depending). Most GM's just get caught up in the moment and forget thigns like that so suggesting them can be a big help...even if it is kinda like suggesting things to make your life harder. Ultimately, it's more rewarding.
  17. Like
    Prost got a reaction from whafrog in GM's and setbacks = Oil and water?   
    As a GM I feel weird about giving a roll that doesn't have a setback die attached to it.  Even if the roll is so outlandish (or opposed) I still tend to pour them on. Besides giving talents something to do (which is a big part of it) they also give context to the situation. Especially when the Setback dice roll a Threat or Failure, you can weave that into the narration.
     
    But since most action isn't taking place in an open field on a pleasant day with cool, but not cold temp, no glare, no wind, and no time pressure, where the setback dice comes from almost seems a given. 
     
    For players that would like to see more of them in the game, just suggest to the GM 'Hey, would the fact we're in a rush give a set back die' or 'the interface is dated and using Seperatist codes' (which could be argued as a boost or a setback die depending). Most GM's just get caught up in the moment and forget thigns like that so suggesting them can be a big help...even if it is kinda like suggesting things to make your life harder. Ultimately, it's more rewarding.
  18. Like
    Prost got a reaction from Gridash in Getting the EotE rulebook along with AoR   
    Obligation if you want to give players that option over Duty (or to go with it.)
     
    Races, careers and specializations.
     
    Gear is largely the same, but Edge has a vastly different vehicle list than AoR, with a focus on transports over fighters and bigger ships.
     
    Edge has NPC stat blocks that will not all be represented in AoR.
     
    Force stuff (different Talent tree and 2 non-repeated powers)
     
    Planet focus/info on the galaxy I would guess will be different
     
    And an adventure, which while Edge focus, just has more material to utilize.
     
    I agree with RogueCorona about Sons of Fortune. That book works well for either game style as it's basically 'Tips, tricks and info on playing in the Corellian Sand Box.'
     
    Jewel of Yavin and Beyond the Rim could EASILY be adapted for a Rebellion party (gaining supplies for Rebs rather than paying of debt/personal profit).
     
    Enter the Unknown - Besides ships and gear, there are Fringer specs. 2 of which aren't in AoR. Since AoR could pick them up, might be useful. Also has a lot of good intel on just out of the way places, which also has a lot of cross over with AoR themes.
     
    Dangerous Covenants - 3 new talent trees, gear, ships, and Merc company ideas which could be another great source for AoR.
     
    While the lines are looking to fit their theme, I imagine you will find cross over and utility in pretty much all books. 
  19. Like
    Prost got a reaction from Col. Orange in Forsaken Jedi (Nemesis) question   
    Or the NPC was drawing on rules/effects that are not out in the current system sets yet but are 'made.' The Deflection/Defensive could be slotted in down the road by some such thing.
  20. Like
    Prost got a reaction from Josep Maria in Forsaken Jedi (Nemesis) question   
    Or the NPC was drawing on rules/effects that are not out in the current system sets yet but are 'made.' The Deflection/Defensive could be slotted in down the road by some such thing.
  21. Like
    Prost got a reaction from cvtheoman in Jury Rigged/Hard Point Question   
    You can.
     
    And remember, they are tinkering with the item. Maybe they add a new fabric layer or add a new armor piece. For a weapon, maybe they use a different mix of Tibana gas or move the power draw on a setting past factory safe norm. Jury Rig is the ultimate personalize expression because it is making an item yours.
  22. Like
    Prost reacted to pbpanchotest in Flechette Torpedo + Munitions Failsafe   
    Not rocket science guys, I just read the munitions failsafe as having another shot in the tubes.  The missile missed but the pilot took stress since it detonated nearby.  Hell the card even shows what looks like two under-wing launchers...  I don't see it as a broken interaction since it means you do no damage, and have to not hit to keep doing it.  You go ahead and spend 5 turns doing that while the other team, which IS doing damage is killing you. 
  23. Like
    Prost got a reaction from cvtheoman in mods to boost system strain or handling?   
    The Starship section for Attachments (EotE CRB 269) states clearly it's not every mod out there and encourages GM/Players to invent their own. (and that new ones will come out in upcoming releases, as we've already seen with DC and JoY).
     
    Making a mod for handling would probably have a strain reduction cost. That seems in synch with things. Making a mod that increases Hull or Strain seems fitting too as you reinforce systems.
     
    Really, the sky's the limit as you could do something like a power re-router mod for starfighters. Let them give a weapon Slow Fire to increase a shield zone by one (as most Starfighters don't have the CHP to put a 2 CHP shield mod in). Or to drain a shield zone to increase range and/or damage of a weapon system. The mod would be there to capture the old X-wing flight sim game feel.
     
    You can balance mods by limiting their Sil. So if you want a Starfighter mod, just make it for Sil 3 ships. Maybe the rare scout ship could pick it up, but it removes the 'I don't mind if the Y-wing gets this, but it could be sick if the YT-2400 gets it' issue. Or flip it if thats an issue.
  24. Like
    Prost got a reaction from LibrariaNPC in Allowing players to buy the force talent trees   
    On the WEG comparison, even that doesn't hold as in WEG SW you could pay CP to switch your no to a less later. I believe it was 20 CP.
     
    The FFG system is designed to give options. If you know you want to play a Force USING character at CGen, you can buy FExile and/or FEmergent at the gate and invest XP right away into talent and powers. As Morningfire pointed out, that can crimp into your starting characteristics, but there is also something nice about having quick access to Sense.
     
    The system also lets you pick it up later. You don't have to plan for it, so story events can let it be a reveal or a decision down the road. There is no 'dark side meter' or 'Force point stash' a character has that makes whether the character is Force Sensitive or not relevant from a system point of view like there was in other systems. 
     
    But the system's flexibility is also meant to be moderated for the greater enjoyment of the group and the story. That means if the game is not a Force using game, then a GM should be upfront about that and clearly mention it and either prohibit or limit what and how fast the players can spend XP into Force abilities. 
     
    It's true for the other aspects of the game as well. 'By the rules' players can spend their Xp on skills, trees and talents with no real oversight as long as the Obligation meter is under 100. So when the group sees you bringing in your X-wing minis to the game, which is a sure fire clue there is going to be some space action that night, and that changes one of their XP purchases to picking up another rank in Gunnery, they 'technically' can. Or if a player wants to go Assassin/Doctor/Diplomat/Infiltrator for all the dodge and do their five finger death touch, they can as well. 
     
    And that's because its not the game's job to say yes or no to such things. The game wants to allow for many options and there could be several instances where a character who had no interest in the Force or the Jedi has an amazing encounter with an Anzati assassin and decides to follow in their path and that leads to a little exposure to the force. Does that mean they'll find a lightsaber under their pillow or that they now have clear in character justification to pick up 3+ Force talent trees to really get access to a high Force rating? No, not necessarily. Maybe the character just has a weak attunement to the Force and so the PC and GM agree that a 1-2 Force rating range makes sense and a limit power access because not all powers would fall under the purview.
     
    Or maybe the player is a Gand and grows into become a Findsman. Or some thief steals some dark side infused shard that merges with them and now they have voices in their head. And if things never change in that way, that's also completely fine. But I wouldn't seek to create some system rule to limit which is really a story issue.
  25. Like
    Prost got a reaction from Col. Orange in Sniper Shot talent   
    The Sniper Shot talent is amazing in Starship combat. 
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