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bberry77

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About bberry77

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  • Birthday 07/07/1977
  1. When I try to access the link to the Android app, Google Play says item not found. Does the squad builder app still exist?
  2. I'd say a minimum of three setback dice to actions against NPCs with a half-dozen ANYTHING dangling from their nipples, let alone GRENADES - yikes!
  3. I use pictures. Most of the group I play with are not at the same level of "Star Wars nerd" as I am - lol! All these weird species names usually have no meaning to them but when I show them a picture - for example a Gamorrean, I get a bunch of "Ohhh yeah... the pig men from Jabba's palace in ROTJ!"
  4. OK, that sounds reasonable. I think my group is going to have even more fun with this now. In our first couple of sessions I was revealing everything and it definitely made things more mechanical... like a video game. This approach will add a new layer of suspense that I am sure will be appreciated by the PCs.
  5. Great feedback guys, thanks! I suspect these Destiny Point tokens will be flip-flopping all over the table at our next session!
  6. Even wound threshold - should that also be a mystery? Wouldn't it be appropriate for the PCs to know how close they are to success? How do I let them decide if they stay and fight because they are so close to victory or run to the hills? At least in the case of wounds, a real-life scenario would show this in an obvious way through physical damage, etc. In an RPG is it expected that I not divulge that the PCs have inflicted 25 out of 30 points of the target NPCs wound threshold, but instead indicate via narrative how banged up the NPC "appears"?
  7. If I were to spend a dark side point to cause them to crash... could I first allow the PC driving to make a Piloting check of average difficulty? If they fail, they crash - perhaps suffering 1 wound per PC on a failed Resilience check (also average difficulty). Would that be appropriate for a dark side point? If this IS an appropriate expenditure of the dark side point, would the following narration cover this? GM: Flip a destiny point: dark to light. GM: "You swerve to avoid a stack of crates, but blaster fire from your pursuers catches your stabilizers - sending you off course, directly towards the base of a communication tower" Now, if they crash with a bunch of Advantage or Triumph, maybe I skip the wounds. However, if they roll more than two threat or a Despair, I have them each roll for Resiliency: failed check is one wound per PC who fails the roll. Is this too intense for spending destiny points?
  8. Great - thanks for the input! As a follow up question, how might I have spent a dark side point in my example? This is something I have yet to try as I find myself rooting for the PCs in any given scene. However, I would appreciate some insight on how to spend dark side points in a narrative situation.
  9. Regarding NPCs, especially those that could be involved in a combat encounter, should I allow the PCs to see the NPCs full stats? Should the PCs be aware of the gear and weapons being carried by an NPC? I am thinking certain items should be a surprise to the PCs, ie - holdout blaster. What are the guidelines?
  10. Newbie GM here. What sort of guidelines do you recommend for letting the PCs "create" their environment. For example, in the Stormtrooper scene in the Beginner Game: Escape from Mos Shuuta: The PCs have a map of Mos Shuuta and are told where two groups of three stormtrooper minions are located relative to their position (they are also informed that confronting the troopers could be risky)... and the chase begins. After rolling for initiative, the troopers end up with the first slot and do quite a bit of damage to one of the PCs. On the PCs turn they decide to "notice" an unattended landspeeder which they hop into and make their get away. I was just sort of winging it at that point and had the troopers get of a few shots before the PCs decided to knock over a water tower (on the map) which spooked some nearby Dewbacks and sent them stampeding towards the troopers allowing the PCs to just barely make it to their destination. For the landspeeder - I let them spend a light side point to introduce it. For the Dewbacks, I just allowed it. Does anyone have suggestions on dealing with PCs fabricating their surroundings? Should I put more work into a strict descriptive setting, or is it ok to let them go with their ideas? Was I way off in my approach mentioned above?
  11. That is fantastic input. Thanks! What about Destiny Points though? How much leeway do I allow PCs to essentially create their surroundings to suit them - should that always require spending Light Side points?
  12. Here is a related question: As the PCs are running through the streets trying to escape a squad of storm troopers, they decide they want to shoot out a support structure that may cause something heavy to fall on and possibly kill the troopers. Does the existence of said support structure and "heavy thing" depend on the PC spending a Destiny Point, or are they allowed to just get creative at any time with regard to environmental detail that was not specifically indicated by the GM?
  13. Lets say I have a chase scene underway and my PCs want to shoot at a support structure in order to have something heavy fall on a squad of storm troopers. How might I organize a dice pool for that, and how would I determine damage taken if the PC is successful? In this scenario, what would constitute a shift into structured format? If a PC declares during a chase that they want to shoot right at a trooper, do I immediately switch to structured format? If so, what would cause me to break out into narrative format again?
  14. Can combat (or any other) damage occur in narrative format? Examples?
  15. At what point does structured time end? Is that up to the GM based on when the enemies are no longer chasing?
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