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Spivy

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  1. I'd rather be excited about a game whose biggest fault is a broken box rather than broken rule system (Palladium Books, anyone?).
  2. I spent a few hours copying/pasting info into the talent tree so that all talents now have a complete description. I wanted to make a back-up in case I do something to screw up that file, but I have no clue which file that data is stored in. Can anyone tell me which file/folder this would be?
  3. My sons and I were able to get through a few hours of Long Arm of the Hutt with some family after Thanksgiving dinner. Whenever we play next I'd expect them to finish Act 1 and clear out the thugs around the Ryll mines. Since this is our first play through other than the Beginner's Set adventure, any idea what is a reasonable amount of XP to award? I'm assuming that the best time to award this is at the end of each act, but I'm also open to opinions about that as well. I understand that in the end it's all up to me, but I'd sure value the wizened advice from those of you who are more experienced at this than I am.
  4. Is there a set speed that a spacecraft is moving when it exits hyperspace? I'm not sure if it should be traveling slowly, going its full maximum speed, or stopped.
  5. Thanks. I guess I thought that you could shoot at longer ranges, but at a difficulty upgrade. Much appreciated.
  6. I played the game a little over spring break with my 2 boys, but it's been a while and I want to refresh my memory of the rules so we can play with some of their cousins when we get together over Thanksgiving. I can't seem to find the rules that state how the weapon range on ranged weapons affects combat at different ranges. For instance, if I have a blaster that say it has short range, what happens when you try to shoot something at medium or long range? What if you have a long range weapon and try to shoot something at short range? The only thing I could find in the CRB discussed penalties for using ranged weapons when engaged. Sorry for such a basic question, but thanks for any help refreshing my memory on how this works.
  7. When I read through the CRB about vigilance vs. cool, it seems to make walking into an ambush as a straight dice roll for initiative between the cool and vigilance skills. Wouldn't one expect the ambushers to have at least one boost die simply because they know to expect (or are already watching) the approaching target. I can see additional boost dice for camouflage and what have you, but wouldn't the simple act of ambushing someone give you at least one boost die of advantage automatically? On a somewhat related note to vigilance checks, how would you handle setting up explosive mines? What method would be good to see if the character randomly steps on a mine or simply walks by it unknowingly?
  8. When I read through the CRB about vigilance vs. cool, it seems to make walking into an ambush as a straight dice roll for initiative between the cool and vigilance skills. Wouldn't one expect the ambushers to have at least one boost die simply because they know to expect (or are already watching) the approaching target. I can see additional boost dice for camouflage and what have you, but wouldn't the simple act of ambushing someone give you at least one boost die of advantage automatically? On a somewhat related note to vigilance checks, how would you handle setting up explosive mines? What method would be good to see if the character randomly steps on a mine or simply walks by it unknowingly?
  9. Hey folks. I live in the Indianapolis area and attended GenCon for a day a couple of years ago, but I quickly found that I'm pretty ignorant about how gaming sessions take place during the event. If I'm able to get the time to attend and by a pass, will there be any Star Wars EotE games that I'll be able to jump into? Or at this point is everything already pre-arranged and full?
  10. I've been going back and forth about spending the full amount of money for the AOR Core Rulebook, or getting the AOR Beta for about $15. For those of you who have seen both, any suggestions saying which is the better choice? Please bear in mind that my main concern is whether it's worth spending around $45 on the core book when much of it is copied and pasted from the EotE Core Rulebook that I already own. I'm not sure what all the AOR beta book does and doesn't include versus the AOR core book.
  11. On page 168 of the core rulebook, it states that stun grenades have 'disorient 3'. The only other section of the book that I find disorient in details its effects of the target gaining 1 disadvantage die, but no details are given as to the mechanics. Does a stun grenade automatically cause disorient? What does the 3 mean?
  12. The core rulebook offers suggested obligation depending on your characters' starting party size. Does the extra suggested obligation for smaller groups give your characters any extra XP or starting cash to work with? I imagine that the larger obligation amount per character in small groups is meant to keep a reasonable likelihood that an obligation event will occur, but at the same time it would be nice for a small group to be beefed up a little since their smaller pool of talent will make adventuring a more difficult task.
  13. I just got the Core book and the Beginner's game over spring break to play with my younger boys and they really enjoyed it. Barnes and Noble is going to have a 25% educator's sale next week and I'm thinking about purchasing another book or two. What would you folks recommend?
  14. My sons and I just picked up the beginner's game this week during spring break. I ran the game for them as best I could, but understandably ran into a couple of questions I couldn't answer. I did order the core book which might better answer some of this, but that is still a few days away from delivery before I'll even be able to start looking through it. 1) How far away can you start from an enemy and still be able to strike them with a melee weapon? If you're at medium range, can you only get to short range, or, once you're in short range can you consider yourself 'engaged' and hit your enemy by attacking them? I guess one of the issues is that I'm not clear as to whether 'engaged' is a range unto itself, or the result of an action performed at short range. 2) How often should I really come up with a narrative for a roll that results in a +1 advantage/threat? We only played for an hour and a half (and much of that was spent talking about how to play or me reading the instructions) and I already felt like I was struggling to come up with plausible meanings of those rolls. I can't imagine doing that for a couple of hours straight when the game is going at a quicker pace (remember, I'm playing with a 9 and 10 year old, so they won't be contributing to interpretation of the dice rolls as much as most older players would). Thoughts or suggestions?
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