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Everything posted by Satchmo72
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So the most common ship in EotE is a light freighter. My group has 5 PCs so smaller would not work well. I would like to be able to carry my own ground transport with me from planet to planet. Some things I want from a ground transport is at least one armor a place to mount a weapon and decent speed and handling. I am thinking 3 speed and no negatives for handling. It also needs to hold the entire crew with our gear and fun things we find. Every ground vehicle that I have seen that meets these specs has a silhouette of 3 or more. This is a bit of a problem fitting it into a silhouette 4 ship. I know the E9 says that it has room for a transport but does not give any details. There is also the ship addition of a docking bay but it has restrictions on silhouette size. Any help would be greatly appreciated.
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Brawl, Two-Weapon Fighting and Pressure Point
Satchmo72 replied to Arasaka's topic in Star Wars: Edge of the Empire RPG
In the game I attend we have found that if we (the players) take powerful combat abilities it significantly decreases the fun for our GM. We recently restarted as our party was at about 300 xp and very over powered. Something I do well is find exploitable weaknesses in a system. If I wanted to exploit this particular skill I would do it this way: Race: Transdosian with 5 brawn Career: Hired gun-Murauder In seven or eight sessions I would have enough xp to purchase 1 frenzied attach, 2 feral strength, Dr tree, and pressure points. Four more sessions (investing in medicine) and you can would be able to reliably take down a Rancor each round. This is without hitting twice. You might have to use the old one two if you went after a Kryat dragon. Edit: So my personal opinion is that regardless of what the rules say make certain everyone is having fun (Gygax rule zero). -
Starting Gear - how much is needed?
Satchmo72 replied to Amarel's topic in Star Wars: Age of Rebellion RPG
It depends on what type of adventure you are getting into. I find that starting with a base of operations allows for more than enough starting gear. However, then you have to find a way to get off planet eventually. The game is designed to start you off slow. I believe the first couple of sessions should be designed to help the group find needed gear. I would say get the stuff you absolutely need (based on adventure type), and if you want to turn in duty then turn it in for extra XP to increase a characteristic further. I would not turn in duty for any other reason. -
Arrow-23 Landspeeder stats opinion
Satchmo72 replied to SSB_Shadow's topic in Star Wars: Age of Rebellion RPG
I would also suggest increasing its size to a silhouette 3. Most things with a silhouette of 2 have less room in them. Examples include the airspeeders and cloud cars form ESB both silhouette 2. The speeder bike from RotJ is also a 2. While AT-ST is a silhouette 3. In Dangerous Covenants there is an Invader AA-9 assult airspeeder similar to what your looking at that is also silhouette 3. -
Could I like this game if...
Satchmo72 replied to Gorrath's topic in Star Wars: Edge of the Empire RPG
I do like the dice system and the system over all but there is a learning curve. -
Could I like this game if...
Satchmo72 replied to Gorrath's topic in Star Wars: Edge of the Empire RPG
I find that the rules for EotE and AoR are not well organized in the rule books either. There are no less than three places you need to look to get information on first aid. This does not include other methods of healing which are also in different places. This is simply one example and there are several others. In several places the rules are all in one place. Unfortunately when this happens they are seldom as clear as they need to be. A couple examples off the top of my head is how criticals stack with one another. Another sticking point is how attachments and mods work together, and what happens when you fail to install a mod correctly. Some of this may have been corrected through errata but the same wording is used in the almost new AoR book. Finally, space combat only works if your character is specifically designed for it. -
Where would a new player fit in our group?
Satchmo72 replied to Varisangel's topic in Star Wars: Edge of the Empire RPG
If it were my character, I would go with a Wee Quay marauder/force sensitive *. -
Awful first experience!
Satchmo72 replied to Rebelarch86's topic in Star Wars: Edge of the Empire RPG
Rebelarch86 posted earlier asking for help on creating a character that would not be useless. So I sincerely doubt there is any trolling here. I would be interested to hear the average difficulty you were rolling against. If you were running one of the adventures sold in book format you were likely in over your head. As has been suggested here the rolls you should be making should be against no more than one red and two purple dice, and this should be the hard rolls. Normal rolls should be against no more than two dice (red or purple) with the possibility of a black thrown in on occasion. Your biggest complaint appears to be with the dice system. It is complicated the first time or two you play it. However, once the GM gets a handle on how things work things should smooth out. -
Simon, you were right about the extra damage rather than the extra successes. I wonder what I was reading? Anyway. In Simon's defense he runs a fair game and converses with his players about the best way to go. The example he uses about the auto firing bounty hunter is the path that my character initially started down while sitting at his table. After talking it out we decided that my character averaging over 50 damage per round was not only unbalanced but did not feel like starwars. So we made some modifications. The other guy he is talking about actually uses gunnery with his sidewinder and auto fire. He is correct that when the two of us go full combat mode there is little left for anyone else to do. Something we have been doing as a group over the last month is working to find ways to get everyone more involved. Thanks for running Simon.
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I believe that I was looking for something similar to what you are looking for. I was not over joyed with the gunships offered in AoR. Nor do I like the majority of the light freighters as they are to fragile. I ran across this which is already established within the setting. Not my work but I like it: http://gsa.thegamernation.org/2013/04/11/equipment-labs-exploring-the-galactic-fringe-yz-775-medium-transport/
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Help a newb make a useful character!
Satchmo72 replied to Rebelarch86's topic in Star Wars: Edge of the Empire RPG
Hello Rebelarch, Sounds like you are coming over from a d20 system. You are in good company as most of us have been there. Before we can really help there are a few questions we need answered: 1) What type of game will you be playing? 2) How are the other players built? If they all want to shoot everything in sight building a thief or a face might be limiting to some degree. 3) This is the most important question. What do you want your place in the party to be? The first thing to consider when building a character is that there are no levels. Second, regardless of what class you take you can expand into just about any field you would like to. When building your initial character you will want to focus on you characteristics/stat first and foremost. High agility will mean you can shoot most guns and drive most vehicles pretty well. A high intelligence means you will be good with knowledge skills, mechanics (more useful than you would think), medicine, and computers. Like most other games you have likely played Perception is one of the most used skills in the game. Perception, deception, and a few other useful skills are based off of cunning (this would be good for a rogue type character). Brawn has two functions it increases your soak and lets you hit things. Dice rolling: 1 dice = let someone else do it your going to mess it up. 2 dice = you're not incompetent but you really have no reason to brag. 3 dice = now you are starting to get a little notice on your abilities. 4 dice = you can brag about how good you are with this. 5 dice = you now have a reputation for being good at this. 6 dice = you will succeed nearly all the time and look good doing it. 7+ dice = the GM will now need to adjust encounters taking into account your extreme skill. More dice is almost always better than upgrading dice. However, upgrading dice allows you to have the chance of rolling triumphs, and triumphs are fun. I hope this helps and I look forward to hearing what you go with. -
Looks fun. Couple of thoughts. You need a backup hyperdrive for a ship this size. I also think that the CR90 at 150 meters in length is at the large end of the spectrum for 5 silhouette. Would reducing the overall length degrade your concept any?
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It is a minor point but DA operates just a little different than you stated. In the talents chapter it states that it adds successes to the roll per skill level of the given skill. It is also a passive skill that is always active. So it can potentially make a shot that misses hit.
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There are in the beginners box.
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How to handle mines and set explosive attacks.
Satchmo72 replied to njharman's topic in Star Wars: Age of Rebellion RPG
My understanding of the rules is that you make a mechanic check when constructing the bomb to determine the damage it will do. Then you hide the bomb in the path of your adversary. When the enemy approaches the bomb they will make an opposed perception roll against either survival or stealth. I am 90% certain the opposed check is how the stun trap is placed and I see no reason to deal with explosives any differently. -
Recruit talent tree: now everyone can shoot.
Satchmo72 replied to Satchmo72's topic in Star Wars: Age of Rebellion RPG
The input from everyone is awesome. A couple notes. My original intent was to spur discussion and see if there were creative ways to get around this. The character I am playing is planning to eventually get into the politico tree. We have a large group playing together and my character has become the face of the party. I guess I would like to see a talent tree that would be similar to an officer training school or sensitivity training to be the security detail sent on diplomatic missions with Mon Mothma. The Marines guarding the POTUS have not only proven themselves with a rifle they have also proven themselves mentally. So I believe there is precedent for this type of talent tree. It would likely not give me the same bang for the buck as the politico talent tree. However, it would be more in character for him to receive this type of training. As to the out of career xp penalty paid. It is a personality thing. I am the guy that refuses to get money from an ATM unless it is one my bank operates because I hate paying penalties that are avoidable. -
Recruit talent tree: now everyone can shoot.
Satchmo72 replied to Satchmo72's topic in Star Wars: Age of Rebellion RPG
Yep the bounty hunter has coercion, and threatening people never goes wrong. So lets say that I am not a force user. Perhaps I am playing a droid that wants to be articulate. Why do I have to start as a politico or ambassador? Why can the slicer all of a sudden get combat skills without paying out of career prices, but any combat focused character that does not wish to go force sensitive have to pay extra for the ability to carry on a friendly discussion? If we have a talent tree that allows social or technical characters to act in a combat roll why can we not have a talent tree that allows an assassin or marauder to play nice when the situation calls for it? -
I am currently playing a bounty hunter/force user in a Star Wars game. With the release of AoR we are moving into a working relationship with the rebellion. Now we have this awesome talent tree that gives mechanics and civilians significant combat abilities (not as good as dedicated combatants but still passable) and they are able to do this without spending extra xp on out of class skills. How do I get social skills as a bounty hunter without spending out of class experience penalties?
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In the end the correct answer is that whatever the GM and player work out together will be great. If we are following the rules directly the only requirement to obtain any force ability (move, sense, foresee, enhance, or influence) is that you have a force rating. This can be acquired by purchasing either talent tree or through the story of your game.
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Toying with (non-Force) empathy.
Satchmo72 replied to HappyDaze's topic in Star Wars: Edge of the Empire RPG
As a player I would find this a much more pleasing solution. -
Toying with (non-Force) empathy.
Satchmo72 replied to HappyDaze's topic in Star Wars: Edge of the Empire RPG
Instead of calling out droids specifically the core rule book typically goes with anyone who is immune to force powers. If you allow this ability you decrease the strength of people who specifically went a certain direction to be immune to such things. While it is unlikely that it would be unbalancing if my character were affected by this with no recourse I would be peeved. -
Help my character realize he is force sensitive.
Satchmo72 replied to Satchmo72's topic in Star Wars: Edge of the Empire RPG
Thanks for all the input. When I talked to my GM about it he said that it was part of my story and wanted me to spearhead it (this is a good thing). I like the ideas about having someone stalking me. It would work well with the back story of another character in the group who is fleeing his life as a force sensitive that was in training with the Empire. If anyone has more suggestions I would love to hear more. I think the problem with the idea of using move intuitively is that you can always rationalize it away. We rationalize a great many things in our lives and I doubt it was any different a long time ago. -
First, I play a ex slave bounty hunter who has bought into the force tree. We are currently playing it as if my character simply believes he is that good at what he does and has no idea that the force is effecting his life. Before I can buy into the next force tree in AoR I need to tell the story of how my character discovers he is force sensitive. We are currently on Tatooine working to infiltrate a para military organization to retrieve an explosive McGuffin that we can use to cause havoc among the imperials. We found a jedi/sith holocron that I effected with the force unknowingly. Also I have limited myself to the sense ability until my character can begin recognizing his potential. Thanks
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Need a name for my ship
Satchmo72 replied to zachattack2's topic in Star Wars: Edge of the Empire RPG
Possibly Teemo's Folly? Edit: We have an E-9 we named the Majestic Maiden or The Maiden for short. We then acquired a stretch Limo. We promptly parked the limo in the Maiden.
