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Everything posted by Dakkar98
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Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Added the Rebel Base duty. Also, if you choose a rebel base as your AoR group resource, it'll also automatically add the Rebel Base duty to your group. You can change it or even remove it if you want to. Where the book talks about "Core Base", it's just telling you what all rebel bases have. The three foci that they explicitly name are the safe house, training camp, and meeting center. As stated, these are examples, and are kind of limiting, so based on the description of "Increase Core Focus", I added a couple more (research facility and weapon depot). OK, Thanks for the clarification. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
In Desperate Allies on page 87, they introduced a duty related to being responsible for a Rebel Base. Ironically enough it's called the Base Duty. It does not appear to have been included. Edit: Also, I think there is supposed to be just a Core Base Focus. And, I don't see any reference in the books to a Research Facility Focus or a Weapons Depot Focus. Am I missing something from my copy of the book? LMK, thanks, Dakkar98 -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Dev Question Answered: ATA was apparently modified in some way. I don't remember doing it, and had trouble getting it to return default. But, I finally got it corrected and then it worked fine. Thanks Ogg! -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
1. I'm not sure if anything definitive has been said about heavy blasters not being able to use that attachment. They are, after all, also blaster rifles, so it isn't clear if the purpose of the limitation is to exclude heavy blaster rifles, or to exclude things like pistols or slugthrowers and only have it usable on long-barreled blasters. Has there been a dev question asked about this? 2. Positions are mainly for grouping related maneuvers and actions together for printing out rosters for encounters. As such, the Astromech "position" is mainly for use with NPC droids and includes actions and maneuvers typical (or sometimes exclusive) to slotted astromechs. If I add all actions that an astromech can possibly make as a PC (which is pretty much all of them), it defeats the purpose of the position. It would be like adding a "Human" position that contains all actions and maneuvers If you want damage control to show up for a droid, for instance, just make it the engineer as well. 3. I just tried it and all upgrades, base or purchased, are showing up on the roster. Check the adversary and make sure its gunnery skill is what you think it should be. Translating between a character and an adversary doesn't always yield the same results, although it's supposed to 1. It seems pretty clear to me. Augmented Spin Barrel: This attachment may only be used with blaster rifles and heavy blaster rifles. Marksman Barrel: This attachment may only be used with blaster rifles. Fore Arm Grip: if you take out the parenthetical clarification that excludes heavy rifles, it states This attachment may only be used with rifles and carbines. The only real difference is that this attachment also works on slugthrower weapons that are either rifles or carbines. IMHO, Heavy Blaster Rifles are not also Blaster Rifles. The distinction in the text description between the two different barrel attachments, I feel, confirms it. 2. I apologize, I did not notice that the list was for PC Astromechs. I thought that was for the NPC Astromech. My Bad. 3. I tried it, I have two PC's in the list each with one rank of Gunnery. Without the upgrade it shows them both having 1 yellow and 3 green dice. When I add the advanced targeting array that should provide 1 upgrade to the skill, there is no change, when it should be 2 yellow and 2 green. When I apply the second upgrade to the skill from the optional mods it increases their skill to 2 yellow and 2 green dice when it should be 3 yellow and 2 green. I tried the same thing using the Starfighter Ace and the Tie Ace adversaries and got the same results. Thanks, Dakkar98 -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Thanks Ogg Dude! Minor Bug Reports related to the above items: Because heavy blaster rifles lack their own category and are part of the blaster rifle category, the Marksman Barrel is now mistakenly being allowed for heavy blaster rifles. If you attempt to correct this by applying Non-Heavy Rifle category to the attachment in the Data Editor, it then mistakenly allows blaster carbines to use it. To correct this and future issues, I recommend removing the Non-Heavy Rifle category altogether and creating the Heavy Rifle category instead, then adjust the item attachments accordingly. I personally think that it makes for clearer thinking to create a category for each type of item instead of creating one that attempts to exclude them. Astromech position is still lacking access to the following abilities as detailed in Stay on Target page 73: Damage Control, Plot Course, Copilot, Boost Shields, Scan the Enemy, and Spoof Missiles. For some reason, the first upgrade to your Gunnery skill from the Advanced Targeting Array is not showing up on the ship roster, but it will show the second upgrade when you go in and purchase it in the optional Mods. I'll let you know if I find anything else. Dakkar98 -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Ditto. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
The categories are there to determine which attachments go with which item. Right now, the list is inclusive. That is, if one of the item's categories exists in the attachment's category list, it's good. That's why I have "Non-Heavy Rifle" category. It's an "A or B or C". I can't currently do a "A or ~B or C" without adding an exclusion list or something. Although it's not optimal, you could use the item list to include particular items that you want available to the attachment. If this becomes a problem, I'll look into re-working how the process goes. The way that it is currently set up, the Marksman Barrel will only work by using the item list to include the particular items that it will work with. It is the only option to get it to work right, because as it is, if you just put blaster rifle it allows all of the heavy blaster rifles because they don't have a separate classification, and if you put non-heavy rifle as well to eliminate it as an option for those weapons it then allows the carbines which should be allowed either. I was simply suggesting the elimination of what is essentially a non-category (non-heavy rifle) and creating two actual categories (heavy rifle and heavy blaster rifle). It would solve this issue without having to go item by item through the list, as well as prevent potential issues with attachments that might come out in future releases. A potential future enhancement that would be great to see is an exclusion list, where you can choose to exclude certain items from from being allow to use certain attachments. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Ogg, Blaster Carbines, Blaster Rifles and Heavy Blaster Rifles (and their non-Blaster related counterparts) should each have their own categories. Non-Heavy Rifle Category for weapons should be removed, then slightly reconfigure the attachments so that they work properly. For Example: Fore Arm Grip is available for rifles and carbines, but not heavy rifles. (I think this attachment is what you created the non-heavy category for in the first place). Marksman Barrel should only be available for rifles, not carbines or heavy rifles. This was mistakenly restricted to only the "blaster rifle" item. When I fixed it on my end, to the blaster rifle category, it made it available to heavy rifles as well, when I applied the non-heavy rifle category to it as well, it was then also available to carbines because you had them classified as non-heavy rifles for the Fore Arm Grip. If there was 3 (well 6) separate categories, then Fore Arm Grip could be restricted to Carbines, Rifles, Blaster Carbines, and Blaster Rifles, and Marksman Barrel could be restricted to just Blaster Rifles. This would allow future attachments to be more easily restricted, or not as well. Thanks! -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
I had this try to happen once. It started, I clicked the + button a few times and it started going the other way. I shut down the program completely. I restarted the launcher. I launched the GM Tools and loaded up the character, and everything was fine. I've had no issues since. Hope that helps. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Would it be possible to make it so the save files used the character's names instead of Char0, Char1, etc? -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
The Enhanced Optics Suite still refers to the surveillance skill. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
First, why would you be removing a specialization? RAW, you shouldn't be removing specializations. Second, if you started buying skills that became class skills under that specialization, why would you be removing the specialization anyway? If you are looking at doing a rebuild based on a new book coming out, I suggest you remove all skill ranks purchased, then remove your talents, then remove the specialization. That or copy the character first, then look at doing your changes. -
FFG Developer Answered Questions
Dakkar98 replied to kaosoe's topic in Star Wars: Edge of the Empire RPG
You could do exactly that. In fact, if you get 2 advantage when you make your attack you can spend it to take the maneuver to run away instead of spending the strain. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Marksman Barrel attachment was limited to Blaster Rifle under "Item Limits" instead of "Category Limits", this effectively only made it usable on the basic blaster rifle, instead of anything classified as a blaster rifle. Edit: Don't forget to limit it to Non-Heavy Rifles as well. I forgot initially. -
FFG Developer Answered Questions
Dakkar98 replied to kaosoe's topic in Star Wars: Edge of the Empire RPG
I asked a few questions of the FFG Developers and got a few answers back. These answers come from Max Brooke. So,apparently Sam is on vacation, or someone decided to help him out finally. Recruit Universal Specialization AoR Core Rulebook page 140: “Talents that are not ranked can only be purchased a single time. If a character is advancing through a specialization tree and reaches a talent without ranks that he has already acquired from another specialization tree, then he automatically purchases that talent on his new talent tree without spending experience points.” There are four talents on the recruit tree that grant specific career skills (Basic, Tactical and Vehicle Combat Training and Well Traveled). If you already possess the career skills that one of those talents grant you, must you pay the cost for that talent, or are you granted that talent without spending experience points? For example, A Soldier Medic that takes recruit. Because he is already trained in Brawl, Melee, Ranged (Light), and Ranged (Heavy), he effectively already has the equivalent of both Basic Combat Training and Tactical Combat Training. Would he gain those Talents without spending experience points? Or would he still need to spend 5 experience points apiece for those talents? I realize that he can always work his way down one pathway and work his way back up another to avoid spending experience points on talents that are unnecessary to him, but does he need to go to that trouble? Hi Damon, Good question. Your proposed Soldier Medic would indeed need to purchase those talents to progress down those paths through the tree. Even though the soldier possesses the related career skills already, the character does not possess the talent named Basic Combat Training or Tactical Combat Training, so the character does not automatically gain those talents upon reaching them in the Recruit specialization tree. Of course, the character certainly can purchase these talents to reach the ones below or, as you note, buy around them. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com Optical Camouflage System “This attachment can be equipped on any type of armor, but it is nearly useless on laminate or plastoid heavy armor, which is often too bulky and loud to mask properly.” What does this really mean? Should we only allow it to be applied to armors that have a base soak of 1 or less? Hi Damon, Another good question. This means that the attachment grants no benefit to laminate or heavy battle armor, and other, similar types of armor at the GM’s discretion. Any armor that would logically make too much noise for the wearer to mask effectively gains no benefit from this attachment. While that includes many types of armor that has a soak of 2 or higher, it does not necessarily include all armor with soak 2 or higher. For more exotic types of armor not covered in the Core Rulebook, the GM must make a judgment call based on some combination of what makes the most sense and what will lead to the most fun for the group. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com Dodge. Can Dodge (or Sidestep for that matter) be used in vehicle combat? It seems to me that they cannot as they both refer to ranged combat checks, whereas Starship combat refers to making a combat check with vehicle weapons. One of my players argues otherwise at least for the Dodge talent. Hi Damon, Good question. Dodge, Sidestep, Defensive Stance, and other, similar talents that make the character personally harder to hit do not make a vehicle that a character is piloting harder to hit. Dodge’s full text, for instance, reads “When targeted by a combat check (ranged or melee), the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in dodge.” When a character’s vehicle is targeted with an attack, the character is not the target—the vehicle is—and so the condition under which Dodge can be activated (“When targeted by a combat check, the character may…”) is not met. Note that if a vehicle does fire directly upon a character, rather than on a vehicle the character is piloting, a character can (and almost assuredly should) use the Dodge talent to try to avoid being struck and likely incapacitated. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com Pressure Point EotE Core Rulebook page 141: “When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain, plus additional strain equal to his ranks in Medicine. These checks cannot be made with any weapons, but this strain damage is not reduced by soak.” Does all of the damage inflicted ignore soak, or only the damage added from the Medicine Skill? Is it effectively: The attack gains X Damage and Pierce X where X equals his Ranks in Medicine? Or is it, the attack gains (Medicine Ranks in Damage) and Breach? I would imagine that since Anatomy Lessons is in the same tree that you can spend a Destiny Point to boost that damage, but what about Soft Spot or Targeted Blow? Does Feral Strength still add damage to Pressure Point as well? Does the Cortosis attachment on armor prevent the bypassing of the target’s soak? Hi Damon, Good questions. Pressure point reads: “When making a Brawl check against a living opponent, the character may choose to forgo dealing damage as wounds, instead dealing the equivalent damage as strain, plus additional strain in equal to his ranks in Medicine. These checks cannot be made with any weapons, but this strain damage is not reduced by soak.” Thus, whenever the Doctor makes an unarmed Brawl check against a living opponent, first determine how much damage the attack would inflict. As normal, this takes the base damage for Brawl checks (Brawn + Successes), plus an additional damage from relevant talents and abilities (such as Anatomy Lessons, Feral Strength, Targeted Blow, Soft Spot, Wookiee Rage, etc). Then, the character’s player may decide to use Pressure Point to convert all of this damage into strain and add additional strain equal to the character’s ranks in Medicine. Then, the sum total of the strain the check inflicts ignores the target’s soak. Note that this is meaningfully different from having the Breach quality, because armor with the Cortosis quality only affects weapons with the Pierce or Breach quality. Anything else that ignores soak still ignores soak against armor with the Cortosis quality. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com A/KT Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit Both of these armors feature in the description the following Text: “Thanks to its rugged construction and integrated armor, <Snip> suit reduces any strain received from Critical Hits dealt to the wearer’s vehicle by 1 (to a minimum of 1) and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1.” The only Critical Hit that I see that actually inflicts strain on a character aboard the ship is “10-18 Jostled: A small explosion or impact rocks the Vehicle. All crew members suffer 1 strain and are disoriented for one round.” So, the protection from fires and the Burn quality I understand. What exactly is the purpose of the other part? Since the minimum that can it be reduced to is 1 strain, and there is nothing that I see that deals more than 1 strain to the crew, what is the point? Is there some other mechanic, that I might have missed, that applies additional strain to a character aboard a ship that has suffered a critical hit? Hi Damon, Good question. Although only one result specifically calls out inflicting strain on the PC, the fact is that many of the results, from Major System Failure to Major Hull Breach to Fire! could easily cause conditions that result in the PC suffering strain (such as Suffocation, or Threat from various checks to avoid being set ablaze, hit by shrapnel, and the like). At the GM’s discretion, the Shockrider Crash Suit and A/KT Wing Commander Armored Flight Suit’s benefits would apply to such effects. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com Stacking Armor I know that you do not stack the benefit of soak from two different armors that you may be wearing (someone else already asked that). If you are wearing a Smuggler’s trench coat over Laminate Armor do you get the best of the Soak and the best of the Defense? For example, while wearing that combination of armors, do you have a Soak of 2 and a Defense of 1? AoR Core Rulebook page 183: When worn, armor’s encumbrance rating is reduced by 3 points. Do you reduce each set of armor worn by 3? Or do you add the 2 armors encumbrance ratings together, then reduce by 3? For example, while wearing that combination of armors, is the character’s encumbrance from armor 1 ((4-3) + (3-3)), or 4 ((4+3)-3)? Hi Damon, Rules as written, nothing actually allows a character to wear more than one set of armor at a time. Therefore, if a GM does not wish to allow a character to wear two sets of armor at once, it is well within the GM’s purview to say that the character must choose only one to wear. If the GM does want to allow a PC to wear multiple sets of armor at once, a good rule of thumb is that a character can only ever benefit from one set of armor at any given time. In other words, if the character is attacked, only one worn set of armor provides defensive benefits against the attack (which includes soak, defense, and any other properties it might possess). As to the matter of encumbrance, because wearing two sets of armor is already outside of the scope of the rules, I would personally recommend that the character reduce one piece of armor’s encumbrance by 3 as normal, but have to carry the full weight of the second piece armor because they cannot properly wear it. However, GMs must decide how to handle this exceptional situation as they see fit. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com DR-45 "Dragoon" Cavalry Blaster Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both? If you could use its 3 HP for an Augmented Spin Barrel and a Fore Arm Grip for a potential for an Accurate 3 weapon, I'd be all over it. But, since it is a carbine I would assume that even if it can use Ranged (Heavy) attachments that it can't give it an Augmented Spin Barrel (even though it mentions it having a range-extending augmented spin barrel). The fluff mentions it having the portability of a pistol with the range of a carbine. The portability I can see with it having an encumbrance of 1. Most pistols have medium range, as do all carbines (thus far). The Range is still only medium (again, even though it mentions it having a range-extending augmented spin barrel). The only possible advantage that I see to this weapon is that if you rescue someone and you want to arm them, you have one weapon that can cover either skill. Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing? Hi Damon, Good questions. I’ll go through them in order. Does it use attachments for Ranged (Light) weapons or Ranged (Heavy) Weapons or both? Because it is essentially a rifle, it uses Ranged (Heavy) attachments as the default. However, at the GM’s discretion, it can be equipped with certain Ranged (Light) attachments that make sense. Additionally, if the GM feels that a certain Ranged (Heavy) attachment is inappropriate for it because it is a carbine (rather than a full-sized rifle), the GM should feel free not to allow those particular attachments. Is there some subtle mis-translation of the fluff into the statistics of the weapon that I am missing? The weapon’s statistics are correct as printed. I hope that this helps! -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com Starship Sensors and Comms On page 239 it describes Sensors and Comms, and state that Comms have a range equal to that of the sensors. Is it always tied to that or just initially, and does that work both ways? If you purchase the Upgraded Comms array attachment does that also increase the range of the ships sensors? Or is it just supposed to be the Comms? If you have a weapon with a range greater than your sensors can you not target things outside of your sensors range, or can you and there is just a penalty (Upgraded or increased difficulty, or setback dice)? Example: YT-2400, Sensors: Short, Upgraded turrets have heavy laser cannons with advanced targeting arrays with sniper shot. Do you have to use the sensors in active mode (to boost them to medium range in a single arc) to be able to utilize the sniper shot mode to hit targets at medium range (in that arc)? Hi Damon, Good questions. I’ll answer them in order, Starship Sensors and Comms On page 239 it describes Sensors and Comms, and state that Comms have a range equal to that of the sensors. Is it always tied to that or just initially, and does that work both ways Increasing the range of a vehicle’s comms does not increase that of its sensors. However, increasing that of its sensors would increase that of its comms. If you have a weapon with a range greater than your sensors can you not target things outside of your sensors range, or can you and there is just a penalty (Upgraded or increased difficulty, or setback dice)? Example: YT-2400, Sensors: Short, Upgraded turrets have heavy laser cannons with advanced targeting arrays with sniper shot. Do you have to use the sensors in active mode (to boost them to medium range in a single arc) to be able to utilize the sniper shot mode to hit targets at medium range (in that arc)? Sniper Shot already includes an upgrade to the difficulty of the check, which reflects the difficulty of firing beyond optimal range. Further, keep in mind if something is outside of the sensor range of a ship, those aboard the vessel frequently do not know that it is there to shoot at it. However, if they do end up in a situation where they are attempting to fire at something they cannot “see”, without the aid of Sniper Shot or a similar ability, the GM is certainly encouraged to add a number of setback dice to the check to reflect the negative circumstances (in this case, the inability to see the target). -- Max Brooke RPG Producer Fantasy Flight Games mbrooke@fantasyflightgames.com -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
I created an adversary using the GM's tools, cave him a carbine with a pistol grip. I could create it as a custom item and make it Ranged (Light) and it would show correctly, but custom items can't use any attachments, so the Forearm Grip and the Telescopic Optical Sight then wouldn't work right. I also created the OK-98 Modification attachment so the damage increase would be reflected in the stats of the weapon itself instead of just being listed as a feature. It would have been great to be able to create an attachment that once added it gives you a choice between optional add ons (ie. OK-98 Special: Choose one of the following: [May ignore first [DE] "out of ammo" during combat] or [+2 Damage, GM can spend [DE] to have the modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.] ) Also, for this same character, I put the MB-7 "Ranger" Range Finder upgrade on his armor and even with the optional mod for an additional Sniper Shot talent it was only showing 1 rank of Sniper Shot. When I tried to go to the talents and manually up the rank by 1 to 2 it jumped to 4. After that I could reduce it to 3 but not to 2. It would allow 1, 3 or 4, but not 2. I finally just removed the mod from the armor altogether and just gave him 2 ranks of Sniper Shot as if he possessed the talents instead of the tech. Any help appreciated thanks. Edit: Deadly Accuracy apparently doesn't add in for adversaries either. -
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Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Picture taken from my copy of the book: I agree with Brad, the answer is right there in the description of the attachment. The option between Ranged (Light) and Ranged (Heavy) is decided by whether you put on the attachment or not. Once you have made the choice to apply this attachment the weapon then uses the Ranged (Light) skill for all combat checks you make with it.. If you then make a Ranged (Light) combat check to fire it with two hands, you take no penalty If you then make a Ranged (Light) combat check to fire it with one hand, you suffer a setback die. So, the program should not automatically apply the setback die as that is situation depending on how many hands you are using, but it should change the skill used to Ranged (Light). -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
The H-9 Pistol Grip does not actually change the weapon's skill to Ranged (Light) like it should. -
Another Character Generator
Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
I have to point out the rifle on in the bottom left corner of the graphic you suggest he pull an image from for a blaster rifle: http://img2.wikia.no...ifles_negwt.jpg -
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Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
EotR Core Rule book Page 163, shows one graphic that shows Boba Fett's EE-3 Blaster rifle. Directly beneath it, it says Blaster Rifle / Carbine. The graphic is just fine. If you want to change it in your files to one of the others that is your prerogative. -
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Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
While you may possess the class skills granted from them, that does not mean that you possess that talent. Sure that talent would do nothing else for you at that point, but at least by the rules, that still means that you would have to purchase the talent and cannot bypass it. If anything, that'd be a GM's call if they wanted to allow you to bypass it. I posed this question to the developers: Recruit Universal Specialization. AoR Core Rulebook page 140: “Talents that are not ranked can only be purchased a single time. If a character is advancing through a specialization tree and reaches a talent without ranks that he has already acquired from another specialization tree, then he automatically purchases that talent on his new talent tree without spending experience points.” There are four talents on the recruit tree that grant specific career skills (Basic, Tactical and Vehicle Combat Training and Well Traveled). If you already possess the career skills that one of those talents grant you, must you pay the cost for that talent, or are you granted that talent without spending experience points? For example, A Soldier Medic that takes recruit. Because he is already trained in Brawl, Melee, Ranged (Light), and Ranged (Heavy), he effectively already has the equivalent of both Basic Combat Training and Tactical Combat Training. Would he gain those Talents without spending experience points? Or would he still need to spend 5 experience points apiece for those talents? I realize that he can always work his way down one pathway and work his way back up another to avoid spending experience points on talents that are unnecessary to him, but does he need to go to that trouble? Here is the answer I received: So alas, you guys were right. It makes sense, I was just hoping for a different answer. -
FFG Developer Answered Questions
Dakkar98 replied to kaosoe's topic in Star Wars: Edge of the Empire RPG
No, I believe you are mistaken. Step 1. You roll Negotiation (or Streetwise for illegal items) vs. the difficulty based on the rarity of the item. (EotE Core Rule Book pages 149-150) Step 2. Then once an item is located, you make an opposed check vs the Merchant's Negotiate or Cool Skill. (EotE Core Rule Book pages 113-114) For legal items, the GM could determine the item is commonly available and you can skip Step 1, but Step 2 always takes place. For illegal items, you must do both Step 1 and 2, but you must use Streetwise for Step 1. Hope that helps. -
FFG Developer Answered Questions
Dakkar98 replied to kaosoe's topic in Star Wars: Edge of the Empire RPG
It doesn't, that is my representation of the sellers asking price actually being higher than the base price. Under normal circumstances, the challenge dice and the difficulty dice represent the merchant's skill. Failures on the check is the merchant getting a success. Success = 5% profit. Therefore a failure represents a 5% increase in the price as the merchant makes a profit on the transaction. That way its not always a matter of paying the listed price or less, sometimes you might have to pay a premium to get that item that you really want. It adds a little realism to the transactions. Failure represent the merchant realizing that this is something you really want and and puts him in a position to capitalize on the ebb and flow of supply and demand. Threats on the check to locate the item to represent an increase to the starting price due to a low supply, but high demand. Additional success's on the check to locate the item could represent a lower starting price due to a high supply, but low demand. It also helps to take care of some of the excess credits the character's might have lying around. -
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Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
Already did. Thanks again for all of your efforts! -
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Dakkar98 replied to OggDude's topic in Star Wars: Edge of the Empire RPG
The Mods cost didn't change, the wording did. I figured the cost error in the program was due to a misinterpretation of the odd wording. My interpretation is different. "To install a mod, the user selects one uninstalled modification option. He then spends 100 credits ... snip ... costs an additional 100 credits." It doesn't matter whether it's the first or last, the mods are 100 credits each. For best clarity, the final sentence should read "another 100 credits." or "Each additional mod installed costs 100 credits and the difficulty increases by one per mod after the first." Otherwise, it would say each "more arduous and expensive." It should be 100 for each Mod, not 100 for the 1st, 200 for the 2nd, 300 for the 3rd, ... etc. Thanks. That's actually how I read it originally, but I was schooled by everyone as to the actual rules There's probably a dev question on this. I'll check to be sure. If there wasn't a dev question before, there is now. I sent this question to Sam: The wording concerning mods changed slightly from EotE to AoR. In EotE page 187, Section Installing Mods, paragraph 3, it says ... cost an additional 100 credits beyond the base cost. In AoR, page 199, same Section, Same paragraph, it simply states ... cost an additional 100 credits. I am of the belief that if you install, say an augmented spin barrel, and successfully activate all 4 mods that the total cost would be 2,150 credits, the attachment cost of 1,750 plus 400 for the 4 mods (4 x 100). The odd wording in EotE has raised the question as to whether the cost scales with each additional mod. Some interpret it that the cost for that attachment with all 4 mods would be 2,750, the attachment cost of 1,750 plus 1,000 for the 4 mods (1st mod 100, 2nd mod 200, 3rd mod 300, 4th mod 400). Which interpretation is accurate? Let me know, Thanks, Damon A Simms So Oggy, you were right from the beginning. Whoever it was that "schooled" you was either wrong or misinformed.
