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Dakkar98

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Posts posted by Dakkar98


  1. Sam,

    I have a couple of questions for you.

     

    1. Item/Body Part Targeting.

    Aiming to target a specific item carried, or a specific part of the target. I understand how it is written. The question concerns whether or not you can target a specific item, or a specific part of the target without taking a maneuver (or two to aim). Is it outright impossible to target a specific item, or a specific part of the target unless you have at least the one maneuver to spend or is the base difficulty without using a maneuver for targeting 3 or 4 setback dice, or 1 or 2 upgrades instead of setback dice? What are your thoughts?

     

    Thus far we have been allowing the successful targeting of a specific body part to allow a roll on the critical hit table of 40 or less (reroll if higher) that is not an actual critical hit. We did this based on the option to allow the spending of 3 advantages in a similar manner. Is that close to what you intended?

     

    2. Mods.

     

    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?

     

    3. Negotiation Skill and talents that affect it.

    First Application under the skill:

    -Any time a character wishes to purchase goods or services, he must either pay the sellers asking price or utilize the negotiation skill.

    Based on our interpretation of how the Negotiation skill is written, when buying, once an item is located based on its rarity, an opposed Negotiation check is rolled.

    0 Success’s indicates you pay cost. Each success means a 5% discount on the cost. Each failure means a 5% increase on the cost.

     

    When selling, an opposed Negotiation check is rolled. 0 Success’s indicates you don’t find a buyer, 1 success gets the character one quarter the base price of the item, increasing to one-half with 2 successes, and three-quarters with 3 or successes or more.

     

    Wheel and Deal: When he sells legal goods to a reputable merchant or business, the character gains an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of the good or item).

     

    Master Merchant: Before making a check when buying or selling items, or undertaking or paying off Obligation, the character may choose to suffer two strain. If the check succeeds, he sells the item for 25% more than the base cost, buys it for 25% less, pays off one additional Obligation point, or undertakes one less Obligation point.

     

    Say you are attempting to sell an item that has a base cost in the book of 1000 Credits (Armored Clothing).

    With no talents 1 success gets 250 credits, 2 successes gets 500 credits, 3 or successes or more gets 750 credits.

     

    If I am interpreting Wheel and Deal correctly, since it is based on the original sell price of the item, you would get an extra 100 credits for a suit of Armored Clothing per rank of Wheel and Deal you possess.

     

    Master Merchant also refers to the base cost of the item. So, when you throw Master Merchant into the mix, you can suffer two strain before making the check to get an additional 25% of the base cost. In this case, 250 credits.

     

    If I have a character that has Master Merchant and 2 ranks of Wheel and Deal, and I spend the two strain to utilize Master Merchant, and roll 3 successes on my check that I would find someone desperate enough to buy a suit of Armored Clothing that they pay 1200 credits (750 for 3 successes + 250 for Master Merchant +200 for 2 ranks of Wheel and Deal) for it?

     

    With the Master Merchant Talent, if I am looking to buy a suit of Armored Clothing and spend the two strain before making the check, is it going to cost me 750 credits +/- 50 credits per success/failure?

     

    Are each of these interpretations correct?

    Or is it supposed to be percentages of the Negotiated Price instead of the Base Price?

     

     

    Let me know,

    Thanks,

     

    Damon A Simms

     

    Hello Mr. Simms,

     
    1. It isn’t possible to target a specific body part or item without spending at least one maneuver to aim. As for the effects of targeting specific body parts, these are generally narrative in nature, and thus we leave them up to the players and GMs to decide. If you want to put a specific mechanical effect on it you’re more than welcome to, but the intention is to allow for “shooting the bad guy in the kneecaps,” where the damage probably still incapacitates a target, but the player can narrate that it wouldn’t kill them. 
     
    2. Every mod you install costs 100 credits to do so. I agree that it could be worded slightly clearer, and apologize for the confusion.
     
    3. Master Merchant and Wheel and Deal both work off the base price, so you calculate all the modifiers based on that, then add or subtract all the modifiers together (so your interpretation is correct). That’s why it’s called Master Merchant, after all!
     
    Hope this helps!
     
    Sam Stewart
    RPG Manager
    Fantasy Flight Games

  2. Ogg,

    I had not played around with the encounter page until you mentioned it. I like it.

    A possible solution to this question might be to add a roster tab to the group section when a vehicle is added to the group the way it does when you add it to the encounter.

    That way if you are maintaining a group sheet for the party, you don't have to create an encounter sheet separately.

     

    I found a couple of minor issues in the encounter section.

    1. NPC astromechs do not have all of the possible maneuvers and actions listed on pages 72-73 in Stay on Target available to them. It only has the new ones that were presented in Stay on Target. I was able to fix this myself in the data editor.

    2. Not sure if they are supposed to or not, but the Vehicle sheets in both the Character Generator and GM Tools section do not account for talents like Defensive Driving or ship upgrades like an Advanced Targeting Array. They show talents like Skilled Jockey for the Pilot skill, it would be great if it would reflect the other stuff as well. Although our group's pilot has two ranks of Skilled Jockey, the roster only shows -1 set back die. I think that I discovered the issue, apparently if a PC has a large number of talents, it drops the extra ranks of some of them to just 1. It doesn't appear to consistently happen to all character's, only some of them (I can't figure out the rhyme or reason to the error). It can be corrected by copying the character, then updating the talents to the proper numbers.

     

    These are just the things that I have noticed so far, I am not sure if there are issues with other talents or upgrades.

     

    Thanks again Ogg!!!


  3. My players very often lose character sheets, but they consistently update their characters when they get home. One thing I would like to see (but it is only a suggestion) is a 'current values' area for Wounds, Strain, and Critical Injuries. It would mean that they can track any long term critical injuries and make sure when they turn up to the session, they know that they start on x amount of wounds and y amount of strain (unless I say otherwise of course).

    Ebak,

    I personally love the group sheet, it allows me to make perception checks for the characters to notice things without asking them to roll and queuing them into the fact that they might miss something. If you haven't checked it out you should.

    If you use the group sheet, you could note the ending values of their wounds and critical injuries. There is no need to track the strain, because RAW has your strain reset and the beginning of each session.

     

    The all you have to do is not lose the group sheet between sessions.  ;)


  4. Ogg,

    I had not played around with the encounter page until you mentioned it. I like it.

    A possible solution to this question might be to add a roster tab to the group section when a vehicle is added to the group the way it does when you add it to the encounter.

    That way if you are maintaining a group sheet for the party, you don't have to create an encounter sheet separately.

     

    I found a couple of minor issues in the encounter section.

    1. NPC astromechs do not have all of the possible maneuvers and actions listed on pages 72-73 in Stay on Target available to them. It only has the new ones that were presented in Stay on Target. I was able to fix this myself in the data editor.

    2. Not sure if they are supposed to or not, but the Vehicle sheets in both the Character Generator and GM Tools section do not account for talents like Defensive Driving or ship upgrades like an Advanced Targeting Array. They show talents like Skilled Jockey for the Pilot skill, it would be great if it would reflect the other stuff as well. Although our group's pilot has two ranks of Skilled Jockey, the roster only shows -1 set back die.

     

    These are just the things that I have noticed so far, I am not sure if there are issues with other talents or upgrades.

     

    Thanks again Ogg!!!

     


  5. Sheet Management

    If you don't print out talents sheets or Force powers, the character sheet is usually 4 pages. If you do print the the talents and Force powers out it pushes what should be page 4 to the end. Please make it not do that. Make the core character sheet the first group of pages, and any talent or Force power pages get added to the end.

    Please Make Talents and Force Powers begin at page 5+.

     

    Equipment Page

    Any weapon once fully tricked out gets to the point where it takes up a couple of inches of the page. If you have have a couple of these items what is normally page 4 ends up getting split into page 4 and 5.

    Possible corrections:

    1. Column adjustment capability during print preview for the equipment page (page 4) would be nice if it is even possible.

    2. Less description in the special section for attachments and modifications.

    3. Make an item 2 lines, 1st has it's name and numerical stats, 2nd is the special section and is the whole width of the page.

    Last is probably the easiest option, with maybe a check box on the equipment screen to denote how you would like the display to appear.

    Adversaries already does option 3. Please place a check box on the equipment page or just in the options in general to say:

    [ ] Display equipment in Adversary Format.

     

    Gear Head

    Gear Had talent is supposed to halve the cost for adding mods to an item or vehicle. That is not factored into the program.

     

    GM grant that I would like to see in future versions:

    Gain an additional wound whenever you take a dedication for Brawn, and an add strain when ever you take a dedication for Willpower.

     

    Thanks again Oggy!

     

    I had some additional thoughts that I added to my above quote.

     

    Thanks!


  6. As Bystander mentioned, that rule only counts for talents that you already bought.  It doesn't matter that the talent doesn't apply to your character for whatever reason, it still needs to be bought once (assuming its an unranked talent), and then subsequent appearances on trees will be free.

     

    Sounds like another good choice for a possible GM Grant.

    I don't think that any player should have to buy a talent that makes two skills that are already class skills for them class skills for them again just to progress down the tree.


  7. Ogg,

     

    Fact: If you purchase a Non-stacking Talent in one specialization, you are allowed to bypass it without spending any points when you reach it in another class.

     

    My Question: If possess the class skills granted from the talents Basic Combat Training, Tactical Combat Training, Vehicle Combat Training, or Well-Traveled, shouldn't you be allowed to bypass those talents without spending any points?

     

    If yes, can you make the Character Generator check for that?

     

    Thanks!


  8.  

    What about printing up an encounter sheet for the ship with your group as adversaries?  If you add your group members to the roster, their rolls will show up.

     

     

    Then what is the point of having a vehicle sheet? I have done that in the past. But really it is kind of a pain to print out my character. Then print out an encounter just to get a vehicle page with my characters rolls. Also then you end up with 2 vehicle sheets because the encounter sheet doesn't have the speed and maneuver stuff. When you already did part of the work of making the vehicle sheet something useful. I would rather have the vehicle sheet fully implemented. You started to add the GM hooly ideas for a vehicle sheet. I kind of want everything one needs for vehicle combat on the vehicle sheet. 

     

    You can Print the Encounter sheet on the back of the ship sheet (There is the option to print the vehicle in the encounter and it is identical to the one from the character generator). Surely, flipping it over can't be that much of a hassle for you.  :rolleyes:

     

    Ogg,

    I had not played around with the encounter page until you mentioned it. I like it.

    A possible solution to this question might be to add a roster tab to the group section when a vehicle is added to the group the way it does when you add it to the encounter.

    That way if you are maintaining a group sheet for the party, you don't have to create an encounter sheet separately.

     

    I found a couple of minor issues in the encounter section.

    1. NPC astromechs do not have all of the possible maneuvers and actions listed on pages 72-73 in Stay on Target available to them. It only has the new ones presented that were presented in Stay on Target.

    2. Not sure if they are supposed to or not, but the Vehicle sheets in both the Character Generator and GM Tools section do not account for talents like Defensive Driving or ship upgrades like an Advanced Targeting Array. They show talents like Skilled Jockey for the Pilot skill, it would be great if it would reflect the other stuff as well. Although our group's pilot has two ranks of Skilled Jockey, the roster only shows -1 set back die.

     

    These are just the things that I have noticed so far, I am not sure if there are issues with other talents or upgrades.

     

    Thanks again Ogg!!!


  9. Dakkar was merely suggesting support for one of his house rules, I don't think he was looking to debate his house rule. This is a poor thread to do that in.

     

    Those are not my house rules. 

    Thus far, my group and I are playing "Rules as Written".

    I only threw out the other suggestions to give other examples of possible GM Grants. I don't think anyone in my group (myself included) is interested in the others. We don't even use the grant that is in there.

     

    I would like to play with the additional wounds added in from Brawn Dedications and additional Strain from Willpower Dedications. But we haven't as of yet because we use OggDudes program for our character sheets.

    And, we pretty much do if it's not on your character sheet you don't have it.


  10. Sheet Management

    If you don't print out talents sheets or Force powers, the character sheet is usually 4 pages. If you do print the the talents and Force powers out it pushes what should be page 4 to the end. Please make it not do that. Make the core character sheet the first group of pages, and any talent or Force power pages get added to the end.

     

    Equipment Page

    Any weapon once fully tricked out gets to the point where it takes up a couple of inches of the page. If you have have a couple of these items what is normally page 4 ends up getting split into page 4 and 5.

    Possible corrections:

    1. Column adjustment capability during print preview for the equipment page (page 4) would be nice if it is even possible.

    2. Less description in the special section for attachments and modifications.

    3. Make an item 2 lines, 1st has it's name and numerical stats, 2nd is the special section and is the whole width of the page.

    Last is probably the easiest option, with maybe a check box on the equipment screen to denote how you would like the display to appear.

     

    Gear Head

    Gear Had talent is supposed to halve the cost for adding mods to an item or vehicle. That is not factored into the program.

     

    GM Grants

    I have some suggestions for additional options for GM Grants. One based on my personal preferences and and some are based on house rules that I have seen mentioned in the forums.

     

    GM grant that I want to see:

    Gain an additional wound whenever you take a dedication for Brawn, and an add strain when ever you take a dedication for Willpower.

     

    Other possibilities based on what I saw in the forums:

    Select an additional specialization at character creation for free.

    Eliminate the additional 10 point cost for purchasing a specialization out of career.

    Eliminate the additional 5 point cost for purchasing ranks in a non-class skill.

     

    There may be more.

     

    Thanks again Oggy!


  11. You can move items up and down by doing a drag and drop.  Just hold-click an item, move it up or down past another item, and let go of the mouse button.

     

     

    I don't see how mod costs have changed.  Each one past the first increases the difficulty by one and the cost by 100.  I don't think this has changed between EotE and AoR.  I think they removed "beyond the base" because it was unneeded and confusing.

     

    Fixed the Lancer.

     

    There are currently items that are Cumbersome 2 (such as the Weequay Blaster Lance) which cause penalty on the character sheet with Brawn 1 species (such as Drall).  I'm not sure why you'd think that couldn't be set.

     

    When you make changes to things, are you using the data editor, or are you just changing the XML files found in the install Data directory?  If you make changes directly to data, they won't be saved between installs, since everything in Data can change.  You need to make them to your custom data using the data editor.

     

    I didn't Know about the Drag and Drop option. Thanks for letting me know.

     

    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.

     

    I was creating a new item. I got it to work today, I had to set the number, then check the box. I had been checking the box, then trying to change the number, and it kept resetting the number.


  12. I'm about 75% of the way through entering all of the new Desperate Allies data, and when I'm done, I'll do another release.  In the mean time, if anyone has mentioned what they think is a bug in the past month or two, which either I haven't replied to that I fixed, or said that it wasn't a bug, could you post them again?  There hasn't been too many, but I want to make sure i get them all into the upcoming release.  Thanks!

    First, I love your character generator! I don't know what I would do without it.
    Automatic updating on it seems to be down. The drop box links are dead.
     
    The ability to move items up and down in your inventory would be very helpful as opposed to removing items and adding them back in to move things around in your inventory.
     
    Also, your cost for mods for attachments keeps increasing instead of being 100 credits each as written. It's worded slightly differently in EotE vs. AoR.
    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.
     
    X-30 Lancer is supposed to be Accurate 1, Pierce 2. you have it as Accurate 1, Pierce 1, and no matter how many times I change it to Pierce 2, the change will not stick.
     
    You cannot make an Item Cumbersome 2 or Unwieldly 2, even though there is the possibility for characters with a Brawn 1 or an Agility of 1. You can set it but it won't stick.
     
    Thanks for all you do.

  13. Although most of your group are EotE players, if you've not done so already, I'd suggest going ahead and letting them take a Duty for their part of assisting the Rebellion.  Even Han (who didn't officially "sign up" until RotJ) probably had a Duty value right alongside Luke and Leia.

    Yeah, I had each of them select a Duty of their choice. Two of them took the Recruit Universal Specialization, so I allowed each of them to pick 2 Duties.


  14. Let me clarify just a little.

    Everyone but one is essentially an EotE character. Everyone else pitched in and helped out with the one AoR character went on a rebellion mission. Since they are going to be hitting Contribution Rank 1, in the vicinity of Corellia, I was thinking that if the pilot of the group wanted to get a reinforced shield generator for the group's transport as her equipment reward, that being near Corellia could reduce the rarity from a 5 to a 3, thus fitting into their rarity 4 limit.

     

    I don't necessarily want to be too generous and just hand them stuff, but I also don't want to screw them over if their request was reasonable based on their location.


  15. So, my group is about to hit Contribution Rank 1.

    They are probably going to be selecting equipment for their rewards.

    My question is should I just use the Rarity listed in the equipment lists to determine what they can choose, or should I allow their location to effect the rarity.

    If they complete their rank and are on an outer rim world, is the rarity of all items increased by 2. If they complete it on Corellia, is the rarity of all items reduced by 2.

     

    Thoughts anyone?


  16. Got some clarification on the Brace maneuver from Sam:

    Rule Question:

    In the forums, I think that a lot of gamers are really misinterpreting the purpose of Brace.

    Brace: "As a maneuver, the character may Brace himself. This allows a character to remove one setback die per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, or other disruptive physical obstacles that would make a skill check more difficult.

    Thus far the only real example given in the book of setback dice being applied for changing conditions is gravity, and according to the book zero gravity doesn't apply any setback dice, so brace is really without examples of use. So, it is really open to a lot of misinterpretation.

    I interpret it as being used to Brace himself against changing conditions. Now in that line of thought, cover (while it is a "physical obstacle") is not a changing condition, if anything it is a static condition otherwise it wouldn't be able to be used as cover.

    Changing conditions that I would impose setback dice for that could be offset by the use of Brace would include situations like:

    Luke bracing himself before he leaps from the back of Leia's speeder bike onto the back of the scout troopers speeder bike, certainly the speeder bikes zipping along at a couple hundred KMH would impose a set back die or two to an athletics check as they are weaving in and out of the trees.

    Attempting to scale a cliff or a building in high winds would impose set back dice that could be offset by the climber bracing himself before each climb check to make sure he doesn't lose his footing or his grip.

    When you're facing backwards standing up in the seat of your buddies XP-34 land speeder taking shots at the ganger's chasing you. Bracing yourself before taking your shot will offset the setback dice imposed when your buddy swerves to avoid oncoming traffic or stops suddenly to avoid hitting a pedestrian.

    Using coordination to walk a tightrope or narrow blank between buildings in windy conditions would benefit from bracing.

    Obi-wan and Anakin probably used bracing more than once while fighting on the various pieces of junk floating in the lava on Mustafar, as things tipped and shifted.

    Probably dating myself with this one, but the fight scene between Flash Gordon and Prince Barin in the arena in Prince Vultan's flying city, they would have need to brace every time that platform shifted just to stay on their feet.

    Trying to Brawl with someone on top of a bullet train.

    This is my interpretation of how Brace is supposed to be used, heck it might even be accurate.

    The only thing I have a hard time understanding is why so many specialization have access to it, unless it was their intention to prepare a lot of characters to be place in highly cinematic scenes like this, but then forgot to detail exactly under what circumstances it would come into play.

    Could you please offer some clarification on the Brace maneuver?

     

    Hello Mr. Simms,

     
    The examples you offered for when to use the Brace maneuver are all spot on, actually. These are exactly the situations the maneuver would be used. 
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

  17. I sent Sam a few questions that have come up in our gaming group:

    I have a couple of questions that I asked before, but never got an answer for. So here they come again:

    1. What are the rest of the stats for the ESPO Riot gun?
    I was thinking of having it be counted as a blaster rifle that had its damage reduced by two and its range reduced to medium in order to add the autofire option, making it Encumbrance 4 with 4 Hard Points.

     

    Hello Mr. Simms,

     

    The ESPO riot gun does not currently have additional stats. If you need to invent an encumbrance and number of hard points for it, however, your estimation is certainly reasonable, though it may or may not match up with the weapon’s stats if this weapon is released in a future supplement as a PC purchasable weapon.
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

     

    2. In the forums, I think that a lot of gamers are really misinterpreting the purpose of Brace.
    Brace: "As a maneuver, the character may Brace himself. This allows a character to remove one setback die per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, or other disruptive physical obstacles that would make a skill check more difficult.

    Thus far the only real example given in the book of setback dice being applied for changing conditions is gravity, and according to the book zero gravity doesn't apply any setback dice, so brace is really without examples of use. So, it is really open to a lot of misinterpretation.

    I interpret it as being used to Brace himself against changing conditions. Now in that line of thought, cover (while it is a "physical obstacle") is not a changing condition, if anything it is a static condition otherwise it wouldn't be able to be used as cover.

    Changing conditions that I would impose setback dice for that could be offset by the use of Brace would include situations like:

    Luke bracing himself before he leaps from the back of Leia's speeder bike onto the back of the scout troopers speeder bike, certainly the speeder bikes zipping along at a couple hundred KMH would impose a set back die or two to an athletics check as they are weaving in and out of the trees.

    Attempting to scale a cliff or a building in high winds would impose set back dice that could be offset by the climber bracing himself before each climb check to make sure he doesn't lose his footing or his grip.

    When you're facing backwards standing up in the seat of your buddies XP-34 land speeder taking shots at the ganger's chasing you. Bracing yourself before taking your shot will offset the setback dice imposed when your buddy swerves to avoid oncoming traffic or stops suddenly to avoid hitting a pedestrian.

    Using coordination to walk a tightrope or narrow blank between buildings in windy conditions would benefit from bracing.

    Obi-wan and Anakin probably used bracing more than once while fighting on the various pieces of junk floating in the lava on Mustafar, as things tipped and shifted.

    Probably dating myself with this one, but the fight scene between Flash Gordon and Prince Barin in the arena in Prince Vultan's flying city, they would have need to brace every time that platform shifted just to stay on their feet.

    Trying to Brawl with someone on top of a bullet train.

    This is my interpretation of how Brace is supposed to be used, heck it might even be accurate.

    The only thing I have a hard time understanding is why so many specialization have access to it, unless it was their intention to prepare a lot of characters to be placed in highly cinematic scenes like this, but then forgot to detail exactly under what circumstances it would come into play.

    Could you please offer some clarification on the Brace maneuver?

     

    Hello Mr. Simms,

     
    The examples you offered for when to use the Brace maneuver are all spot on, actually. These are exactly the situations the maneuver would be used. 

     

    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer

    Fantasy Flight Games

     

    3. On the opposite side of the spectrum. Defense Zones. On page 228 of the EoTECRB, it states under Silhouette and Defense Zones the following:

    "Every ship comes with a pre-set defense rating for each of its defense zones dictated by its computer system and the factory settings of its shield generators. The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size."

    I believe this speaks as to the limitations of the craft, not limitations on the individual piloting it.

    In the forums they are convinced that the cap of 4 Defense applies to the talent Defensive Driving and anything similar.

    I believe the intention to have talents break that cap, otherwise they would specify within the text of the talent. If Defensive Driving was meant to be beholden to the cap of 4, would it not mention it in the talent's description, also as of this moment it is possible to possess 5 ranks Defensive Driving. 1 from Pilot, 1 from Driver, 1 from Fringer, and 2 from Squadron Leader. When the talent tree for the Hot Shot comes out, there will likely be 1 or 2 more available there.

    I believe that Defensive Driving talent allows you to make your Defense exceed that of the ship's spec's, because the idea of Defensive Driving is you making the ship not be where the shots go?

    Attributes cap at 6, on page 92 "During the course of play, no characteristic can be increased higher than 6."

    On page 134, Dedication "Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six."

    Defense caps at 4, on Page 228, "The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.ā?¯

    On page 134, Defensive Driving "Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving."

    The is no text in Defensive Driving to suggest that it is limited to the cap set on page 228.

    Does the cap of 4 Defense for ships and vehicles apply to talents as well?
    ~OR~
    Are talents meant to take the individual above and beyond the limitations of the vessel he is piloting?

     

    Hello Mr. Simms,


    On the other hand, the defense gained from Defensive Driving does fall under the limitation of the no more than defense 4 in any zone. If you managed to purchase five ranks of Defensive Driving across four or five different specializations, the fifth rank would be useless. 
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

     

    4. On page 159 of the EoTECRB, under repairing gear, it states the following:
    The cost of the repairs is equal to a percentage of the weapon's base cost, 25% if it's a minor repair, 50% if it's a moderate repair, and 100% if it requires major work. Reduce the total by 10% for each Advantage received on the Repair roll if the character is doing it himself. [A Non-Player Character weaponsmith won't reduce his price for his skill.]
    I interpret this as if the weapons costs 1000 credits and it requires moderate repairs that cost is 500 credits. If the roll generates 5 advantages the 500 credit cost is reduced by 50% to 250 credits.
    One of my players interprets this that if the weapons costs 1000 credits and it requires moderate repairs that cost is 50% of the cost of the weapon. If the roll generates 5 advantages, the cost of 50% is reduced by 10% for each advantage and it would actually cost him 0% to repair.
    Which of the interpretations is correct?
    Calculate an amount and reduce the amount based on the number of advantages generated,
    ~OR~
    Calculate the percentage and reduce the percentage based on the number of advantages generated.
     

    Hello Mr. Simms,

     
    When making repairs, you first determine the total cost of the repair, then you make the roll. So you’d apply the 50% modifier, then make the roll. Any Advantage would reduce the total (50% of 1000 credits, which is 500 credits) by 10%. So 5 Advantage would reduce 500 credits by 50%, meaning the total cost after roll would be 250 credits, not zero credits.
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

     

    5. Also to you make the repair roll first to determine what parts you need, then go shopping for them?
    ~OR~
    Do you have to go buy the 500 credits worth of parts and then you are left with parts that you can use next time?
    Personally I think that it would be silly to go buy 500 credits worth of parts only to be left with 250 credits worth that the merchant probably won't let you return.

     

    Sam didn't answer this one, but I can gather that based on the answer to number 4, that you make the roll, then go shopping for the parts.

    6. Multiple Crits on minion groups.
    If you are using a vibro-knfe with a mono-molecular edge and get 3 advantage on a successful hit against a minion group of 4 do you instantly kill 3 and apply whatever wounds you inflict on the last?
    In other words, If you achieve multiple critical hits against a minion group, do you instantly kill one minion per critical hit inflicted?

     

    Hello Mr. Simms,

     
    You can only generate one Critical Injury per hit, so one hit against a minion group can only generate one Critical Injury. Therefore the additional Advantage would not kill additional minions.
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

     

    7. Clarification on Jury Rigged

    The "decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one" effect of the Jury Rigged Talent can be applied to Stun Gloves to reduce the cost to activate the Stun effect to only one advantage, or applied to Brass Knuckles to reduce the cost to activate Disorient to only 1 advantage.

    Is that correctly applied in both cases?

    Likewise, can it be applied to a weapon with autofire to reduce the cost to activate autofire to only 1 advantage?  

     

    Hello Mr. Simms,

     
    You are correct in all three cases. 
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

     

     

     

    8. None of the Classes in Force and Destiny say that you "Gain Force Rating of 1" on their talent trees like the Force using Universal Specializations from EotE and AoR.

    If you begin with a class that was not Force Sensitive from EotE or AoR (say Colonist/ Doctor).
    Can you choose to purchase Healer as your second class, becoming Force Sensitive and granting access to the Force, or must you purchase either Force Sensitive Exile, or Force Sensitive Emergent before you could add Healer?

     

    Hello Mr. Simms,

     
    You are correct, none of the specializations in Force and Destiny give you Force Rating 1. So if your career does not make you Force Sensitive (as Force and Destiny's careers do) you must take Exile or Emergent to become Force Sensitive. Note, this does not stop you from taking Healer as a tree, but you will be unable to use any Force talents (including talents that increase your Force Rating; those will be "dormant" until you gain Force Rating 1). 
     
    Hope this helps!
     
    Sam Stewart
    Senior RPG Producer
    Fantasy Flight Games

  18.  

    Attributes cap at 6, on page 92 "During the course of play, no characteristic can be increased higher than 6."

    On page 134, Dedication "Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six." <~ Example of a talent that adheres to an existing limit

    Defense caps at 4, on Page 228, "The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.”

    On page 134, Defensive Driving "Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving." <~ Example of a talent that ignores an existing limit

    The fact that they increase zoned defense instead of regular defense means they intended the zone defense limits to apply. There is no other reason to include the "on all zones" text.

     

    No, The fact that it does not say "This cannot bring the vehicle's defense rating above four." means they intended the talent to allow you to exceed the zone defense limits.

    The reason that is says "on all zones" is to get across the understanding that you don't have to apply each rank of Defensive Driving to a different zone, like you have to when installing a reinforced shield generator, which specifies "to one defense zone of choice."

     

    It is a ranked skill, you may purchase it as many times as you wish (currently up to 5).

    It automatically applies a defense rating increase to all zones, just because you are behind the controls.

    Therefore, there is no limit to the number of times that you may increase the defense rating of the vehicle that you are piloting. 

     

    As long as you have the hard points and want to spend them, you can apply multiple reinforced shield generators, but technologically the vehicle has a defense zone limit of 4 to just sit there.

    With a defense driver at the controls the defense zone limit is 4 plus the number of ranks of defensive driving that the pilot possesses.

     

    If you want your starfighter ace to survive against multiple dogfight opponents, the way to do it is multiple ranks of Defensive Driving.

     

    When I GM'd for both D&D and Saga Edition I would keep track of what the Party's Defenses where both in armor and out.

    When a blow missed them based on their unarmored Defense the narrative I described it as the blow missed entirely. When it missed them based on the Armored Defense I described as either striking their armor and glancing off, or them imposing their shield or weapon just in time.

    In this case of starfighters, missing because of the basic difficulty and the setback dice from Defensive Driving represents a complete miss, either the shot went wide or you banked at the right moment. Missing because of the additional set back dice from the "factory shield settings" and or reinforced shield generators is represents the shots actually striking the  vehicle's shields, but failing to penetrate them.

     

    Your player's characters are the heroes.

    Their talents are what set them apart from (most of) their enemies.

    Talents are what allows the heroes to survive a confrontation that would have claimed a minion or rival, because they are limited by the technological limits of their craft because they have little or no "talent".

     

    When a talent has a limit, it lets you know that in its description. See examples above. /\


  19. I dunno, that second sentence sounds pretty final.

     

    Here is the passage on Attributes and the talent relating to Attributes:

     

    Attributes cap at 6, on page 92 "During the course of play, no characteristic can be increased higher than 6."

    On page 134, Dedication "Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six."

     

    Here is the passage on Defense and the talent related to Defense:

     

    Defense caps at 4, on Page 228, "The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.”

    On page 134, Defensive Driving "Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving."

     

    The is no text in Defensive Driving to suggest that it is limited to the cap set on page 228.


  20.  

    If they meant Defensive Driving to be beholden to the cap of 4 they would have put that in the talent's description.

    They also would not have made it possible to possess 5 ranks of it (thus far, likely Hot Shot will feature 1 or 2 more).

    Actually Happy is unfortunately correct.

    The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.

    Sorry.

     

     

    Every ship comes with a pre-set defense rating for each of its defense zones dictated by its computer system and the factory settings of its shield generators. The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.

    Sorry, but I believe that you are incorrect, because you are not reading the entire text.

    You are cherry picking to make your point.

    I believe they intend to have the talents break that cap, otherwise they would specify within the text of the talent.

    "Don't put too many points in this talent or you will waste them because the hard cap rule for defense from equipment applies to talents too."

    Did they put anything like that in the text? No.

    As of this moment it is possible to possess 5 ranks Defensive Driving. 1 from Pilot, 1 from Driver, 1 from Fringer, and 2 from Squadron Leader.

    Again there is no text under the talent that speaks about a cap. In the ship section it says the following:

     

    Every ship comes with a pre-set defense rating for each of its defense zones dictated by its computer system and the factory settings of its shield generators. The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.

     

    This speaks as to the limitations of the craft, not limitations on the individual piloting it.


  21. Defensive Driving would still add to your rear shields, but they wouldn't add to the forward shields since Defense maxes out at 4.

    I believe that the rule limiting your maximum Defense to 4 to the ship itself and it's shield generators, not to talents that enhance that defense.

     
    Every ship comes with a pre-set defense rating for each of its defense zones dictated by its computer system and the factory settings of its shield generators. The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.

     

    If you install a reinforced shield generator on a Citadel Class Freighter (Defense 2 - - 1), and modded it for all 3 points of defense you can't put more than 2 points into the front because 3 would take it above 4. and likely they wouldn't anyway, they would go for 3 - - 3 because Angle Deflector Shields only allows you to shift 1 point.

    The Defensive driving talent would allow you to make your Defense exceed that of the ship's spec's, because Defensive Driving is you making the ship not be where the shots go.

    If they meant Defensive Driving to be beholden to the cap of 4 they would have put that in the talent's description.

    They also would not have made it possible to possess 5 ranks of it (thus far, likely Hot Shot will feature 1 or 2 more).

     

    As the line gets older and fatter on specs, you'll see the crappy talents (like Precise Aim) appear less often.

     

    And by terming it Defense instead of setback dice, it allows for people with multiple ranks of Precise Aim to negate the now increased Defense.


  22.  

     

    I may also run it that even if they have Spare Clip, they must still spend a maneuver to reload, they just don't have to have the Extra Reload item in their inventory.

    That really weakens the Spare Clip talent. It's already of questionable value, but with that change, you're making people spend XP to gain the effect they could have for a mere 25 credits and 1 Enc.

    I haven't decided it for certain, yet. When I think about it, Spare Clip doesn't have to mean unlimited ammo feed. To me it makes sense for a guy to have to reload in the middle of a fire fight if he happens to be spraying shots around the battlefield.

    1 Enc is a precious commodity in my group. One guy in my group is currently running at an encumbrance threshold of 15/15. There is nothing that he is willing to put down at this time to upgrade from his heavy clothing to a suit of laminate armor that we just found. The NPC Medic that I am running with the group is also at like 1 away from maximum Encumbrance.

    After you use that spare reload, you have to go buy another one, because it is consumed when used.

    Spare Clip allows you to always have one without spending any money because you spent the experience to be able to pat your pockets and go "Okay, here's another clip".


  23. What Agility and Skill ranks?  Modded gun?  Talents?  Career/Spec?

    I did not write down my previous results, so I ran some new ones.

     

    I am just looking at raw dice at the moment, so SE-14r Light Repeater with a Blaster Actuating Module.

    I am not looking at career or talents yet. To be honest, I’m not sure that there is anything out there that specifically helps autofire, Point Blank for damage maybe, but not much else. From what I read, most of you don’t allow aiming to be used with autofire, and I would tend to agree, but I am, as yet, undecided.

    I understand that the Superior Weapon Customization would grant an additional advantage, but with a rarity of 6 (8 in the outer Rim) and a price tag of 5000 credits it will be a while before anyone in my game is going to happen upon one of those. A laser sight would give you one as well, so you can look at these numbers and apply that if you like.

     

    5 Proficiency Dice, 1 Skill Die, Medium Range, Autofire, 1 setback die from a BAM

    1S, 2A

    4S, 2A, 1Tri

    5S, 2 Th, 1 Tri - No Auto Fire occurs unless the Triumph is used

    9S, 3 Th, 1 Tri - No Auto Fire occurs unless the Triumph is used

    3F, 5A - Miss, and obviously No Auto Fire occurs

    4S - No Auto Fire occurs

    2F, 3A - Miss, and obviously No Auto Fire occurs

    4S, 2A, 1 Tri

    1T - Miss

    8S, 2Th - No Auto Fire occurs

    2S, 5A

    1F, 3A - Miss, and obviously No Auto Fire occurs

    2S, 1A

    5S - No Auto Fire occurs

    2S, 3A, 1Tri

    6S, 1Tri - No Auto Fire occurs unless the Triumph is used

    2S, 3A

    3S, 1Th, 1Tri - No Auto Fire occurs unless the Triumph is used

    2S, 7A

    1S, 6A

     

    Now, if the party is known to be packing autofire weapons, anyone coming after them should be making use of available cover. A pile of rocks in “Long Arm of the Hutt” web adventure gave 2 setback dice for cover.

     

    And in my opinion, Brace is only used for exactly what is described: bracing yourself against changing environmental conditions (i.e. earthquakes, vehicles swerving, high winds), not off setting cover. Period, no one has even questioned me on it, even my rules lawyer agrees with me on this. So, an enemy in cover will always get those set back dice.

     

     

    This next set of numbers is the same as above, but has the enemies hunkering down into available cover while going after the party. Should the party come looking for these guys at home, the cover would be more like armored barricades with a firing slit (probably 3+ setback dice.

    5 Proficiency Dice, 1 Skill Die, Medium Range, Autofire, 1 setback die from a BAM, 2 setback dice from cover.

    3S, 2Tri - No Auto Fire occurs unless the Triumph is used

    1F, 3A - Miss, and obviously No Auto Fire occurs

    2S, 2Th - No Auto Fire occurs

    2A - Miss, and obviously No Auto Fire occurs

    3S, 1Th, 2Tri - No Auto Fire occurs unless the Triumph is used

    1S, 2Th, 2Tri - No Auto Fire occurs unless the Triumph is used

    4S, 2A

    1A, 1Tri - Miss, and obviously No Auto Fire occurs

    5S, 1A

    3S, 1Th - No Auto Fire occurs

    1S, 1A

    1F, 3A - Miss, and obviously No Auto Fire occurs

    1F, 2A, 1Tri - Miss, and obviously No Auto Fire occurs

    2S, 2A

    1A - Miss, and obviously No Auto Fire occurs

    4S, 2A, 2Tri

    3S, 1A, 1Tri

    4F, 7A - Miss, and obviously No Auto Fire occurs

    5S, 2T, 1Tri - No Auto Fire occurs unless the Triumph is used

    3A – Miss, and obviously No Auto Fire occurs

     

    If this doesn’t work for you, give their nemesis Side Step and/or Dodge. Have him use Side Step on his turn, and if the auto-fire character targets him, have him use Dodge. There are a few more setback dice (that Brace also doesn’t negate) that will make him harder to hit. Auto fire must be targeted at the most difficult target that the shooter wants to hit.

     

    The nemesis could use 3 advantage to cause the character to drop his weapon temporarily, forcing him to take the time to retrieve it, while he is attempting to do so, the minion groups target the no silent gunner, possibly moving forward attempting to engage him in melee, while a rival or nemesis retrieves the weapon and turns it on the party.

     

    Concussion Grenades, Stagger renders him unable to use an action for 2 rounds, Disorient adds a setback die for 5 rounds.

     

    Spend those Dark Side Points to upgrade the difficulty of their checks. Even if they have Spare Clip, a Despair can still be used to cause damage to the weapon (likely from overheating because it doesn't run out of ammo). Minor damage adds a setback die, Moderate also adds an additional difficulty die, and if he gets a third Despair in the same combat, the weapon is disabled. Minor Repairs cost 25% of the Base Cost, Moderate cost 50%, and Major 100%. He might be without it for the next couple of combats while he scrapes money together to make the necessary repairs.

     

    I may also run it that even if they have Spare Clip, they must still spend a maneuver to reload, they just don't have to have the Extra Reload item in their inventory.

     

    Hopefully this will help alleviate some of the fear of Autofire. Every combat will not be worst case scenario, maybe once in a while, but that will give them their chance to shine.


  24. Using the Dice Roller app, I sat there for a while doing some test rolls and I would say that roughly 50% of the time there was a lot of successes, but not enough advantages remaining to activate autofire even once, much less multiple times.

    The other 50%, there were some that had a bunch of advantages but no successes (so misses) advantages with some successes, or a lot of advantages with a single success.

    With a lower damage autofire weapon (SE-14r Light Repeater) a single success with a bunch of advantages would not have even scratched the nemesis that group fought in their last encounter (soak 7).

     

    I think that coupled with restricting my group to the lower damage autofire weapons (through the narrative), that I will not have any issues with the RAW.

     

    I don't want to get hung up on the what if's. People will either get a lot of advantages or successes, or a few of both. The nature of the dice restrict the outcome those results. The narrative you give the party with the world you create will restrict which weapons they can apply those results to.

     

    If I were to impose a Hard Cap (which I probably won't), I would cap it at their Brawn score to represent being strong enough to control the kick of the autofire weapon.


  25. My personal house rule for this is that it can only cut down on the cost for the first extra hit. (Thus the first hit costs one Advantage, but the second and all other subsequent hits cost two Advantages.) I feel this puts it in line with other options for Jury Rigged, including improved damage and a reduced critical rating.

    In either case, adding Superior on top of an Auto-fire weapon with Jury Rigged could potentially mean a free hit, so long as the attack hit without any Threats.

    Hi,

    Devil's advocate here.

    Do you limit the other options for the Jury Rigged Talent in the same way?

    If they were to increase the Damage of the Weapon by one with the Talent, do the only get plus one on the first hit and not on any subsequent hits?

    If they take a weapon with a crit rating of 2 and reduce it to 1, does the first crit cost 1 and each subsequent crit cost 2?

    If they reduce the activation cost for the stun effect on a pair of shock gloves from 2 to 1, does the first activation cost 1 and each subsequent activation cost 2?

    If you answered no to any one of these questions, then your house rule is probably not really fairly applied.

     

    Personally, I don't think that I would allow anyone in my group to get one of the big guns with autofire, and if they did get one, they certainly would harassed by Law Enforcement to give it up.

    Now the Riot Gun or one of the 2 pistol autofire weapons are a lot more manageable, they are more likely to run out of ammo, they have shorter ranges, and they do less damage, each hit from auto fire has the target's soak deducted from it, the more advantages they roll for activating autofire, the fewer successes they have adding to the damage, after soak they might only do 1 or 2 points per hit.

    I believe that it balances itself. Sometimes you get a lot of little hits, sometimes you get a really damaging shot with no autofire whatsoever (1 automatic advantage can still be canceled by an outstanding threat), Sometimes you get a little something in the middle.

    Use Imperials with Tibanna sniffing Canids to remove super damaging repeating weapons from the group forcing them to use the smaller lighter damaging ones.

     

    My advice, don't change the rules, work within the narrative.

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