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MTaylor

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  1. Ahh yes, the age old, "If you don't agree with me, shut up!" defense...the go-to tactic of totally-not-insecure supporters of people/causes/objects/movements/opinions everywhere. LOL, I am talking about the the immature "George Lucas Raped my Childhood" people or the ones that need to convince other that the movie was bad. If you you don't like just move on. Life is too short to focus on things you don't like. I'm not seeing the 'haters'. Opinions here seem to range from 'it was the best film ever ' to 'it was kinda average, overhyped or overly derivative'. I haven't seen anybody saying they 'hated' it. The majority seem to think it was fantastic. A small but significant minority were disappointed or felt it was merely okay. There's room for different opinions surely?
  2. I assumed they did. Just before Christmas, I was in my local coffee shop and I felt a great disturbance, as if a dozen hipsters suddenly cried out in horror at the price of their skinny lattes, and were suddenly silenced. I feared something terrible had happened. Then there was a brilliant flash from the direction of Tallahassee. I live in the UK, but the explosion was so awesome it could be seen from anywhere in the galaxy.
  3. MTaylor

    Miniatures for Star Wars RPG

    My players love the fact there are no minis and no battle maps. The hobby in general seems to be moving away the wargamey aspect of things like D&D4 and Pathfinder. Games like One Ring, 13th Age and D&D5 all have 'theatre of the mind' as default in combat.
  4. We had a whole spate of 'let's make Batman/James Bond with one overpowered Spec' at one point. Experienced characters will, by their very nature, have multiple Specs.
  5. MTaylor

    Researcher talent

    Not really, that would affect the difficulty of the check, I think. Black dice are situational modifiers to a check that aren't anything to do with the base difficulty. Kael has it right, I think. Black dice would apply if the character was tired, injured, rushed, in a bad environmental condition, or if authorities have made an effort to cover the information up, maybe. And yes, some 'black dice remover' Talents are better than others.
  6. You seem to be one of the good guys here Librarian, but plenty of the veterans seem to be saying it's not a great idea. I remember about a year or so ago there was someone (Gryphynx?) who posted an alternate system that allowed for much higher stats than normal at character generation. Everyone pretty much told him it was vastly overpowered and he left. I often play about with RPGs but this is one of the few I feel better not touching, beyond a few tweaks that suit our campaign. This one seemed to have a lot of development and while it's not perfect, it works very well. Messing about with it will tend to create game-breaking characters very quickly.
  7. You'd be better off just playing the WEG game to be honest. This feels like playing D&D and giving the characters the abilities of every class at once when they gain a level. Yeah, it's your table, and yeah, you can do what you like, but you'll soon find the characters are not only samey, but staggeringly overpowered, and you'll find yourself artificially ramping up the stats of opposition and difficulties of checks to compensate.
  8. A thief need not literally be a thief. The Colonist career describes any professional, civilian character or Core World guy. The specs and careers are not literally what job the character holds; they are a set of skills. We have a Smuggler who has never handled contraband, never flown a ship or got involved in smuggling in any way. She's essentially a duellist for a powerful crime lord, and her entire remit is using diplomacy to talk sense into people who cross her boss, or shooting them (nice and legal if they draw first) if they won't see sense. She's not a legbreaker or a thief or an assassin; the crime lord has other people for that. But her narrow skillset is best represented by the Gunslinger and Charmer specs in the Smuggler career.
  9. So basically you give all force powers for free, and adjust the FP requirement for every effect? Yep. May I suggest a different approach, which goes with the normal rules and is in fact a bit more ralistic? In-Game XP Spending. Tell your players, they may attempt any force power during game, if they have the XP to buy it. That would represent such a force-epiphany nicely imo. I don't really want to use the force power trees. I want to keep it light and simple. Like in the old WEG? Believe me down that road lies nitpicky discussions with players till no end. The trees are the first really good force-leraning rule I have seen in over 16 years as a Star Wars GM. The rules are set and the player can read and see what he can do. No stupid discussion ensues, no stalling of the game, no aggravated co-players. Seriously it happened several times with different players. Led to me banning force powers altogether, because it was so vague. Here's the problem in not using Force trees: you'll end up playing 'Glowstick Guy and his Mundane Sidekicks' again, like every other Star Wars RPG before this one. One of the checks & balances on Force-users is that they CAN become awesome, but you need a LOAD of XP to master a lot of powers. This allows the mundanes, like smugglers or pilots or bounty-hunters, not to be hopelessly overshadowed by the Space Wizards. FFG actually took its time in giving us the Force in this RPG and I think it's the best balanced system yet. By allowing every Force-user to have all the Force powers for free, it completely destroys that balance. Of course, if you're just playing with your kids, maybe that's not an issue.
  10. Also, the trees are not linear. There are some good Talents tucked away - they might only be 10 xp but you need to go all the way up the table then down the other side. The Gambler spec especially does this.
  11. MTaylor

    Death Star Super Weapon

    Is this the regular Death Star, or the Son-of-the-Death-Star? Or the Son-of-the-Son-of-the-Death-Star from Force Awakens? Because, y'know, that one's ten times bigger and a million times more awesomer and badass and everything. It can blow up loads of planets at once and the explosions are so awesome they can be seen from anywhere in the galaxy. That's a lot of yellow dice.
  12. It does feel that all the characters will end up very samey. And some talents are intended primarily for careers of a certain kind. There's a reason the Vulcan Nerve Pinch is in Doctor and not, say, Marauder. It's primarily intended to give a character who isn't combat-focused a bit of an edge. I like the focus that the careers give, personally, but hey, it's your table.
  13. This has always been contentious. I'm okay with it personally but I see why some people feel it's a cash-grab. It's actually great for someone who only wants to play one of the flavours. It's harder on those of us who want all three. But that's how they've chosen to do it, and we can't change that now. I think FFG are at least aware of this, as we've seen far less repetition that I'd feared when the Explorer book came out.
  14. Feels a bit 'how many angels can dance on the head of a pin' to me. In movies, TV shows and RPGs, travel mostly happens by 'speed of plot'. In the Star Wars films, we don't see a lot of travel; mostly Han just says 'we need to go to Planet Z!' and there's a screen wipe to the Falcon arriving there. Okay, some RPGs like 'One Ring' make the travel the focus of the adventures, and they have lots of skills and talents for it. But serious question here... How many of you are really obsessing about this stuff at the gaming table? Do you make the players intricately plan out their routes, or just handwave it with an Astrogation check? If you spend a lot of time on this, won't the other players get bored? Unless the whole adventure is a race or something, does it matter how long a journey takes anyway? Most of the time, don't we just say 'okay, you've travelled to the planet you need to be on, now you're here.' Long travel scenes and lots of dice-rolling on minor stuff doesn't usually make for exciting pulp sci-fi adventures, surely? It strikes me that Lucas just had Han talk about the Kessel Run as something cool to say. "I did this difficult thing in record time, because I'm so badass'. I don't think he knew what a 'parsec' was or had any specific distances in mind.
  15. Heh, FFG are nowhere near as bad as some companies with this. Try playing Pathfinder, with Paizo releasing a deluge of 'must have' books every month for the min-maxers to pour over. Also, the books are full of lots of other stuff that would be useful for a given career. It's not rocket science that if you have, say, a Smuggler at your table, 'Fly Casual' will expand his options considerably. You could say it kinda sucks for Bounty Hunters, who haven't got their Signature Abilities yet, but them's the breaks. The Bounty Hunter at our table is still having lots of fun and is a viable character. EoE is playable just fine with only the Core. The splatbooks just add options.
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