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Osprey

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  1. Like
    Osprey got a reaction from VadersMarchKazoo in Hunter's Quarry (Improved)   
    Sure I'll let you use it twice, 2 strain + 2 strain=4 (that is the cost of using the talent twice) +2 strain for making your 2 maneuvers per RAW for a total of 6 strain, then as the GM, I will ensure that you suffer even more strain with the rest of my NPCs turns by flipping destiny, due to you looking like the most powerful person in your party and now I am scared of you and you'll go down that much faster due to you using half your strain for that one talent twice.
     
    It sounds to me like you are trying to be a little min/max. But go ahead and ask the Dev and I will bet that if he tells you yes but you need to follow the maneuver rules, as I have shown you above, you will use a total of 6 strain to use it twice
  2. Like
    Osprey got a reaction from kkuja in [SPOILERS]: Star Wars: Rebels - Thoughts?   
    Seems part of my post was chopped off and is not recoverable.
     
    The gist of it was: I can sit down and watch military type movies and casually rip them apart but not enjoy them. So I choose to ignore the inadequacies of them for the enjoyment of them reminding myself "it's a kids show/movie" and after doing that it gets easier. It is entertainment, the stories I told you above compares real life to imagination and I could tell you more stories that are pretty funny from when I was instructing but that would be a different forum altogether. Sit back and enjoy the ride because one day you will be older and have kids of your own that sit down and tell you your special affects suck because of this and that, and it will make you feel old.

  3. Like
    Osprey got a reaction from the mercenary in [SPOILERS]: Star Wars: Rebels - Thoughts?   
    Seems part of my post was chopped off and is not recoverable.
     
    The gist of it was: I can sit down and watch military type movies and casually rip them apart but not enjoy them. So I choose to ignore the inadequacies of them for the enjoyment of them reminding myself "it's a kids show/movie" and after doing that it gets easier. It is entertainment, the stories I told you above compares real life to imagination and I could tell you more stories that are pretty funny from when I was instructing but that would be a different forum altogether. Sit back and enjoy the ride because one day you will be older and have kids of your own that sit down and tell you your special affects suck because of this and that, and it will make you feel old.

  4. Like
    Osprey reacted to mouthymerc in I choose Beige Jedi   
  5. Like
    Osprey reacted to Darzil in Spending XP   
    No, changing stats can only be done at character generation and by getting Dedication talent.
  6. Like
    Osprey reacted to Richardbuxton in team uniforms and the hard point question   
    Is it doable? Probably.
    Is it within the spirit of the rules? Probably not.
    Would it fit most campaigns? Unlikely.
    Does it fit your campaign? Hell yes.
    Will others on this forum agree with your groups approach? Doubt it.
    Will it be fun? Yep, this game is amazing!
    We gave the RAW answer to your original question, enjoy your game. But don't expect everyone to think it's an incredible feat you have performed and have everyone jumping out of their skin to follow suit. As you said it's fitting for your game, but wouldn't fit my favourite story.
    Be welcome to take part here but be aware everyone here assumes no house rules and answers as such.
  7. Like
    Osprey reacted to Richardbuxton in team uniforms and the hard point question   
    Do these 3 things stack? Probably, not sure what you need them all for, those mods aren't cheap, but sure.
    But 4 Force Pips is a lot to get on this task for a starting character, is this a high starting xp game? To have the Intuitive Improvements talent, a high Intelect, not to mention the limit of 2 skill ranks at character creation. It's a tall order even for a Knight Level PC, and even they are limited to 3 skill ranks.
    What your talking about doing at character creation is usually a goal for a PC to achieve after a load of adventuring. It's absolutely possible, but where to from here? Anyone who can roll 2 Triumph and 11 Advantage is a master at that task already.
    What a lot of the posts here have been is a reaction to someone rocking the boat. Highly focused characters are generally rare because this isn't D&D where "someone else will always do that for me" works all that well.
    Is it all mathematically possible? Yeah absolutely, but if the result is a foregone conclusion then why even bother rolling in the first place, just assume it's done and move on with the actual story telling.
  8. Like
    Osprey reacted to Daeglan in team uniforms and the hard point question   
    This system tends to not allow stacking like that. 
  9. Like
    Osprey reacted to korjik in team uniforms and the hard point question   
    If your mechanic can reliably roll 2 triumphs and 11 advantage, then no, the armor wont break the game. I would get really stuffy about 'failed' rolls and making them pay for each try tho.
  10. Like
    Osprey reacted to Richardbuxton in team uniforms and the hard point question   
    For the number of rolls your going to need to make to get that outcome your better off making some better armour. It's such a huge commitment that if I wanted that in my game I wouldn't even bother "making" it. It would be the entire premise for the campaign.
    "You are a team of highly trained experts working for a powerful corporation (or the Rebellion, Hutts, Empire etc) given advanced military grade equipment to complete missions others wouldn't even consider attempting."
  11. Like
    Osprey reacted to bradknowles in team uniforms and the hard point question   
    So, if these guys are wearing uniforms as their only armor, doesn’t that mean that they’re going to be trivially easy to track down and find by the Empire?
    Wouldn’t the first thing that the PCs want to do is to ditch the uniforms and go with something less conspicuous?
    To be honest, the whole concept of letting these extra sources of bonus hard points stack starts to sound pretty Munchkin to me.
  12. Like
    Osprey reacted to Ghostofman in team uniforms and the hard point question   
    Probably... Though I consider the integral attachment to be a permanent upgrade, and non removable.
     
    Offhand I wanted to say no, but after some rolling of:
     
     
    With the objective of getting one success or more and:
     
    Multiple times, I found the odds of getting what you want to be sufficiently difficult that even reducing the time to 1 hour per attempt you'll still spend weeks trying to get what you want.
     
     
     
     
     
    Personally though, if you're planning to just roll over and over until success...why frelling bother? Just do something like multiply the cost by 20 say you spent 3 months working like a PTSD suffering billionaire superhero with a severe case of OCD and insomnia and give yourself the armor without a check.
     
    After all at that point you've basically blown off the adventure/campaign and the purpose of a roll mechanic just to get some snazzy clothes anyway, so you might as well just cut to ending so you can actually play a little star wars that night...
  13. Like
    Osprey reacted to RodianClone in What's better at preventing damage: Defense or Soak?   
    Neither. Running away from, or just plain avoiding combat is the best way of preventing damage. This is EotE, combat is just one of many ways to deal with a situation
  14. Like
    Osprey got a reaction from RodianClone in New Movies.... Where are the Aliens?   
    What gets me is the line in ANH "Many Bothans died". Haven't seen any Bothans in the previews yet.
  15. Like
    Osprey reacted to whafrog in Talk me down from this   
    Yes, it would be nice to down-vote your post.  Nothing wrong with the OP's question.
  16. Like
    Osprey reacted to HappyDaze in Proper Military Punishment?   
    Serious question: Do you really want a proper punishment that might derail an AoR campaign, or a cinematic one that keeps the campaign moving along?
  17. Like
    Osprey reacted to Ghostofman in iPad + TV   
    Roll20.
    You'll need to use a paid account to allow the tablet to navigate there, and the TV will also need a way to display the page (like with a connected computer) but with a little practice it should work.
  18. Like
    Osprey reacted to Ghostofman in Help With Some Characters and Rules?   
    Personally, I'd use the Squadron Rules from the GM Kit, allowing the minions and Killgrave to become a single "uber-character" This would keep the rolling and initiative tracking sane, make him a threat both alone and as a leader (wise skill and talent selection helps here), show that he can actually Lead and has been given the responsibility to do so, and makes him tough to target and damage as an individual. Additioanlly you can allow him to wing up with other craft whenever the situation allows, so wiping his wingmen wouldn't be an auto-win if he can just form up with another unit.
     
    The thing about Adversary's talents is it's not about the actual number as it is the tracking of those talent and making the character have a clearly defined purpose.
     
    So keeping the number low helps ensure you as the GM  can remember his talents. Because a talent the GM keeps forgetting to apply doesn't really count does it?
     
    Also NPCs are generally more focused than a PC. Your PC pilot might have ranks in Skilled Jockey and Full Throttle, because you never know if he's going to be flying a high performance X-wing or a pregnant bantha of a G-9 rigger, so having a good spread of different talents allows him to at least have a talent or two that might help somewhere.
     
    Killgrave, assuming he generally sticks to his TIE/Int, has almost no need for Skilled Jockey at all, and Full Throttle is also a bit redundant, but Talents like Situational Awareness and Defensive Driving will be of much more value to him. It's not about how many talents he has, it's about the talents he has applying in the encounters he will generally appear in.
     
    See above. It's not about his Schwartz, it's about how he handles it. Alone a TIE/D is only marginally better than an Assault Gunboat, because their stats are roughly the same. So it's a matter of what character you pair up with each craft, the talents and skill dice they have, and the tactics they employ.
     
    I like the the various Escort carriers myself. They are big and tough, but a Corvette can take them in a pinch, with the real strength being the fighter wing. So you can deploy a carrier with a pair of Vigil corvettes with a profile to stay back form the fight and use the reach of the fighters to engage targets. Vigils aren't huge, but they'll be enough, especially with the point defense rule, to keep the player's fighters from just going after the carrier.
     
    Compare Boba Fett to Capt. Phasma and you'll know. Despite trying to make one like the other, the screenwriters forgot a critical ability of Fett in ESB... Competency and the ability to use it to move the story forward. Phasma bumbled around and looked menacing, be she never actually did anything to show she knew what she was doing or to make her important to the story. Fett on the other hand, looked just as cool, but he also knew what the heck was going on, and what he needed to do, and he DID IT.
     
    He figured out Han's docking claw trick, shadowed the Falcon without getting caught, figured out where it was going, and alerted the Empire in time for Vader to beat Han to Bespin. Essentially the entire Third Act of the film is because Fett knew how to do his job.
     
    Later when Luke arrives on Cloud City, Fett notices and holds him back, but doesn't fight to the death. His job was to get Solo to Jabba. Fighting Luke for an hour and a half didn't do that. Making Luke circle around gave him time to get to his ship and escape. Fett 2, Heroes 0.
     
     
    So, for Killgrave, make him skilled, make him tough, make him good at his job, and make him push the story forward. When you design your fighter encounter, sit down and imagine you are there in Killgrave's pilot's readyroom for the mission briefing. Go over the mission of TIE/Int Rho Squadron "Reapers" from launch to recovery. What are they trying to accomplish? How? What tactics will they use? What abilities do they have besides speed and laser cannons they can employ to accomplish the mission? What support will they have? If things go sideways what's plan B, C, and D that will allow at least some success? And how will that Success translate to what the players have to do not only in the encounter, but the next leg of the Adventure?
     
    Don't be afraid to lay a little groundwork of course. Perhaps introduce him an adventure or two before hand. In a briefing have the players warned about a new unit that's been spotted lead by a wing leader that luma painted "Abandon all Hope" on his hull. Talk about how they cut another unit to ribbons and tell the players if they show up be on their toes. Don't feel obligated to actually have Killgrave show up though. Even when you do maybe the first time he won't be in a position for the players to engage him (and the players aren't his mission either, that's Alpha wing's problem). By the time the players are in a position to fight him, they'll know he's bad news, and if you can, have Killgrave send the players home with their tails between their legs.
  19. Like
    Osprey got a reaction from Acrydibilis in Medical checks to remove Wounds can only be made as first aid after a related encounter.. right?   
    A session is when you sit down and play at the table for the night, a few hours so to speak, encounters make up a session, going by that thought process and the section of the book that you just had your answer, but I do think there is elsewhere where it says that a medcheck can only be made by the person making the med check that that medcheck can only be made once every 24 hours. 
     
    Here is a guide my GM found somewhere:
     
    It is compiled from the book and basically states what you are looking for.
     
    Health and Recovery in Star Wars: Edge of the Empire
    States of health or condition
    Unwounded: No wounds and no critical injuries.
    Wounded: Any number of wounds up to wound threshold
    Critically injured: Suffering from any number of critical injuries, regardless of current number of wounds.
    Incapacitated: Suffering from more wounds than wound threshold, or more strain than strain threshold.
    Calm (title is HR): Suffering no strain.
    Stressed (title is HR): Suffering from strain up to strain threshold.
    Overwhelmed (title is HR): Suffering from strain greater than threshold; character is unconscious, or simply dazed and staggered and unaware of surroundings and unable to interact with them.
    Staggered: Cannot perform actions (including downgrading an action to a maneuver). By default this lasts until the end of the character's next turn. Multiple staggering effects add their durations, but not beyond the end of the encounter.
    Immobilized: Cannot perform maneuvers (including those purchased by spending strain, from spending advantage, or from downgrading actions). By default this lasts until the end of the character's next turn. Multiple immobilizing effects add their durations, but not beyond the end of the encounter.
    Disoriented: Add setback die to all checks. By default this lasts until the end of the character's next turn. Multiple disorienting effects add their durations, but not beyond the end of the encounter.
    Thresholds
    Exceeding wound threshold: Character is knocked out and incapacitated, and immediately suffers one critical injury.
    Tracking wounds: Wounds must be tracked up to twice the character's wound threshold.
    Exceeding strain threshold: Character is incapacitated (usually unconscious, though maybe just dazed, etc.).
    Reviving: Wounds and strain must be reduced so they no longer exceed threshold before the character is no longer incapacitated.
    Critical injuries
    Source: Can result from a critical hit during an attack, or from exceeding wound threshold, or from other means.
    Random injury: The character's player rolls d100 to determine the specific injury.
    Increasingly grave: Each critical injury a character suffers from adds +10 to subsequent critical injury d100 rolls.
    Natural recovery
    Bedrest: Each full night's rest heals one wound, regardless of current state of health.
    Pulling through: At the end of each full week of rest, character may attempt a Resilience check to recover from one critical injury (difficulty = critical injury severity rating; success = critical injury healed; triumph = heal an additional critical injury; fail = heal one wound instead).
    Catching your breath: At the end of each encounter, each player can make a Simple (-) Discipline or Cool check to remove strain equal to the number of successes generated (can also spend advantage to reduce strain, as normal).
    Sleep: A full night's rest normally removes all strain.
    Medical/Mechanical care
    First aid (encounter): A character may attempt a Medicine/Mechanics check to help a character heal. Each character may only receive one Medicine/Mechanics check each encounter. Difficulty is based on current state of health. On success: heal wounds equal to successes, and remove strain equal to advantages. A result of threat or despair may inflict wounds or strain.
    Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages.
    Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain.
    State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3).
    Self healing: Increase the difficulty of Medicine check by two (or Mechanics check by one) if attempting to heal your own wounds or critical injuries.
    Proper tools: Attempting a Medicine or Mechanics check without proper tools increases difficulty by one. Using an actual Medpac grants a boost die to Medicine checks (no droid equivalent).
    Bacta tank (organic)
    Recovery: Wounded character heals one wound every two hours. Incapacitated character heals one wound every six hours.
    Critical care: At the end of every 24 hour period, character may attempt Resilience check to heal one critical injury. Difficulty is equal to critical injury severity rating. Success = heal critical injury; fail = heal one wound instead.
    Oil bath (droid)
    Recovery: Wounded droid heals one wound every hour.
    Nothing serious: Oil baths do not heal critical injuries.
    Stimpack (organic)
    Potency: Heals five wounds when used the first time. Second application heals four wounds. Third heals three, etc. (i.e. can be used no more than five times per day).
    Renewed potential: Must wait till after full night's rest (or 24 hours) before effectiveness resets.
    Application: Requires one maneuver to inject a stimpack. Character must be engaged with target to administer. A character with a free appendage may self-administer with one maneuver.
    Non-critical: Stimpacks have no effect on critical injuries.
    Emergency repair patches (droid)
    Potency: Heals three wounds per use. Can be used no more than five times per day.
    Renewed potential: Must wait till after full night's rest (or 24 hours) before more can be administered.
    Application: Requires one maneuver to apply a patch. Character must be engaged with target to apply. A character with a free appendage may self-administer with one maneuver.
    Non-critical: Emergency repair patches have no effect on critical injuries.
  20. Like
    Osprey reacted to Blackbird888 in Quick GM Question   
    Don't forget that some of those attachments are just... a strap. Or a flashlight. Realistically, any weapons company isn't going to make equipment and/or attachments for that equipment that would be difficult to apply to the weapon. They want all of their customers to be able to upgrade their products without having to be trained technicians.
  21. Like
    Osprey reacted to Donovan Morningfire in Quick GM Question   
    You're correct in that per RAW, installing an attachment doesn't require any sort of roll.  Just buy/acquire the attachment and plug it into the weapon or armor.  Because you are in effect just "bolting on" the additional parts to improve/alter the weapon.
     
    And frankly, I'd suggest keeping it that way.  One major element to this system that a lot of newer GMs don't get right away is that not everything needs to have a roll, and that every time the players do roll dice, it should generally be important to the story.  After all, if the difficulty is simple (i.e. no purple dice), then you need to ask yourself "why am I taking time away from the story to resolve a dice roll?"
     
    Modifying an attachment requires a roll because in a great many cases, those modifications are greatly improve the effectiveness of the weapon, especially when it comes to lightsaber crystals; there's a huge difference between a basic lightsaber with an unmodded Ilum crystal and a basic lightsaber will a fully modded Ilum crystal, where there's not quite as much of a difference between a basic lightsaber with a curved hilt and a basic lightsaber without a curved hilt.
  22. Like
    Osprey got a reaction from Dainius2 in Empirial Reaction?   
    Seeing as no one was left alive at the outpost the imps will think rebs or someone hired by the rebs did it. Retribution should happen once the imps figure it out.
  23. Like
    Osprey got a reaction from Sturn in Empirial Reaction?   
    Seeing as no one was left alive at the outpost the imps will think rebs or someone hired by the rebs did it. Retribution should happen once the imps figure it out.
  24. Like
    Osprey reacted to kaosoe in Character Crashing in a Tie = Death ?   
    Or just roll a critical injury.
  25. Like
    Osprey reacted to Col. Orange in Character Crashing in a Tie = Death ?   
    He survives 'cause that tells a better story.  Think the Force Awakens:


     
    He passed the roll so does successfully crash land (he didn't miss the planet ).  The fighter crashes, the wings are immediately ripped away, the ball cockpit rolls for hundreds of meters all with him strapped inside - he blacks out but wakes up, hanging upside down, bloody, battered, bruised, covered in vomit and groggy as hell.  And he smells burning fuel.
    Best get out of there quick: Athletics or Coordination - with setback dice for how shaken he is - to get out of the cockpit before taking some burning damage (not enough to kill - it's Star Wars, so there's no need for actual realism, just the threat of it.
     
    The despair could be that he got wounded (either roll green dice = speed and count that as damage or a resilience roll with a difficulty of speed or suffer a single, unmodified critical hit)... but he did succeed on his piloting roll so maybe not.
    Perhaps he lost some vital gear in the crash (destroyed in the wreck or just lost)?  If it was survival gear or his radio he could now be in trouble.  Especially with that assault shuttle that's investigating the crash.
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