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About JRRP

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  1. I see the Nemesis survival rules more as an option than anything. If you plan for and need an NPC to be a foil for the PCs, it is very convenient to have a rule to point to about how that character could have survived an encounter the PCs won. "You don't die when you go down, either" is a good point when discussing a major villain and will make the PCs that much more determined to eventually end the threat for good. It's also a solid way to include some iconic characters. Maybe the PCs get really lucky and drop Bossk - so long as they don't walk up and decapitate the body, he can still exist in your universe, and likely give the PCs a little dread if they hear about him bringing in a big bounty in a nearby sector. Both those being said, there's nothing wrong with having a Nemesis die when it's thematically appropriate. It's a narrative game, after all, and if your story works best that way, awesome.
  2. Green, Yellow, Boost; Purple, Setback, [unprintable] We're...colorful.
  3. Sorry about the delay in replying. The equipment I was referring to is the Synoptic Teacher from Disciples of Harmony.
  4. I had a player do essentially this and he chose Explorer: Big Game Hunter. From range, he was an absolute beast. The Explorer book also had some nice options for sniper blasters. Using only the F&D book, you might want to look at the modifications. An augmented spin barrel on a stock blaster rifle along with a scope should do just about all one would need.
  5. I would allow this.
  6. In one of the F&D books there is a piece of equipment that allows the character to make a training roll and gain a skill value of 3 for the remainder of the adventure. You might want to do something like that: make a hard Discipline check and you will gain [appropriate ranks in skill for the mission] as pertains only to this scenario. For instance, if none of your PCs has Computers, drilling them on the exact process they need to use to shut down the Gozanti's sensors might allow them to attempt the check with a 3 Computers skill for this mission.
  7. In reading the description of Stim Application on pg. 157, it stipulates that the characters have "access to drugs, a medpack, or stimpacks." I always played it as one of the applications of a stimpack for the day, which would allow a greater benefit due to stim application, but with a slight trade-off from less immediate healing and a built-in limit. I guess that was me make a house-rule or judgement call, but I think it works. There are rules in place limiting how much healing a trained doctor can attempt in every other respect, I guess this just seemed natural.
  8. There is a daily limit, and every use of a stimpack on a PC reduces the next use's efficacy. You could stim everyone going into battle, but then using a stimpack to recover wounds would be down one point, two on the second use, etc.
  9. This will also depend on the force powers you choose. A Lightsaber focused character with Sense and Foresee will add different options than one who focused on Enhance and Move, for example. The species selection will also play a factor, as most give a rank to one or two skills that may not be "core" to the spec but can make for a very interesting character build.
  10. I recently had my players swing through Maz's castle on Takodana, but set between Ep IV-V. Being able to visualize it helped, and the reputation Han said it had in Force Awakens allowed them to get the sense of a dangerous spot without my having to amp it up. That being said, if I'm using a location from the film, I try to, as much as possible, avoid using it how/during its use in the movies.
  11. Love that they are adding more universal specs to help flesh things out, but I'm leery that the first one mentions six skills. The formula has worked for years now, and this just makes me worry that the new shiny spec trees are going to eclipse what came before. We'll see.
  12. Best advice: if you're all having fun, you're doing it right. Laugh, enjoy it, don't worry about the rules unless and until it impedes the fun. Second: ham it up. Get into character for your NPCs and try to make them memorable for your friends. Combat, negotiation, chicanery, anything where the PCs want to "win" all come from having a feeling associated with your portrayal of the NPC. Go for it. Rules advice: use setback dice more than difficulty dice. Most things are not that hard, aside from the situation making it hard. As your group progresses, they will have access to talents that take those dice away. If they've been burdened by setbacks since the beginning, this feels like a real accomplishment. Seriously, though, if you're all having fun you are doing a good job as GM.
  13. Enhance, Move, and Sense are all very classic "Jedi" powers, with Influence and Heal/Harm good ones to get into after increasing the PCs force rating. If the character wants to be more mystical than action oriented, Foresee, Misdirect, and Seek are all solid choices.
  14. My PCs use crits constantly against any level of target. They love them, as it adds another element of chaos to combat.
  15. They don't have advice, but a rule of thumb I have used is that a ship carrying fighters can launch half its fighters (though no more than 4) the round after combat begins, and then up to 4 every other round after that. If the PCs catch the ship flat footed (or someone gets a triumph on Initiative) this may take an additional round per triumph. For Imperial ships, if they are already in system, they usually have half of their fighters (up to 6) in a patrol pattern, though only a pair are likely to be close enough to engage a PC ship. For larger installations or around a Star Destroyer, these routine patrols may contain twice the number of TIEs. That is all assuming the carrier isn't the one starting the battle. In that case, I have them launch 4 fighters each round until they have deployed whatever they want for the coming engagement.