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Everything posted by Braendig

  1. If you're adding FD to the dice pool for Mechanics with the "Control: Mechanics" talent, can you look into adding it to the Vigilance and Perception dice pools for "Control: Vigilance" under Farsight. Assuming I'm interpreting it right, that is.
  2. Despairs are always my bread and butter. Even if the players are throwing 9 yellows, that big D makes for a happy GM.
  3. Consider having your "veteran" TIE Pilots have Full Throttle, allowing them to keep up. Have Star Destroyers fire on them with Turbolasers... Doesn't matter how fast they are, they still have to get out of range... Use terrain to channel them through combat areas and lower their speed (asteroid fields and nebulae are perfect for this).
  4. Once players have all the gear in the world and they can kill 15 Stormtroopers in a single roll, it's time to change the game a little bit. While I've always tried to -start- with this in mind for my campaigns, players can be challenged by the plot and the universe much more so than by the rolls and the adversaries. Focus on providing challenges to the -players- and not their characters. Force the party to figure out the plot. Who's doing what, to whom, where and when. Once they've got that figured out (and, yes, Knowledge, technical and social skills will likely be helpful here), they still have to figure out the -why-. Otherwise, they're -re-acting rather than driving the pace of the game. Work on switching up the situation, have the antagonist reset the environment from time to time. If one of the players is death with a lightsaber, force the action to be in space. If one of the players is a master communicator who can convince Hutts of the merits of salted nala frogs, have the antagonist refuse to answer their comm. Keep the pace moving and the environment changing. Predictability is death to the game as players can optimize their characters to defuse everything with a single roll. Above all else, though, do -not- allow players to convince you that their social character can convince Vader to turn to the Light Side with a single conversation, nor let them convince you to allow them to attempt to talk down the Stormtroopers who have been sent to kill them all. That's not to say "interesting" and "non-standard" uses of skills shouldn't be allowed, they should be allowed and even encouraged. However, they should not be able to resolve, bypass or mitigate an entire encounter, subplot or campaign in a single roll. Use common sense and limit the scope of player actions.
  5. Generally, ships and ship modifications are excellent places to dump spare cash. Homesteads are also an excellent opportunity to turn spare credits into plot hooks.
  6. I'd love to see a Clone Wars book with all the equipment from that time period. I've mocked up a lot of custom stats for those ships, but I'd prefer RAW versions, if possible.
  7. The Plano group runs some games out of Frisco, and there's a weekly game there at Doc's Comics and Games (https://www.facebook.com/DocsComicsAndGames/) on Wednesdays.
  8. Oh. I wasn't actually claiming a spot. I was just mentioning an insanely OP build...
  9. Faleen, Gambler, Force user with Unmatched Fortune...
  10. The Gozanti is nice, one of my favorites. However, my current personal favorite is the Mobquet Medium Transport. However, if price is a concern, the Wayfarer is nice, but if you can squeak it in your budget, I suggest the HT-2200.
  11. I ordered a BDZ strike (by my personal forces) on a planet I found infested with hibernating Killiks.... If the peace-loving Alderaanians exterminated them on Alderaan, that's a good enough reason for me to exterminate them when I found them myself...
  12. Try to split the party, if you have 8 PCs. That way you can run multiple combats simultaneously and balance the threat to the party currently engaged.
  13. I also remove the final slot in the initiative order for that side (and, if for whatever reason, they recover, the slot comes back). Reinforcements that get added in the middle of a combat roll new initiative and get added into the combat wherever they wind up.
  14. The main strain recovery mechanic not mentioned yet is Inspiring Rhetoric, however, it can be abused if the GM allows repeated usages of it -- I generally allow continuous usage -in- combat, but only ONE use after combat concludes. That said, how is it that players are running out of strain frequently without overusing their strain-based talents? If enemies are using stun damage on them during missions, there should be a reason for it and players should be informed and aware that this might be the case so they can weigh the costs of using strain-based talents. Additionally, and this may not necessarily be relevant to your posed scenario, but it is the main method of strain recovery, advantages in combat or on checks can be spent to recover one strain each.
  15. I've found asking players if they want to spend one before they roll to be helpful in encouraging their use. Additionally, suggesting things for which they could be used (you know, a Slicer Kit is only a Destiny Point away...) is another good way to encourage their use. Worst case scenario, use them yourself and players might get the idea that they might want to use them as well to balance things.
  16. I consider it based on three factors: frequency of gaming, things accomplished in the session, and time spent gaming. Frequency of gaming: if the party only gets together monthly, consider upping awarded XP in order for the players to actually see growth in their characters over time. 15xp every month and it'll take literally 6 months to get to a straight-route Dedication. If the party is getting together weekly, or even more frequently, consider reducing the XP if you want to make sure that the party doesn't get too powerful too quickly. Things accomplished: if the party dithers around and doesn't do much during the session, consider reducing the awarded XP. Conversely, if they accomplish a lot (e.g. wrap up a major plot line, defeat an ongoing Nemesis, find out a crucial piece of information), consider increasing the awarded XP proportionally. Time spent gaming: generally the base amount of XP to be awarded (according to most consensus) is about 5 XP/hr. If the party is going to be playing for 8 hours, base awards of 40-50 XP are not unreasonable.
  17. I like TIEs as templates for basic enemy fighters.... They don't have shields or missiles and tend to blow up at nice round numbers of 5 HT damage each... If your players aren't all that familiar with the various pros and cons of the fighters (or even if they are), fighters with the following make excellent minions to blow up: 5 HT, 2 armor, twin light laser cannons (5 base damage), no shields. Since speed doesn't really matter in space combat - per RAW and for most things - it doesn't really matter what speed they are. If you want them to be tougher, increase the HT and armor slightly. If you want them to be a serious threat, add missiles -- concussion are dangerous to pretty much anything and proton torpedoes can take down capital ships. If you want cannonical examples, try the following: Cloakshape, Dunelizard, Starhopper or Scyk.
  18. His campaign might be what caused the disbanding of the Inquisitorius.... And the reason the Bothans didn't get the plans for the second Death Star could also be because they were busy with his campaign.... Creativity is useful.
  19. Five stormtroopers against a moderately skilled PC in WEG, with a good blaster and dodge? You might notice them and their combined fire. A five stormtrooper minion group against a roughly comparable PC from FFG? They can still do some serious hurt. Unless, of course, the 500xp character has optimized for soak.... Then even rifle-based minions are shrugged off. Which means it's time to break out the vibro-weapons with pierce and lethal blows....
  20. I'd allow it on a technicality. That said, after the second time they drop him using non-lethal damage, methinks the opposition would switch to lethal....
  21. The scene: Palpatine is becoming more paranoid by the day. The Rebels are serving their purpose, allowing him to consolidate his power in the name of security, but the loss of the Death Star was unexpected. However development on the "full-scale" version of the weapon proceeds apace. Finding out that Vader's child survived and was responsible for that has caused him to rethink a few things. It's conceivable that he might finally have an apprentice worthy of his majesty -- Anakin before Mustafar. The objective: In order to ensure that the path is cleared for the son of Skywalker to join him, all other paths of enlightenment about the Force must be pruned. The plan: Therefore the Inquisitorius must be dispatched throughout the galaxy on a secret mission that is critical to the Empire. They must search the galaxy for Force-resonant artifacts that will allow the Emperor to amplify the Force-power capable of being channeled by his right hand, Vader. They will be dispatched to all the corners of the Outer Rim in this search. The opportunity: They will be sufficiently far from one another to be unable to support each other -- drawing attacks. The bait: This mission must be held as the most closely guarded secret within the Empire -- therefore it's the one that is most likely to be pursued by the most capable spies of the Rebels -- and, since it involves significant involvement of Dark Side Force users, it will naturally draw all relevant Light Side Jedi in opposition. The secret: The crux of the situation is that it is all a wild goose chase and even if such artifacts are found, they're not going to be able to do what the rumors say they will. The entire plan exists to distract the Rebel spy network, busy the Jedi, and pull them away from the son of Skywalker. That way his new apprentice will not have sufficient training to stand up to his influence and will bend the knee as his father before him.
  22. I had an entire Imperial Guard Armored Legion.... Complete with super-heavies and support (ordnance tracks, reloaders, wreckers, etc.).... Time and money well spent.... Not.
  23. Fair doesn't enter into it... If they don't like it, there are plenty of other places to work, if they're skilled... Right, because in this economy, front-line service industry employees are just SWIMMING in job opportunities. Well, they could also Unionize.... But, back to the topic at hand (and away from politics, please) I've had nothing but negative experiences with GW at corporate and management-level. Stepping away from FFG seems to be yet another strategically poor decision, IMHO. I'm a fan of the setting and the IP, enjoy the RPG, and think the models are really well done. They're just massively overpriced and require too much of a time commitment to play - painting and assembling are not things for which I have time.
  24. Fair doesn't enter into it... If they don't like it, there are plenty of other places to work, if they're skilled...
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