Jump to content

Braendig

Members
  • Content Count

    865
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Braendig got a reaction from Significant_Onion in Planets, planets, and more planets   
    There are those of us who have gone digital as much as possible...  At least for GM'ing...
  2. Like
    Braendig got a reaction from StriderZessei in Defense stacking   
    This is one rule that I've never seen implemented in any of the groups with which I've played.  It's already absurdly easy to hit for skilled combatants, anything that a non-combat player can do to reduce the chances of hitting is allowed in my groups...  Including stacking armor defense and cover defense.
  3. Like
    Braendig got a reaction from squeanis in FFG Developer Answered Questions   
    Question: Do Cybernetics stack? If a character were to purchase two +1 agility cybernetic arms, would their agility be increased by 2? What if it were an arm and a leg? Do +1 brawn cybernetics -also- increase the number of cybernetics capable of being implanted on a character? If so, then they're essentially "free" cybernetics -- character starts at 2 brawn, 2 cybernetics available. Add 1 brawn from cybernetics, now brawn 3 with 1 implant, 2 cybernetics available...
     
    Answer: Bonuses from multiple cybernetics do stack, to the maximum bonus of 7 for characteristics, and 6 for skills. +1 brawn cybernetics also increase your cybernetics cap.
  4. Like
    Braendig got a reaction from TheGMSource in Astrogation Check   
    For myself, I'd appreciate consistency in the rules, rather than GM fiat (which this rule expressly allows).  If the GM agrees and wants to provide consistency, then they must develop a consistent set of rules to adjudicate something that, in most systems with star-travel, is usually incorporated into the base, published, RAW ruleset.
     
    While enterprising GMs might develop something really awesome (see much of the player resources on this forum), it's still not RAW, supported by the designers of the game, and/or run through formalized player testing as would be rules published by FFG.
     
    I realize that there is a lot of narrative latitude allowed by this system (it's one of the reasons I like it as much as I do), however, it needs to have a similar amount of crunch to back up the fluff if players aren't to be frustrated when the GM contradicts himself (as he is wont to do if the rules for something as common as astrogating aren't written down somewhere).
     
    Just my .02 credits.
  5. Like
    Braendig reacted to GM Spectre in Planet Art   
    So I've been trying to teach myself how to use GIMP and I thought a good way to start would be to make some planets.  Full disclosure:  I'm not a talented artist by any means.  I found a great tutorial on how to do this here: http://mygimptutorial.com/the-ultimate-gimp-planet-tutorial .  But I thought I'd share the results of my labours with anyone here who might want to use them.  I have two planets done so far and i'll add more if people are interested as I get them finished.
    An arid world:

     
    Edit to this post:  As of 03/2019 the above tutorial is no longer available and the link is broken.  However... there are others out there for anyone who is interested in making planets.
  6. Like
    Braendig reacted to GM Spectre in Planet Art   
    An ecumenopolis with no cloud cover:
     

  7. Like
    Braendig reacted to GM Spectre in Planet Art   
    An ecumenopolis with clouds:
     

  8. Like
    Braendig reacted to MamoruK in The Battle of Hoth   
    So we just had our first big finale in the Fire Across the Galaxy campaign with the Battle of Hoth, and it was so much fun! We also raised $200 for charity during the weekend at the convention we were running out of. Also none of our players were brave enough to try and stay to delay Darth Vader as he marched through Echo base. *le sigh* But all in all it was a great weekend for Star Wars
  9. Like
    Braendig reacted to ShadoWarrior in Another Character Generator   
    Oggdude's generator is going to stick with whatever foolish answers Sam Stewart chooses to give, regardless of whether Sam has contradicted what was previously unambiguous RAW. It's just something that we have to live with. Until such time as Oggdude graciously makes his source code available (which I expect will be never), we can't do anything about 'fixing' the way the app works so that it conforms to how we run our own games (if we as GMs choose to ignore silly dev rulings).
  10. Like
    Braendig got a reaction from scotter23 in Advice for min/max PC's   
    Despairs are always my bread and butter.  Even if the players are throwing 9 yellows, that big D makes for a happy GM.
  11. Like
    Braendig reacted to Storn in Advice for min/max PC's   
    I have GM'd a game that has been going so long our highest experienced character is sitting around effectively 1700 earned. Some of the characters have been min/maxing since the start and we had quite a few issues at some stages because of this, especially since not all characters were combat oriented, so in order to deal with the characters that were 11 soak, 6+ defence or cortosis you had to throw in things that could one shot other PC's. Similarly there are PC's who put out 20-30 damage with breach so in order to make something strong enough to take a hit other characters would not even be able to hurt it. Splitting the party is one way of dealing with this but honestly it is one of my least favourite methods as quite often in those big climactic moments you want the party to be side by side fighting together, also splitting the party up can slow down the narrative, so although it is good for making the most out of each players strengths/weaknesses it can become annoying to the PC's if done over and over again and is not always the best solution.
    Three of the most helpful and simple tools you have are red, setback dice and time restraints. Firstly as already mentioned in this thread red dice can always cause havoc and the more creative you get with your despair the more fun everyone has. Secondly setback dice can become surprisingly helpful (although they can also prove to be fickle). For instance in one campaign the crew found themselves on Aurea, this was a campaign with almost no combat although since I didn't want to be mean to the combat characters I had the odd bit of stress relief. One such encounter I thought would be a walk in the park was against a flock of Aurean Vultures straight out of Sons of Fortune. What made this interesting was that it was in the middle of the day in a desert, so it was stinking hot, the vultures were sweeping down from above so the PC's had the sun in their eyes, they were fatigued as they had to get up really early and had been really busy up until that point and the PC's were driving on a skiff. By the time all the environmental factors were taken into account the PC's without any resistance to heat, brace etc. were rolling up to 6 black dice. Furthermore the vultures were not targeting the PC's directly but the skiff they were on trying to tip them off. So the encounter became a tower defence style race to kill the vultures before they took down the skiff. Amusingly even though some of the party members could roll 7 yellow dice (with talents etc.) the black dice did work that day and although they normally would have taken out the group of rivals built for 100exp characters in maybe 2 rounds, 8 rounds later the skiff was crashing into the sand in the middle of the desert.
    My number one piece of advice is creative encounter design. I find it helpful to think of the best encounters in video games, rarely the best fights are simple stat checks where the two groups use all their skills and sit there wailing on each other until one drops. Generally the best fights are the ones that require the characters to be creative and think on their feet. For instance one encounter there was a 500xp Nemesis (which was around half the PC's at that time) who had limitless swarms of mindless remotes with improved bodyguard (not to mention they had a host of ways to annoy the PCs). Trying to hit her repeatedly with standard attacks would have been futile as the remotes would just keep jumping in front and take the hit, however blast weaponry could still trigger hurting her, you could stop the flow of the droids into the room limiting her supply for a short time, she controlled the droids using a collar on her neck which could be sundered, etc. The point is she was not that strong herself however the fight was more about how you fought not how strong you were. Similarly think of the environment, interesting areas with multiple ways to interact with things; cover, computer terminals, ray shield controls etc. always add layers of depth to a fight and often allow the PC's to fight things that would normally be beyond their means like tanks. Having multiple objectives in an encounter as mentioned prior especially when there is a time limit is always a fun thing to do, you can use it to split the party or you could use it to force the PC's into lose/lose narrative decisions which can be really fun especially when playing with people's obligations or morality. One thing I would say to be careful about when creating more strategic fights though is make sure it is still flexible and there is more than one way to go about it as some times the PC's will just completely miss how to deal with a situation leaving them in a massive hole (a mistake I have made in the past).
  12. Like
    Braendig reacted to Sturn in Cargo Handling (Vehicle Ops Series)   
    Cargo Handling covers solutions for the low encumbrance capacity of vehicles (cargo containers, overloading of vehicles) plus a big house rule change for carried vehicles (significantly alters the retrofitted hangar bay attachment). The later is not required to use the former, if you don't like the change.
    Please yell at me if you think I've left out someone in the credits section.
    Usual Statement: I understand some may not like the added complexity, or the added detail is not needed for their campaign.  But, please consider that what may seem complex at first glance (lots of pages) may just be filled with lots of examples and presentation. If you see something that could be a problem for the rules I've presented then please, please comment here. I've play-tested a bit of this, but most of it is very new and yet used. If you do use my rules, please come back for feedback! I will update things as better options or errors are presented. I consider all of these "In Testing".
    Vehicle Ops: Cargo Handling
                    Vehicle Ops Series
  13. Like
    Braendig reacted to Darcune in Missing Table from Stay on Target   
  14. Like
    Braendig got a reaction from awayputurwpn in Having a very fast PC ship   
    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).
  15. Like
    Braendig got a reaction from Rozial in Having a very fast PC ship   
    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).
  16. Like
    Braendig got a reaction from Spatula Of Doom in Too much money? Can there be such a thing?!?   
    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.
  17. Like
    Braendig reacted to Concise Locket in Custom Map: The Tion Cluster & Surrounding Sectors   
    Hi everyone. I made a custom map of the Tion Cluster for my group's upcoming Age of Rebellion campaign. If you want a copy, help yourself. It's print-compatible and can be tiled out on a color printer if you want a big version for your table.
  18. Like
    Braendig got a reaction from Sturn in Gear, Vehicles, or Weapons you want to see?   
    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.
  19. Like
    Braendig got a reaction from Kazimir in Too much money? Can there be such a thing?!?   
    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.
  20. Like
    Braendig got a reaction from Mark Caliber in Having a very fast PC ship   
    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).
  21. Like
    Braendig got a reaction from Mark Caliber in Too much money? Can there be such a thing?!?   
    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.
  22. Like
    Braendig got a reaction from Nytwyng in Too much money? Can there be such a thing?!?   
    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.
  23. Like
    Braendig reacted to Desslok in Special Modifications a little bummed   
    So, I'm starting to work down the Ace: Rigger tree on top of all my Engineer trees - by the time I get done, I'll probably have 5 Black-Be-Gone talents. For fun, we figured that she would have to be trying to fix a landspeeder while it was racing along, have no tools, hanging upside down, be on fire - and having people shooting at her before we started seeing blacks in the roll. 
    Awesome.
  24. Like
    Braendig reacted to ShadoWarrior in Another Character Generator   
    The best way is to go to Oggdude's profile page and click on the About Me tab on the upper right of the page. It has the current version number, release date for that version, and links to installers and docs.
  25. Like
    Braendig reacted to Darzil in Another Character Generator   
    With attachment "Reinforced Shield Generator", it was previously possible to choose which defense zone was affected with each mod added. In current version you now choose one defense zone for all mods. The rulebook doesn't seem to restrict you in this way.
    (So previously you could add say Fore 2, Aft 1 with attachment and 2 mods, now you can choose only Fore 3 or Aft 3). 
×
×
  • Create New...