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Max Outrider

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About Max Outrider

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  • Birthday 06/11/1984
  1. I've found Amazon absolutely awful with getting in SWRPG stock. I've attempted to use them five times, and have been left waiting weeks before cancelling my order. I therefore either pop down to my local store, or buy things stuff through Wayland Games. Wayland is cheaper and get new releases in quicker, but my local is more likely to have regular supplies.
  2. I've already started going down this route. I've sent the players an in-universe message along the lines of "I know what you did. I want 50% by sundown tomorrow, or the casino finds out." It offers a side adventure and a potential solution. I'll be getting the team slicer to make some defensive computer checks soon as well, where other underworld types are also trying to get at the money.
  3. Alas, while helpful, it doesn't assist with in-universe situations involving player characters being unknown to the organisations placing the odds. As a GM I know the player has a good chance of beating even the favourite NPC fighter, but in universe the people they interact with have no idea of their capabilities.
  4. Help! I am terrible at coming up with odds. I am not a gambler and have had next to nothing to do with that world to call upon for help as a GM. It is my biggest failing for any game that involves placing odds. I am running Mask of the Pirate Queen. It is the fight on Ord Mantell and a player is competing. The team wants to bet on the player. What odds would you give? Meta gaming you know the player has a good chance of winning. But, the ring master sees a nobody with an outward appearance of someone who isn't much of a fighter. The first fight is against a veteran, but they are decidedly average. What odds should I have given? I gave 3:4. Second fight is against the rising star and the current favourite to go on to the finals and win. Compared to this person the player is a nothing. They happened to survive their first fight but gained a critical in the process. Everyone is certain the NPC will win. What odds should I have given? I gave 1:10. In both cases I used odds from an in-game point of view and got shafted as the players inevitably win. This happened almost exactly a year ago with the Jewel of Yavin adventure and the Cloud City Grand Prix race. My players are now stupidly rich and I am trying to find ways to get some of that money back.
  5. Two questions: Is there any way to get the whole group to benefit from a holocron's bonuses (as per the holocron from page 439 of FaD Core)? I built the holocron using the Data Editor and added it to the group inventory, but it didn't transfer any bonuses to the team as a whole. When characters build their own lightsabers, as per the lightsaber construction rules in the back of the FaD GM Kit, is the way of representing the changes from advantage/threat/triumph/despair to make a custom attachment and have modification tick boxes for each outcome? Many thanks for an awesome tool, my group has been using it since the beginning
  6. I try to avoid gambling in my games ever since I accidentally had my players gain a fortune in credits. I let them bet on the Cloud Car race in Jewel of Yavin, so they bet heavily on their team mates who were flying. Obviously they won, but with being unknown outsiders the odds were against them, thus my players made a bucket load of credits...that I am still having to come up with ways to get rid of. As for card based gambling, the Sabacc rules in Under a Black Sun are good, though having never gambled in my life I wasn't really able to flesh them out much. My advice would be to have a few personalities at the table so you have a mix of people, with at least one NPC trying to cheat. The alternative my players actually came up with was downloading a Sabacc app onto their phone! Also, this very recent thread helps: https://community.fantasyflightgames.com/index.php?/topic/136514-help-with-running-gambling-scenes/
  7. I have to wonder about the mindset of a player who makes a character that has a trait of wanting to kill and maim everyone, when you explicitly said you were playing a good guy campaign. One of my players had a character that started out good, but greed got the better of them (IC and OOC) so started cutting people open to get organs for the black market. A freaking HUGE obligation of both Criminal and Bounty with CorSec soon put a stop to that. They hit 100 total group obligation and couldn't spend XP, which no player wants to happen. Problem solved. I suggest something similar, or a forced retirement of what is a deliberately broken character designed to screw the party over.
  8. I have an entire document with each PC's Obligations noted, what can be inserted into stories when triggered, plus ideas on how they can reduce the Obligation. In addition I've got a collection of NPCs associated with each Obligation that may appear at given situations if the PC hasn't done anything about dealing with the Obligation. You don't have to have the triggered Obligation interfere with your story or campaign, it can very easily play out in the background. For example: Last session I had my players getting involved on Hoth as freelancers aiding the Rebels. One of them had their Obligation triggered for a debt to Black Sun, so although I was playing in a canon setting I was still able to insert in some Black Sun influence (aligned with Shadows of the Empire) where the player found some code imbedded into a ship that was obviously tracking them. The player had the option to remove the code and help the Rebels, or leave it there and help Black Sun (thus dealing with Obligation). He chose to remove the code, so next time his Obligation triggers he'll now have to deal with a higher level issue.
  9. Well the rules have players all in individual slots. It also works well in that regard as you would want someone to do a Fire Discipline check first before your gunners fire, or for the Co-Pilot to make a check to help the Pilot's next check. Your place in the initiative is often a very important choice to make on each round.
  10. Both those situations are normally dealt with via story. Perhaps the person that failed their Skulduggery check to open a door inadvertently damaged the mechanisms, so subsequent checks will add setback dice. If you called a Perception check for one person, then you did so for a specific reason (like that person is the only one with line of sight), so having other people in the team make a Perception check because that one person failed shouldn't happen. Also, the players shouldn't be attempting Perception checks because someone failed as they don't know that there is something there to try and spot! Assist checks are normally only one or two people able to help. Depending on the situation, you could theoretically have more, or you could have none. For example, an Astrogation check I always rule that only one other person can help as only one other person can fit in front of the computer to help input the data. However, in a battle, the entire team could try and do supressing fire as their assistance adding a whole lot of boost dice to the person who is wanting to try something. If a doctor is doing surgery, they often have an entire team of people in the room, so you could have a number of people with suggestions and pieces of advice....or you could rule that having such information overload in that situation is actually a bad thing and throw in a setback dice. There are also situations where multiple people can assist, and it is in RaW, when they aren't even in the same place. Ship combat is a good example, with one gunner sacrificing a good shot to "assist" by firing at a target to force it into the targeting brackets of the other gunner, meanwhile someone is giving a pep talk on the internal coms (via Leadership checks for Fire Discipline), and the pilot could have done a Stay on Target manoeuvre to help. While this isn't stacking boost dice, it is an example of rules playing out as a way of everyone assisting one person to get a massive help on their next shot.
  11. Afraid I can only help on a few of these and these are just my personal take on the situations. 6: Think what a modern military force would do...call in indirect fire or use grenades to force things out of hiding. You don't have to hit the actual target, just an area next to them and the blast damage may make them think twice about their tactics. 7: The FFG guys say it is perfectly legit and I tend to agree with them. If you have a person on the battlefield with a heavy machine gun (equivalent of a heavy blaster rifle with auto fire triggered), they are going to lay waste to anything that was stupid enough to be out in the open and allow for line of sight. They also make themselves a primary target simply by having that weapon. 9: I've thankfully not encountered this problem with my players. They all make the proper strain recovery roll after the encounters with their Cool check. I call for the skill checks for situations, rather than them saying they are going to make a check. Invariably if it is a check that isn't needed it counts as a Simple check which is counted as having one success only, thus they wouldn't roll anything for it. 10: I like to get my players to think of alternative uses for their advantages. The stuff in the tables in the books and on the GM screens are just there as suggestions, not as something you have to pick from every time. Invariably my players end up coming up with fun ideas to use advantage for while keeping one or two advantage left over to recover a couple strain. 11: If you have multiple opponents being effected via a roll, e.g. stealth vs. perception, take the opponent with the highest skill check in that category and just use their roll. If they don't see it, safe to say the others with lower checks won't! 12: See 11. 13: Passive checks are deemed as Simple checks, require no roll, and are assumed to succeed with only one success. 14: Can you clarify? Surely you know who is acting/reacting because they are the target of the attack or skill check? 15: Yes, if you are making an opposed check, yellows turn to reds, greens to purples, and blues to blacks. 16: If you exceed strain threshold you are unconscious. No need to keep tracking it as you are out cold and unable to be effected by things that would induce further strain (unless some idiot keeps repeatedly shooting you with a stun weapon...in which case, as GM, make something bad happen to that person). 17: Most vehicle weapons are Gunnery based and you cannot attack engaged targets with Gunnery based weapons. If they are equipped with Ranged Heavy or Ranged Light, then they can use those but with the difficulty increased as per the rules. 18: You can only Crit if you do damage to the actual wounds/hull. Thus if someone is shooting a personal weapon at a vehicle, they are very unlikely to get through the vehicle's armour unless it is something light like a speeder bike. If you have someone using some heavy personal scale weapon that would actually get through the armour (remember 1 armour on a vehicle soaks 10 damage from personal scale) then they can score a critical if they rolled sufficient advantage or a triumph. Use the vehicle crit table for your rolls. 19: Generally most scanners in game have fluff pieces that give you an indication on their capabilities. For ship based scanners, play it as what best fits story. We know from books and films that things interfere with the scanners (hence why Han hid in an asteroid in Empire). This is one of those things where story trumps rules, so go with what is fun. 20: Think you answered your own question for that one! In my games, if the players do not have access to some powerful communications then they aren't going to be sending anything out further than orbit. Again, play based on what fits your story best. Sorry I could only answer a few!
  12. One of my players, who will find and use exploits and loop holes in any game, was using the general purpose scanner as a bit of a cheat and reading waaaaaaaaay too much into the annoyingly open ended description for the thing. The player was using it as away to negate the fact that he had poor perception and vigilance rolls. It was constantly being used in the most aggravating ways, such as keeping a look out for someone sneaking up on another PC, to see into buildings and behind walls, to gain far too much of an insight into what was going on around them. Every single time I called for perception style checks, out came the **** scanner. In the end I put them in so many situations where the scanner was useless that they gave up using the **** thing. Obviously I allowed it to work enough times to get their credits worth out of it, but the exploiting had to end. Deactivated droids that wake up when a security thing is triggered aren't detected due to having no power in them. Tracking someone in the multitude of people on Coruscant. Or even trying to find a person in the jungles of Jagomir for Onslaught at Arda I (he just saw a mass of lifeform blips for both those last options).
  13. I like to think about the difficulty to hit things in the same way they deal with dogfights in the rules. When it is fighters and light transports swirling around each other, it is the person you are shooting at that decides which shield facing you hit because everything is moving so fast, so the pilot can quickly move to take the hit where they want. But when you deal with bigger ships against each other it is dependent on ship position and where the gunners are aiming, the target ship can't quickly move out of the way. So, a gunner on a slow moving big ship using a quad cannon like that you can mount on a YT is going to have to deal with a fast moving fighter that can pick where they shoot. The gunner in the YT going after the fighter has the benefit of the pilot moving around to give the gunners the best shot that they can get. Thus easier to shoot a fighter from a YT than shoot a fighter from a cruiser.
  14. Page 267 of the EotE core book says capital ships firing smaller weapons in an anti-starfighter role treat their silhouette as one size category smaller.
  15. The Clone Wars show also had stun setting uses. Most memorable is when Ashoka tries to flee Coruscant with clone troopers chasing her.
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