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Max Outrider

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Everything posted by Max Outrider

  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.
  16. The two remaining Jawas find a derelict ship in among the junk. To most people the ship looks unsalvageable, but these Jawas have the benefit of having been around Raxus Prime for a while now. They swear they have seen the parts required to get the old bird flying again. You can even make them roll an average difficulty mechanics checks with boost dice added for any that have the Utini talent and for the fact that they have been scavenging around the area a fair bit. If you don't think they'd succeed the check, just play it out narratively. The parts they need can be any number, based on how long a game you want to have (mine are 12 hours long, so I tend to flesh everything out a bit). One of the parts can be with one of the local Raxus Jawa tribes and will require social checks to obtain, via either a swap, or having your entrepreneur Jawa make a business deal of some kind. The other could be at ISO Tech's headquarters. If your game is like the one my players went through and they got everyone killed, then have the parts behind some security device or droids protecting it. Otherwise they could simply try and steal it from under the noses of the base occupants. Thus giving your thief something to do. Other parts could be in the hands of local thugs - perhaps make these explosive or expensive so the thugs don't dare shoot at the Jawas and you get a chase on foot to keep things interesting. A series of competitve athletics and coordination checks will do the trick, with boosts and setbacks for terrain knowledge and the rubbish of Raxus prime shifting under foot. If the thugs look like they will capture the Jawas then you can either let them and see how things pan out, or have other Jawa clans take umbrage at these guys pestering fellow Jawas and do something about it. Putting the ship back together will take some time (conveniently about the same time needed for your other players to return) and by the time they do, they will have a ship that may be able to just stay flying in atmosphere, or even give them options to take to the space lanes and take their scavenging ways out to the stars.
  17. The devs probably used the X-wing game stats rather than the original ILM notes. An A-wing isn't a great deal faster than the Interceptor in those games at 120 MGLTs to 115 (or 110 depending on the game) respectively. So having the same speed in RPG terms (which allow for a fair speed difference) isn't a big deal.
  18. I just received my zombie book today. As the GM I am going over the book and mentally preparing for any scenario my players come up with. As my players and I all live in sunny Devon, UK, the game is going to be set there. Biggest problem I already see for a zombie game in the UK is we don't have guns here. Only the elite police, inner city gangster scum, and the occasional farmer may have a gun. Being in Devon, only the farmer one applies, but they'd have to travel quite a distance through zombie infested lands to the nearest farm and then have a VERY low possibility of the farmer even having a gun. Being a student of medieval history, I have an array of medieval weapons and armour. So, as the game start setting is that the players were all at my house for a game of Edge of the Empire, they would be making a bee line straight to my mini medieval armoury. The book covers swords very basically, and "full medieval armour" but doesn't really help with much else. I know it says that the GM can throw together some stats with the players agreeing on them, but I was hoping that someone out there had beaten me to it...as I have a LOT of different weapons that would need stats.
  19. This is the ILM notes used for Return of the Jedi: http://img2.wikia.nocookie.net/__cb20090518183931/starwars/images/1/1d/Ilmmglt.jpg When it comes to what is faster than what in Star Wars, it is best to go back to the people who designed the stuff. TIE Fighters and X-wings are the same speed, just TIEs are more maneuverable.
  20. Having started back into the world of X-wing games (thank you Good Old Games) I started to think along similar lines of using piloting skill to make it harder to hit a foe. But having a proper sit down to look through the pilot options again, there are plenty of ways to out fly an enemy starship - you just need to invest some XP in some talents. I'd also say you have plenty of environmental options in space, just like you do in ground combat. Very few fights will be in deep space for EotE, but will more so in AotR. As a Rebel pilot you are more likely to be doing hit and fade actions against Imperial cargo fleets, while in EotE as a smuggler or such you will likely be in a high traffic area either making a run to or toward a planet or station to escape authorities or rival criminals. You can use other ships for cover, or the engine wash from big ships could be used to deter a foe, turret gunners putting down barrages to discourage persuit, etc. all these and more will help with defence. Putting something solid between you and an enemy will allow your GM to give you a few defence bonuses or have the enemy not able to take a shot until they gain line if sight again (narratively or if you use maps). Weapons fire from both friendly and enemy ships will provide difficult areas for pilots to weave through. You can have your character with amazing high piloting skill use something like that as a way of getting rid of an enemy simply by being a better pilot. The other thing is that space combat in the movies is brutal, fast, and very destructive. Ships do not survive more than one or two hits, so I think the RPG covers it fairly well to give you that fear of death, but allow you to do things like the above to make it pretty amazing.
  21. I have made sooooooooooooooooooooo many notes, both mental and physical, based on everyone's tips and help. My next game session with my players isn't for a while as I am taking a break from GMing. One of my players is giving GMing a go instead, which means it is the first time I get to play a Star Wars RPG in 7 years! However, with all the help above I am looking forward to giving some new ideas a go the next time I am in the GM chair.
  22. Wow, some really amazing advice. Thank you everyone. I think I struggle because recently we have been using the adventure books, so I tend not to adjust them too much for fear of losing what was intended of the story and action sequences. A lot of those are quite combat heavy, which is great for my players who are all combat orientated. I find it a lot easier to create challenges for the players when I design my own adventures, unfortunately demands on my time forced me to use the pre-made stuff. The adventure books also have fairly inconsistent wording regarding XP rewards, so going back to my own created stuff will allow me to control the XP rewards a little better. As for how they ended up shooting the traitor...it was one of those situations where the players inevitably derail the story. The traitor panicked and went for the hostage situation early and they shot him with a really amazing sniper shot (that I allowed as I thought they'd fail) as he tried to make his break for the escape vehicle.
  23. A question for fellow GMs - As the subject title says: At what point are characters too powerful and how do you provide a fun challenge without asking the players to start new characters? I ask this after one of my players one-shotted the traitor in Onslaught at Arda I before we even reached the end of Episode II. I've ditched Episode III for the moment. Some background: Four players, each with characters still being played ever since we first got our hands on EotE core book the moment it launched in the UK. Approx 700 earned xp accumulated over that time - made worse by adventure books having inconsistent reward rules. Two of the characters are built for critical hit insanity, one for huge damage and huge soak, and the last as a skilled pilot. Past attempts to make things more challenging: Upgrade every roll a couple of times, or more, depending on the situation. Boost health of bad guys (soak is more of an issue). Ditched the system requirement for the GM to show his rolls, thus allowing for "tweaks" on the fly. Added talents etc mid fight to counter players uber skills. Problems encountered: They still have more positive dice than the negative dice I can field. They know how the system works (two rules lawyers) and always call me out on it when the villain doesn't die after a huge amount of damage. One of the players gets very uptight about tweaks as he can't abandon a players vs GM mindset. Tried making villains as if I were building a PC, but with Adversary talents...still not enough hit points or soak to survive one single minigun volley (with autofire triggered). So far the most success I have had is by setting them on each other using the Influence Force powers. Can't keep doing this unfortunately. In fact, the only time they struggle is vs the Force. Does anyone have any ideas before I start throwing Star Destroyers at them?
  24. I run 12 hour games and was dishing out the 20xp per session recommended, but found this too slow progression wise. After picking up the adventure books and doing an episode per game session, I was awarding the 50xp or so that it says at the end of each. Now my players seem to be getting lots of new things each session. I may have to tweak things further.
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