Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Hinklemar

  1. What are they doing with their credits that is disrupting the game? Many of the replies say to break their stuff, but do they even have stuff to break? The other most common reply is to hit them with bookkeeping fees. I agree that if they were going to be in the game then that should be talked about before implementation and only implemented to reinforce a “struggling on the rim” theme instead of just as a cash drain. In the end, ask yourself why them having a bunch of credits is a bad thing. If they’re just collecting them and not using them then they might as well not even exist.
  2. Humans are undercosted, but IMO only by 5xp. I recognize the guideline section doesn’t say to include a 5-ish xp ability, but nearly every species which easily matches the guideline template has one. The only thing humans have over other races is the second free rank (and the ability to semi choose where it goes). FWIW/to be clear, the elf nimble is not worth 20xp. It -sets- the defense at 1, not increases it. Any other race can get defense 1 against one attack type by using a maneuver or spending some extra money on better armor.
  3. FWIW, double flipping should only happen on some rolls. The player making the check has a chance to upgrade and the other side has the chance to respond, then the check is rolled. If the player making the check decides not to then they can’t later decide to flip “in response.” On other ways to get them to move, player will likely get talents which require flipping and you can also make up NPC abilities that use DPs as fuel. I agree with most of the above; it’s not a bad thing for the DP pool to go from totally light to totally dark and back over the course of several rounds.
  4. Something to also note, which might not be immediately evident to new players, is the XP totals for the RoT premade characters *include starting racial experience* in their totals. Each of the characters only has about 100 extra XP over starting characters. This translates to a couple extra skill ranks or talents, but not an exceptionally large power difference as compared to starting PCs.
  5. Listen to the beginning of the next episode, they go through about 3 rules points/other corrections they got wrong in the previous episode. This is one of them.
  6. IMO, the real benefit of Inspiring Rhetoric is the boost die from Improved which the character probably only needs to do once every few rounds (so only once per combat unless it’s a big fight) because the boost sticks around for rounds equal to Leadership. The character -could- use it every round, but unless the group is having major strain issues, why bother? As you and the player seem to agree, there are other, more interesting things the character could be doing. Just get the bonus rolling one turn and then do better stuff on the other turns. Every turn they spam the talent is a turn they aren’t taking down enemies.
  7. That’s very strange that one of the newest books invents a “move for objects” concept when for years there have been tons of threads/dev q’s/podcast discussions debating the best ways to use move on people. In what I’ve been able to pay attention to I don’t remember it ever being suggested move shouldn’t/can’t be used on characters. I even think Sam gave his usual, “I don’t see a problem with it if the GM allows it” answer when asked about using move to let characters fly.
  8. 1) Unless this person (these people) is (are) a good friend(s) of yours, I'd suggest finding a new player / GM / group. 2) That's why a session 0 is so important. 3) It's a narrative system; don't sweat reality and just go with what's fun. 4) I'd just be happy if they sold PDF's. 5) Read the long version of the talent. 6) Only let jury-rig apply to the first activation. 7) Don't let a PC reroll anything (even force power checks) unless they've changed the circumstances somehow. 8: That's not how the buying/selling/trading rules work. I have a megapost here: https://www.reddit.com/r/swrpg/comments/6ynkpc/custom_rules_for_buying_selling_stuff/dmqkykz/ 9) Don't leave large objects around for your PCs to use Move on. 10) Two weapon combat rules are on FnD page 217 (or similar in other books). Any dice from the second weapon aren't rolled but any static dice results are applied when it is triggered. (First 4 credit to Vorzakk)
  9. Yeah, as a general rule make sure to read the long descriptions in the talents section. It clears up so many things.
  10. I will also be looking to form a group in the Boston area (and at/near Battleground Saugus specifically) after GenCon (so, 2 weeks from now). Either of you want to coordinate efforts or have advice which is north shore specific?
  11. OP is talking about NPCs lying; specializations have nothing to do with their ability to do so. It’s not disproportionate if the GM wants to have a a chance to get something by the PCs, or wants to highlight how good the PC is even against a skilled liar. NPCs should be built to serve a role in the story and if one has the role of deceiver they should be equipped for their role; giving them the talents mentioned should be in their wheelhouse anyway and is not a specific response to the Unrelenting Skeptic talent. IMO, it’s also a lot more “fair” than giving the NPC an ability like, “Silver Tounge: Spend a Destiny point to add [Su][Su][Su] to the next Deception check.” which is still entirely acceptable. All I can really say about, “value as a lie detector” is that each spec has a lot more than one thing it’s judged on.
  12. Do your super silver tongued NPCs somehow not have the Natural Charmer talent, plus a bunch of ranks in Smooth Talker and Convincing Demeanor? It takes a lot more than skill ranks to be a specialist in something. IMO, Unrelenting Skeptic should be an auto-win against anyone who isn't a master of Deception, and if they are then it evens the playing field into a really tense exchange.
  13. FWIW, female troopers were canon as far back as the Battlefront: Twilight Company novel.
  14. Ninja’d by c_beck, exactly what I came here to say. Assuming narrative sense, stun can cause normal crits, period.
  15. You could always use one of the levels from 1313..... oh, wait. In seriousness, why do you need a map of the undercity to have the game run? Any map, no matter how big, will only cover a fraction of a sector of a region. IMO, sketch out where important sites are relative to each other on some paper, find some cool undercity artwork to show the PCs, and possibly consider looking up some floorplans or single street maps for specific encounters you have planned.
  16. I found a few of the previous threads (surprisingly hard since the search doesn’t let you limit the search to this board). The reddit ones are much easier to identify. https://community.fantasyflightgames.com/topic/250307-implementing-x-wing-into-edge-of-the-empire/ https://community.fantasyflightgames.com/topic/223769-yeah-its-still-a-bad-idea/ https://community.fantasyflightgames.com/topic/243649-x-wing/ https://community.fantasyflightgames.com/topic/233452-edge-of-the-empire-and-x-wing/ https://community.fantasyflightgames.com/topic/83688-edge-of-the-empire-and-x-wing-miniatures/ https://www.reddit.com/r/swrpg/search?q=X-wing&restrict_sr=on
  17. Your interpretation of the trading rules are correct as far as I can tell. I’d say to bring in the Wheel and Deal (ranked starting at tier 1: Gain 10% more when selling to a reputable merhant or business) and Master Merchant (non-ranked at probably tier 4: suffer 2 strain to decrease or increase the price of something being bought or sold by 25%) from Star Wars and if that proves unsatisfying then maybe look at the trading mechanics. I suggest this because a lot of activities require talents for true mastery of their field (defense, piloting, social interaction, etc.); a character would do fine with skill ranks, but one with talents really shines. As far as I remember, the only commerce talent Genesys core included was Know Somebody. Why not start by giving a few more options to the merchant character? Ending thought: If your campaign doesn’t have trade as a theme, why spend more time at the table then you need to on it? Keep the simple system so it resolves quickly and the group can get back to the action.
  18. The problem with trying a comparison like this is the fundimental difference in character types. In DnD each character gets better at combat by virtue of leveling up. In Genesys, getting better at combat is a choice a character/player makes. A very powerful 300+ xp investigative/social character can get destroyed by a starting combat focused character. The only way to really get a handle on what is an appropriate combat encounter is to look at your group. If they’re a bunch of mercenaries who are all good at fighting then bring on the enemies. If they’re bankers and socialites then an “easy” fight might be the most they can handle.
  19. Always read the long descriptions for your talents. Deadly Accuracy specifies non-vehicle weapons.
  20. The scale of the weapon has nothing to do with Vicious because the quality says it applies to both injuries and hits. It's not like personal scale weapons only inflict injuries and vehicle scale only inflict hits; the victim determines whether a critical is an injury or a hit. Crit a person and it's an injury; crit a vehicle and it's a hit. In Vicious' case it adds to both; in Lethal Blows' case it only adds to injuries (can't remember if there's any other crit effects, but I'm sure they specify).
  21. Since the first quote specifically calls out critical hits as something Vicious can effect, but the second quote specifically says Vicious can’t effect critical hits, I’d say forget the examples and go with the actual rules text. After all, the rules text is what the rules are; examples just aid in interpreting and understanding the rules. In this case, the rules text is not contradictory at all: Vicious applies to critical hits and is not something which only applies to critical injuries. FWIW, I have never batted an eye at using Vicious on vehicles. Also, as ghost noted, the +50 is not obligatory but if you do exercise it then getting hit by those weapons will carry a great risk of death.
  22. The only tricky part is what happens when a PC picks a career which has one or more skills from the lifestyle/region/standing. For the conversion I'm working on, I did something similar where each character has a Region of Origin and a career. I decided I wanted a bit more of the skill list to be career skills (not using any "unlock X as a career skill" talents), so I gave each career 9 skills and each region 6 skills. I addressed my opening by having PCs add the two lists they pick together, eliminate any overlap, pick 10 to become career skills, and then pick 4 to get 1 rank in. Maybe I just got lucky, but it was easier than I thought to arrange the Region skills in such a way that any region/career combo still left the PC (at minimum) choosing between 2 skills to add to their career list. Example: Explorer from the woodland/nature Region (aggressive overlap). Explorer: Athletics, Brawl, Coordination, Perception, Ranged (Heavy), Sailing, Stealth, Survival, Worldwise (Knowledge) (9 skills) Region: Healing, Perception, Ranged (Heavy), Riding, Stealth, and Survival (6 skills) Combined: Athletics, Brawl, Coordination, Healing, Perception, Ranged (Heavy), Riding, Sailing, Stealth, Survival, Worldwise (11 skills) Chosen: Athletics, Brawl, Coordination, Healing, Perception, Ranged (Heavy), Riding, Stealth, Survival, Worldwise (10 skills) Ranked: Athletics, Brawl, Coordination, Healing 1, Perception 1, Ranged (Heavy), Riding, Stealth, Survival 1, Worldwise 1 (10 skills, 4 ranks)
  23. I came here to say I let it be option 1 in my game, so my pilot didn’t need to hold off on buying a good talent just b/c the 1300 has no pilot guns. That being said (and I didn’t catch it at the time), i completely agree w/ Darzil re: not an out of turn incidental. I think that makes it pretty clear it’s only on the pilot’s turn. However, slap a “Once per round” on it and I think it’s fine to use as option 1. (Though that may actually nerf it if your pilot plans on taking Master Pilot and attacking twice.)
  24. It’s splitting hairs. The Genesys explaination was written from a generic, setting agnostic perspective. The RoT description is specific to Terrinoth and how it impliments the painkiller concept. Even taken literally, the rules are clear Critical Injuries are the life threatening hits which impact a character in a meaningful way and wounds are merely how much damage a character can take before becoming injured and going unconcious. Healing injuries is different from healing wounds and both items say nothing about being able to heal injuries. Re Bonus: Not sure what you see as odd. Both items recover wounds but have very different restrictions/objectives in how they do it.
  25. When dealing with perceived rules issues, follow each rule back to the source to make sure there isn’t a resolution you missed. In this case, take a trip back to chapter 1 in the “Other Types of Checks” section. “Opposed checks are often used when the success or failure of a task is strongly influenced by an opponent.” In your cases, the opponent might not strongly influence the success or failure of the task. Instead, the task itself is the strongest influencer. The 5 credit loan? Almost everyone wouldn’t care so if you decide to roll then you can just set the difficulty at simple. Talking someone into killing their friend? It’s impossible to think even a weak willed person could be convinced to do that, so set the difficulty at impossible (and only allow a check if the PCs get some serious dirt on the character or whatever). The check variants are basically only options laid on top of the GM setting the difficulty. Don’t get wrapped up in the mechanics and just set the difficulty you think is right.
  • Create New...