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Dafydd

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Posts posted by Dafydd


  1. 1 minute ago, sarg01 said:

    Death isn't the only consequence. Anything that inhibits the character's goals would be a perfectly reasonable interpretation for despairs. You could certainly suffer any number of other critical injuries, lose important gear, alert the enemies, what have you. 

    Exactly. Besides, if a single Despair means death, what do you do when a player rolls two of them?


  2. 19 minutes ago, Sir Reginold said:

    That's pretty fair, the crafting system is pretty broken, but the mod system is a bit different. Also I don't think the schematic option takes double triumphs, also you can only ever take it once per type. Perhaps I'm mistaken.

    As I recall, you can only take the Schematic result once per crafting roll. I don't think it says you can only take it once per template, but I don't have my books to hand at the moment so I stand ready to be corrected.


  3. 15 hours ago, Donovan Morningfire said:

    One thing to bear in mind is that the system tries to do it's best to avoid "one-stop shopping" with regards to getting everything a player might want in a single specialization.  Far more often than not, such efforts are overpowering at best and downright broken at worst.

    Equilibrium focused more on two pistols far more than pistol-and-melee (don't think he even did that, but it's been years since I've watched the movie), so Gunslinger works fine as is, once you account for the protagonist being highly capable (Agility 4, Ranged [Light] 5) so the extra die penalty for firing into melee against minion groups isn't going to hamper him all that much.  Maybe he picked up some Marauder for the enhanced durability in combat and frightening prowess with melee weapons.

    John Wick really isn't flashy gun kata, but instead is more a combination of Assassin and either Martial Artist or Marauder with a high degree of skill in both small arms and unarmed combat, combined with the sort of pragmatism that gun kata flaunts.

     

    Agreed. My first instinct was to combine Gunslinger and Martial Artist, but Assassin would be a great enhancement to either (or both).


  4. 12 hours ago, sarg01 said:

    I went over the shipwright stuff when Fully Operational came out and haven't really looked at it since, but I vaguely recall you build the ship in pieces (Hull, Engines, etc) and then assemble the pieces. IIRC, the rules didn't really have more pieces as the ships got bigger, they just had higher costs and labor requirements. That would suggest there's no one "lets stick 10 mods here" check.

     

     

     

    I believe there's one ship module with 28 possible mods.


  5. 1 hour ago, WolfRider said:

    EotE Beta was a pdf. I still have it on the HD I use to saves things from my PC's HD. It's that pdf I used to start playing EotE 6 years ago.

    Did you have to pay for it? As I understand it, they licencing issue covers selling electronic games, it doesn't say anything about giving them away. That's why FFG can give away pdf adventures, like the follow-ups to the beginner games.


  6. Playing Devil's advocate here, I can kind of see where the GM in this case is coming from. It gets quite easy to abuse the crafting system if you've got a good mechanic and plenty of time and money. When I was playing my Outlaw Tech/Gadgeteer I had Intellect 5, Mechanics 5, several ranks of Inventor and some custom tools, and my teammates had me spending most of my downtime building weapons just as practice. The idea was to keep making things, and making the rolls, with the intention of getting double Triumphs so I could take the Schematic result and reduce the difficulty of making such weapons in the future. Pretty soon I was rolling YYYYY and three or four Boost dice against no negative dice at all when making blaster pistols and rifles.


  7. 11 minutes ago, Donovan Morningfire said:

    Personally, I might switch 2 and 3 around, but otherwise I agree with the sentiment behind this.

    Personally, I would tend to agree. If everyone leaves the table having had a fun session, no one should care about the minutiae of Page 237, paragraph 6.


  8. Oddly enough, one of my Facebook "memories" today was a post called the Three Laws of the GM (modelled after Asimov's Laws of Robotics):

     

    1) You shall create fun or, through inaction, allow fun to be had.

    2) You shall always obey the dice and the rulebook, except where such results would conflict with the First Law.

    3) You shall protect and nurture the narative and the simulation of your shared gaming experience, so long as such protection does not conflict with either the First or Second Law.


  9. 5 hours ago, BadMotivator said:

    Gadgeteer is definitely my favorite. It’s a good combo of a combat and non-combat skills. Great for a mechanic to pickup or for a bounty hunter that likes gizmos.

    Gadgeteer is definitely a good one. I was playing a Technician/Slicer/Fringer (high XP game I joined after they'd been playing quite a while) and I was feeling like a liability in a fight. I took Gadgeteer and suddenly I was a lot more useful when the blaster bolts started flying. Then I took Sharpshooter and built my own custom rifle with auto-fire...


  10. 7 hours ago, BadMotivator said:

    I would definitely view it as “it takes X time to craft it, but you can pause it to do other stuff”. So you can partake in the adventure, but that won’t count against the time working on it.

    Exactly. You can easily leave your half-finished blaster rifle clamped to your workbench while you're off saving the galaxy.


  11. 12 minutes ago, Murth said:

    Two padawans are talking. The first says "look, I can lift a rock with the force, just like master did." The second responds "the rock master lifted was bigger than we are, that rock is rather small. I can lift a rock as big as master."

    Both padawans have Force Rating `1, and the same upgrades to the move power. However the first one used one pip, and the second one used 2 pips. Which one probably rolled Light Side pips, and which one probably rolled Dark Side pips. And which one seems more likely to be using the Dark Side from a narrative standpoint?

    I think we have the same idea as to how it should work narratively, but disagree how that best translates to the mechanics.

    I agree that the system isn't perfect (I've never found an RPG system that is). Using a similar example to yours, the Padawan with FR1 who only uses Light Side pips can only lift the small rock 41.7% of the time. The Padawan who is willing to use the Dark Side can always lift it.


  12. Okay, because I'm supremely bored at work, I've crunched some numbers and I reckon this is the most XP-efficient route to Force Rating `10.

    Start as a Seeker, take Hermit as your initial specialisation. You have FR1. There are, as WolfRider pointed out, two Force Rating talents in that tree; getting to them will cost you 145XP as you'll have to buy two extra 25 XP talents to unlock them.

    After that, you want Navigator, Pathfinder, Sage, Seer and Force-Sensitive Emergent. That's three career specs, as Emergent is Universal, and two non-career, which costs 20+30+40+50+60=200XP, plus another 20 for the non-career premium for a total of 220.

    Navigator has one Force Rating talent, which only costs 50 XP to get to as it's only on the furth row and there's a straight run down the tree to it.

    Pathfinder will cost 70 to get to Force Rating, it's on the fourth row again but you have to sidestep along that row.

    Sage will cost 135 to get to both Force Rating talents.

    Seer will cost 140 to get to both FR talents.

    Emergent is a straight run down to row 5, so it costs 75.

    145+220+50+70+135+140+75=835.

    So, you can get to Force Rating 10 in 835 XP. As long as you don't buy any skills. Or Force powers to use your 10 Force dice on.


  13. Just now, Murth said:

    The Dark Side should be tempting because it feels more powerful, not because the Light Side failed you. I think that would be better represented if when the dice did come up Dark Side, it was more likely to be 2 pips instead of one. The reason I was searching for statistics on force dice was the Light Side was feeling more powerful to me, and the dark side was feeling more consistent, and I wanted to see if the math backed that up. To me it does, and it feels wrong.

    The way I look at it is that the Light Side requires more patience, more effort, more training, i.e. a higher Force Rating. It's not that the Light Side failed you - you failed the Light Side. The Dark Side feels more powerful because it's easier to make it work when you're inexperienced; "Look, I do this thing that the other Padawans can't, only the fully-trained Knights and Masters!" It's the quick and easy path, why spend years honing your concentration and inner harmony when anger and hate can get you there right now?


  14. 2 minutes ago, WolfRider said:

    Seer, Sage and Hermit have 2 talents giving +1FR but no dedication talent.

    Ah, I hadn't noticed that... :) Looking at Hermit, it'll take 145XP to get both Force Rating talents. You've also got to take into account that all three specs with 2 Force Rating talents are in different careers, so al least two of them will cost an extra 10 XP to buy in the first place.


  15. 5 minutes ago, WolfRider said:

    It needs 7 specialisations including the 3 with +2FR and 4 with +1FR. That's just 270 xps just to bought 6 specialisations. Between 75 and 100 xps to buy the +FR talent in a specialisation tree  add between 25 and 50 xps to buy both +1FR talents in trees with two of them. So it'll cost between 600  more xps and 775 more xps to buy each +1FR for a total between 870 xps and 1045xps.

    Not very cheap for too much Force Dice that will be useless without any Force Powers bought, all xps being used to raise the FR.

    Which specs give you +2FR? The three universals start with FR1 and have Force Rating, but I always read that as you get Force Rating 1 when you take them, if you don't have it already, not that you get +1 just for taking it. If you can then that seems like a bit of an exploit - just take the spec for the Force point, rather than having to work your way down to the Force Rating talent.

     

    Edit: I think the terminology is important. As I remember, the universal specs say "Gain Force Rating 1", not "Increase Force Rating by 1". It's a bit like Defence - Gain means you get it at the stated value, unless you already have it at a higher value, while Increase means you add to what you've got. This makes sense, these three specs are aimed more at EoE and AoR characters who want to be Force-sensitive than at F&D characters.


  16. 1 hour ago, Murth said:

    Looking at the numbers, the Dark Side seems relatively reliable and predictable. And the Light side seems relatively spiky and more likely to fail you on something that should be simple for you when you need it most. That seems to me to be the opposite of how the Light Side and the Dark Side work in cannon (and legends).

    I think it works quite nicely to represent the temptation of the Dark Side. Especially when a character's low-level, with a Force Rating of 1 or 2, it's quite likely they'll roll their dice and only get Dark Side pips (58% at FR1, 34% at FR2). If you need two Light Side pips, or you've got FR2 and committed one dice, your odds are even worse. Never mind the character, the player will constantly be thinking "I need to make this roll. I can use a Dark Side pip. It's just this once. It won't matter in the long run..."


  17. I wish the dice app could handle the signature abilities that let you change dice results. You can change the result you got, but you can't limit it to the eligible faces of the dice, and if you're changing a boost or setback you can't even limit it yourself because you can't see the other faces.


  18. On 2/2/2019 at 5:00 PM, Tramp Graphics said:

    No. Have him read the full text on the abilty, not just the bullet text in the flow chart.

    That should be the rule for any disagreement involving signature abilities, talents or force powers. The text in the flow charts are there purely as an aide memoire to remind you what the ability does.

    I know there may be issues with cost and availability, but when I was playing the game I found the specialisation decks really helpful for exactly this reason.


  19. 10 minutes ago, ThreeBFour said:

    I think the work is awesome, but I do have to ask how do we go from the containers mounted sideways on the ship to laying flat on the ground for unloading?

    I'd suggest that the ship never lands. The freighter detaches the containers in orbit, and small tugs come in, clamp onto the top of the container and carry it to the surface.


  20. To clarify one point; a Triumph does not equal a success. A Triumph gives you a success as well, but it exists separately from the Triumph effect. Similarly, a Despair gives you a failure into the bargain. The success/failure element can be cancelled, but the Triumph/Despair cannot.

    So, in your example, the failure cancels the success from the triumph, and the threat cancels one of the advantages. The attack fails, so there won't be any damage or crits done. However, the attacker still has a Triumph effect and three advantages to use. The attacker could, for example, upgrade the next allied character's skill check (with the Triumph) and add a boost die to it (with an advantage), while taking an extra maneuver themselves (2 advantage). This could represent flushing the target out of position, making it easier for an ally to attack them, while also buying time for the attacker to reposition.

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