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Bryn Shamino

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  1. I love HeroLab myself (I use it for Savage Worlds and Pathfinder)... however, based on my playing around with it, I gave up on that idea and started using OggDude's. After a while, I just figured I'd use what someone else already created.
  2. Today I had a big space encounter. To make combat easier, let's say I had 16 fighters. Each pilot/gunner had GG as ability. I broke the flights into groups of 4 fighters. Each flight then had YYG as piloting and gunnery. In all other ways, the ships were treated as minions. They got one attack as a whole and performed the same actions in the round so they were treated as one unit. If two groups were reduced in half, rather than have two groups of two (rolling YG), I'd have them join back into a group of 4. Because this also involved a number of other craft, all the fighter groups went on the same initiative. All of this just makes it easier for me to manage since that could be a LOT of rolling. If a Triumph is rolled, I treat it the same as regular minions... the roller of the Triumph has a choice on how it affects the minion group (whether it is a humanoid, or a ship). They can use the Triumph to eliminate an extra minion, but they don't always do that. It's whatever is best for the story. As to a non-triumph critical, the players can see if the ship is destroyed before the critical has to go off so they can spend the advantage elsewhere. If they would only wound the ship, then they can spend the advantage to wipe the minion. I try to follow the Rule of Cool so the above is not Etched in Stone. It's whatever is needed for the story, and remember the players are the heroes, so sometimes it's better to have a few stragglers than have a fully functioning unit.
  3. FFG, why oh why? <waving money> Please take my money, I so want this game.
  4. I tend to agree that the books aren't that badly priced either overall. The quality is good and they are hard bound books. They could be very expensive for someone with limited cashflow however. I do find it funny however that Margaret Weis' Firefly RPG books are a little cheaper for the amount of pages, and I love the quality of the paper... but I'm sure some of that is licensing too. Disney/LFL have to get their share, and printing companies are not cheap... Regardless, I'll end up with most, if not all, the FFG books.
  5. I can think of a couple off the top... http://starwars.wikia.com/wiki/Delta-class_DX-9_stormtrooper_transport http://starwars.wikia.com/wiki/Lambda-class_T-4a_shuttle
  6. I buy the books that I want or think I need. I don't require my players to have them, however I do like when they have financial interest in the game. If they have the books, it shows they're really interested in the game. However, as others have said, i have more disposable cash than most, and I make a good living so I can buy the books for myself. I rarely lend them out other than at the table.
  7. I am not sure it would be profitable. Most players would simply want the Red die, and they would be sitting on idle capital. Then provide the stores with a bulk supply of just the red die and force die, With a few black and blue dice for good measure. Sell them for a $1 or so each. Maybe right... <a problem for better minds than mine...> Truth be told, I see most people would possibly need a total of 3 sets at most. I have 5, but since I GM and also allow others to use my dice at times, it makes sense to have more. If you have 4 players and they each have a set, if people would share, then there's more than enough
  8. Exactly. As a GM, there are always times that the players do something totally unpredictable and I have to say, okay, give me a minute... get some ideas, and then bring 'em back. Besides that gives them time for bio breaks et al.
  9. Maybe your FLGS can sell them individually? Some might if there is a big enough following. 15 dice in a pack if I recall... $15 for full pack... if a store broke it open and say sold for $2/die... they'd have a lot of extra force dice though.
  10. I don't, after running Pathfinder and Savage Worlds for so long, I really enjoy the Star Wars lines because I spend 1/10th the time planning. Most of my adventures fit on a 8.5 x 11 sheet of paper and comprise of a few stat blocks and hints. As someone else suggested, maybe you can run the game every other week, and another player can GM the other weeks.... then you'll play and GM and you'll have the time that you need?
  11. As long as the PCs are not directly involved in, nor reliant on the outcome, one thing that I've encouraged is the following: If you have a number of snub fighters attacking each other, let's say 20 TIEs and 20 Y-Wings each divided into 5 groups of four flights. Now determine the dice pool for both sides, but instead of each minion, base it on each group. First Round Let's say for a Y-Wing pilot it is GGG. and the TIE pilot would be PPP. Now for each group left, Upgrade the pool so since there are 4 groups beyond the first, the resulting pool would be GYYY and PRRR. Roll the bones... For every un-cancelled success, remove that many GROUPS of TIEs. For every un-cancelled failure, remove that many GROUPS of Y-Wings. For every un-cancelled advantage, remove a lone TIE, for every un-cancelled threat, remove a Y-Wing Triumphs and Despair can be used by the GM to "steer" the battle. A Triumph might be used to wipe out an additional flight, or maybe signal reinforcements have arrived. The same is true in reverse. As a GM, be creative and/or ask you players for suggestions. Maybe add a boost (if Triumph) or setback (if despair) Let's pretend that we have 1 success leftover, and 2 threat and have a Triumph. We remove 1 flight of TIEs, and 2 Y-Wings from a flight. For the Triumph, I'm going to give the Y-Wings a Boost to represent the fear the TIEs are facing. Second Round We now have 4 flights of TIEs, and 4.5 (rounded up to 5) Y-Wings. So the Dice Pool for the Y-Wings is still GYYY and the TIEs Dice Pool is now RRR (upgraded only 3 times). I add in the Boost from the Triumph previously... so my total Dice Pool is GYYYRRRB Say I rolled 2 Success, 2 Threat, and a Despair. So I remove two more flights of TIEs (taking the total flights down to 2). I remove two more Y-Wings (taking the total flights to 4). With the Despair, I say that a new squad of TIEs has entered the fight! (bring the total back to 3 flights) Repeat until one side is eliminated or has to run. I know that the Triumph in round one probably should have been used to wipe out an additional flight of TIEs, but as the GM, you have to make the call on what to do that's best for the story. This could be adapted for Capital ships as well. I'd just change it so that Triumphs and Despairs take out a capital ship, Success/Failure does damage, and Threats/Advantages gives boost/setback. If snub fighters are involved in the fight as well, the Threats/Advantages could remove fighters from the mix instead of boost/setback representing the batteries from the Capital ships targeting fighters et al. When there are swarms of fighters and capital ships, you'll make two sets of rolls, roll for the snub fighters first (using first set of rules above), then roll the Capital ships (using the second set). This is a simplistic way, and the Order 66 GMs may have a better method... It makes the round go faster and is still abstract. Because of the way the dice work (that is the exact odds), I'd make the side that you want to win the G and Y dice, and the side likely to lose P and R. I have also toyed with the idea of throwing a Force Die with the pool. The Force Die can be used to represent the effect on the force. For each light side pip, flip a failure to a success and flip a threat to an advantage (or the opposite if dark side).
  12. As FFG folks have often said... this still if abstract at best.
  13. That's good to know. I think that the number-crunching element of D&D is a part of the draw. I teach statistics and do research, another one of our group is an engineer, etc. The 4e system can seem number-crunchy and complex, but once you get used to it the game can really flow well and feel fluid. I tried Edge of Empire and did not like that as well as D&D. For example, as a DM, sometimes it is nice to have some clear cut rules, such as for movement. In EoE, if a player says, "I'm going to run over there and jump behind that set of barrels.", but it looks like a bit too far to run in a single game action, it can feel odd saying no, etc. D&D specifically tells you how far you can move, so you are more free to story-tell and don't have to worry about little things like that. I had a FAR leap to get "out of" the D&D mentality. I've played D&D since the 80s after all... I personally like the more narrative systems now, but everyone goes through their own twists and turns. So yeah, I love EotE/AoR, but I also love Cortex Plus (Firefly, Leverage, etc). I think I just got tired of having to think too much about numbers lol. To this point, a good friend of mine from Pathfinder days has tried EotE and has since left because he misses the looting and min/maxing. (Min/Maxing are his words)
  14. From my experience, people that are number crunchers at heart don't do well with simplistic games like this. That's not saying that your group wouldn't like it... they might. The truth is we don't have enough information about your group to know how to answer that. I will say that I know of a number of 3.5 Edition, Pathfinder, etc that do not... they can't wrap their head around how simple this is and want to make it a lot harder than it needs to be.
  15. I'd drop the minions. I'd also probably give the Nemesis a bit more wounds and strain, just to make him last a little longer and possibly add another Adversary talent level. I'd probably increase Agi and Pre by one step, and then increase their Ranged and Leadership to match. You're only going to have 1 captain per so many squads anyway right? Might as well make him last a while.
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