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QuinnDx

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About QuinnDx

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  • Birthday 12/14/1986

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  1. I came in wondering what was going on. Then I scrolled down and the main forum and I 지노주소 주소지.
  2. As a fellow Australian, I hear you. In my experience, it's pretty normal for us to be either last in the release window or get slapped with a $40+ shipping and handling fee. If you're in Brisbane or along the East Coast, send me a message and I can link you to some great stores that don't charge an arm and a leg for shipping.
  3. Strain is certainly a helluva lot easier to both accrue and recover than wounds are, so no amount is too little IMO. If you find it a little too underutilised in your games, try pitting the PCs against some adversaries with stun weapons such as CorSec officials or Slavers.
  4. Like dougansf mentioned, Perception is one often overlooked, but you aren't limited to the suggestions in the books. I've often seen some opposed checks substituting Perception with Vigilance, depending on the circumstances.
  5. I'm away from book right now but didn't they change the emergency repair patch to always restore 3 wounds? Correct (still with a limit of five times per 24 hours.) If it was ever like the stimpack, I'm not certain, but some items work a little different in the Beginner's Adventures. I also recommend these cheat sheets as an alternative if you're not overly fond of tables.
  6. Force & Destiny deals with cross-book compatibility, it's worth a read if you haven't already (page 338). This includes rules on starting equipment like ships and rewards. But I think the biggest thing would be deciding on what resource to deal with throughout the campaign: Obligation, Duty or Morality. With a group as diverse as yours, it'll be difficult to exploit if they all settle on their expected resource and it turns out they don't have any reasonably moderate values that can be triggered. In my games, triggering Obligation/Duty/Morality is highly narrative in nature and half the fun with developing new characters! One big group I'm in at the moment has characters from all books and we have something of a combined table the GM posts before each session. The nature of the campaign is AoR themed, so everybody has a duty value, even if they are an Edge of F&D class.
  7. Group diversity is good, but I think it will largely depend on which kind of campaign you want to run. What's your theme? Scum and villiany? The struggle against the Empire? Spirituality and ancient myths?
  8. Grievous wasn't neither a jedi nor a droid. Wasn't there a comic or novel in the EU that dealt with experiments of transferring midi-chlorians from one living being to another? There have purportedly even been Sith artifacts capable of "draining" the Force from people/worlds/, so if you're after some kind of science hook to justify turning droids force sensitive, that could be your angle. Then again, droids harvesting "biomass" is a pretty reliable hook (if grim).
  9. By RAW they can totally make a computers or medicine check without the proper equipment. You'd be in your rights as GM to increase/setback/upgrade the difficulty of that check, but you should absolutely be letting them attempt it if they want to. If they succeed on that computers check despite the odds stack against them, maybe somebody used the password "guest", "password", "123456", or some other silly password. For the medicine check maybe they just duct tape a wound or something. It's not pretty, but it does stop the bleeding for the moment. You'll still want to see a real doctor later, but it's good enough to hold you for now. To clarify: I never said I don't let them let them try, that's half the fun. Especially when FFG even devises a mechanic to succeed at tasks deemed impossible. In the context of this thread, "can do" is "succeed without fail." If a group is caught discussing who should do a certain skillcheck, they should consider deferring to the person who has the right tools or equipment (or largely, just the most narrative sense). Because hypothetically, what good is a Medic/Doctor/whatever in your group when the party favours the computer technician doing Medicine rolls because they have the highest Intellect? Granted there is lots to take into account (skill ranks, Triumphs, etc.) but that's a video game attitude and it's no fun at the table. I guess I misunderstood then. Your statement seemed to imply that you were requiring equipment to attempt certain checks. All good. It does sound like that out of context, even though it can be argued that is true in some cases. The CRB does miss a lot of opportunities to clarify that as an issue.
  10. Context is everything. I think there will always be a divide between the mechanical and the narrative components of the game. But when it really does come down to it, what most people settle for is what's the most fun.
  11. By RAW they can totally make a computers or medicine check without the proper equipment. You'd be in your rights as GM to increase/setback/upgrade the difficulty of that check, but you should absolutely be letting them attempt it if they want to. If they succeed on that computers check despite the odds stack against them, maybe somebody used the password "guest", "password", "123456", or some other silly password. For the medicine check maybe they just duct tape a wound or something. It's not pretty, but it does stop the bleeding for the moment. You'll still want to see a real doctor later, but it's good enough to hold you for now. To clarify: I never said I don't let them let them try, that's half the fun. Especially when FFG even devises a mechanic to succeed at tasks deemed impossible. In the context of this thread, "can do" is "succeed without fail." If a group is caught discussing who should do a certain skillcheck, they should consider deferring to the person who has the right tools or equipment (or largely, just the most narrative sense). Because hypothetically, what good is a Medic/Doctor/whatever in your group when the party favours the computer technician doing Medicine rolls because they have the highest Intellect? Granted there is lots to take into account (skill ranks, Triumphs, etc.) but that's a video game attitude and it's no fun at the table.
  12. Do they have a video game mentality? Some of my players do that. They have an expectation that there is only one solution to a given problem and talking amongst themselves usually implies they're deciding who will have the best chance of success. Whilst it does largely depend on what sort of checks they are talking about, try: * asking yourself if they have the appropriate equipment for whatever the skill check is. Many of my players assume they can do computer or medicine checks without having any kind of slicing gear or medical equipment. * spending Threat or Despair to split the party up. * give them a limited amount of time to make a decision. Mimic alarms and oncoming adversaries in the narrative, give them a reason to be impulsive! And yes, I typically gesture to the player who had the idea to take the initiative. They can always say no and delegate. If they ask you what their options are, maybe ask back "well, what are you capable of?" and suggest they spend Destiny points to come up with imaginative solutions if they're convinced their character isn't appropriately skilled. Since you mentioned a conversation/social encounter and if you're after examples from an official source, try the sidebar of page 75 on Far Horizons.
  13. Not really, as they lose a pip everytime they go first. Yeah, but not my point. If you have a system where players can maintain a static combat advantage by hoarding light side destiny points, then they're not likely going to want to spend them. Removing incentives to spend Destiny points like that seems to invalidate the entire concept of an ebb-and-flow system.
  14. lol this is ffg star wars not dnd......no such rules.... I never said it was D&D. It's an official rule variant in the CRB, page 322. I'm in favour of any house rule or official alternate rule that reduces the complexity of die rolls.
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