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doktor grym

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  1. My players appreciate the flavor and they can also reverse things on enemies. An example when Obi-Wan and Qui-Gon get the drop on the droids escorting princess amidala and the her advisors. That's the best thing about RPGs, making them the groups own thing.
  2. Earlier it was mentioned? Who has this PC crossed. Here is the thing and I've spoken of it on a few places on this forum. REPUTATION <- This right here, the PC and the group has to have this high level recognition; Bounty Hunters, Crime Bosses, the Empire as a whole, a large number of systems they've operated out of, etc. Well with that in mind the PC and the group probably have a lot of blood on their hands, legally and of course illegally. They may arrive on a civilized world where the PC is wanted for murder, owes money because they wrongfully killed someone, etc. Folks who closely know how they operate may sell this information to any number of interested parties... And if said PC has wrongfully killed someone, and they consistently avoid arrest or shoot their way out, someone(s) are bound to pull a bait and switch trap to capture or just kill them. PC barricaded behind a sturdy wall, a breach weapon will blast through that. They stopped in a shadow port for resupply and fuel, shame something was added to the fuel that goes big boom upon jumping to light speed. Or they somehow had their navi-computer sliced and they end up in a sun. Players play dirty, as a GM you're a player also, just on the other side of the table. Role-playing, where one player takes other role of a GM. Explosives delivered via a power droid. Nobody suspects them, just sitting there next to the ship or acting as a power droid. How do they deal with half a dozen droidekas? With upgraded force fields. Has the PC ever been invited to a shooting match, hunt or a fan of theirs to honor them?
  3. There are a ton of environmental dice that can be added. And ways that the difficulty may increase or get upgraded. For being in an unfamiliar environment against natural predators or natives native to it, I increase the difficulty 1 die. Players could offset this by using survival or xenology skill ahead of putting themselves in said environment. Players will quickly adapt to doing this. The above might also apply to different and alien urban areas. For ambush situations I give the ambushing group extra boost dice, 1 or 2. Per Triumph rolled previous during their setup, one group gets an upgrade. Remember many helmets and other gear will remove setback dice from vision environmental factors, but say there are extreme noise levels such as those found in stamping plants, probably 1 setback for initiative, but 1-3 setback for things like leadership and just communicating could require discipline checks to focus on trying to hear or properly understand hand signs or mouth movements over the din. Being drunk, on some drugs, poisoned and infected with disease could adjust difficultly or add setback or remove boost dice from an initiative roll. Improper gravity levels will easily effect either difficultly and/or boost/setback. Magnetic boots, grappling limbs would be advantages. This also goes for areas of geological instability, with an athletics or coordination just before initiative to see if it's more difficult or a player gains some boost dice.
  4. I myself roll the opposed check hidden, why, the lie detector isn't the one ACTIVELY trying to deceive, the NPC is whether or not they are really fibbing or not. Something else I've done for some rivals and all nemesis level NPCs and based on the NPCs deception skill base profiency die count. This dictates how many clues, evidence items and information leaks they players must gather before they can really learn the trust level, honest intentions, or devious goals of the NPC. This makes the group use their other skills besides trying to hammer away with 20 questions to the NPC. Only to learn nothing new. This way if say there is an information leak via an underling, and while the PCs are pressing said NPC, if three threat show or a despair, the upper management learn of the leak and promptly plug the leak with a blaster plug. It really forces players to use other skills such as computers to see who the crime boss is paying off or see that Imperial Moff Meanie #2 has recently sent her 100,000 imperial credits. Or the players smooze with an old lover of the crime boss using charm to find out the real reason they disappeared was because the crime boss' mother didn't approve of them and offers up clues for some scooby snacks. Asking a partner uncouth questions in the outer rim is gonna get you dead quick or earn you a bad reputation as non-trustful and potentially worse.
  5. The unfortunate shockee still get their soak, just as they would for the shock gloves. And if it reduces the damage to 0 then I wouldn't apply the two despair disoriented effect, if two despair had been rolled.
  6. I've done it, and here are some examples; 1) PC gets a despair during a combat encounter, a stray shot from their blaster fire or even an enemies blasts a power panel. The stray shot has sent a power surge disabling the buildings or ships turbo lifts. I announced to the players, whose shot was successful btw, "You managed to blast that storm trooper in the head and as his body falls, his finger stuck on his blaster carbine sprays a nearby wall. On that wall is a power coupling and explosive sparks arc and the lights are now flickering madly. Those without environmental vision compensation suffer a setback to all attacks and perception rolls. The box is still smoldering and the smell of burnt electronics is getting worse." If a players to go examine said power coupling the would see an extremely burnt label of Turbo Lift with a single perception test success on a hard check. 2) Players are in negotiations with an important underworld NPC and 3 threat or 1 despair pop up on the opposed check. Players either failed to recognize a third-party present there or did not ask, I can't recall. The third-party notifies another party and provides details on the PC(s) to them and their ship. As an alternative to the above I had the players ship repossessed for being reported stolen and even before it happened in the mandoloran stripped by jawas when they parked it "outside of town" to avoid paying port docking fees and taxes. 3) For a failed Astrogation roll with 4 threat; upon arrival to the system, the jump placed them into an on-going space battle, and both sides thought they were an enemy ship. I always try to think of an organic situation when I want an outside combat or non-structured events to occur. I try to think? "What would make a bad day worse for the players?". I use a few criteria; 1) is there something (a) player(s) has done either to either screw over a previous NPC or been cheap or thoughtless and think they've gotten away with it? 2) What would put the players in a slightly higher risk in either resources, personal risk, or allied npcs as a cause effect later when they thought they could rely or trust it or they would be there, and one of those above 3 are the potential loss? 3) You can also think what outside the current situation would the players never ever suspect? Surely not the Spanish Inquisition! Darth Vader is one of those, but I'd only let that happen on two despair, but what about Emporer Palpitine... And he uses the Force to hide his true Dark Side nature and acts the part of an old man or senile senator. KSW
  7. ah back to that then huh? No worries, i know where the data hides, was hoping to use the automated process. At least the import of my custom data still works, all 400+ items and tweaks... I'll just recompile and reprocess the XML code and throw it all together finally.
  8. backed up my custom data, removed my old version, removed all my appdata locations, downloaded both the stand alone and the web install versions, but having an idiot night, downloaded the data file from the G...Lb location, left it in a zip file, but it has said the zip archive doesn't contain a valid data set. was using version 2.3.0.0, but had gotten the 2.3.3.0 version. Have the data files moved again?
  9. yes there are, and these are done at the initial setting of the difficulty. So as a GM I set a repair at HARD ((3) Difficulty dice), then the player announces they are using the Master Artisan and their PC suffers 2 strain and reduces the initial difficulty level by 1. The basic pool for the difficulty has now been set to AVERAGE (2) Difficulty dice. A GM might upgrade one of these dice to represent an extreme challenge beyond that of later using a destiny point to upgrade the difficulty pool. (Combat checks against an adversary with the Adversary Talent happen later! in the basic pool build process) The process that FFG built has a specific flow to be followed, we had done it wrong for a while, but eventually we saw the path! It is key that the player announce they are using the talent before any further parts of the basic die pool are developed. After the initial difficulty die pool count has been set the player can start their part of the basic dice pool. They take the higher # of either their ability score or skill rank, gathering that number of ability dice, then they take the other value and upgrade that many ability dice to proficiency dice. Now you have the basic pool completed and would go on to the modifying the Dice Pool step. You would add Boost and Setback dice first, no subtracting or removing yet! These come from all kinds of things; gear, modifications to gear, talents, environment, distraction and stress, improper or superior parts, etc. Add, add, add, no removing yet! Then you upgrade ability and difficulty dice. Again, do not subtract or remove dice yet! Also here the active player then the other player may spend a destiny point to upgrade their respective portion of the dice pool. Talents and other factors like equipment or environment may upgrade the dice in their respective pools (the ability and difficulty dice, and sometimes if their is an upgrade and no dice to upgrade to, another respective ability or difficulty die is added to the proper part of the dice pool). Upgrade or add dice to the respective pools only! no removing or subtracting yet! The Adversary Talent upgrades here! Now, pay attention to the total summed number of Ability and Proficiency dice in the pool and the summed number of Difficulty and Challenge dice in the pool. So say the end result of dice pool from the original adjusted Average difficulty (2 Difficulty dice) and say the player contributes to the basic dice pool 2 Proficiency and 1 Ability die (3 ability dice for their skill rank value and two upgrades for the Ability score of 2). Then with all the adds and upgrades we end at 2 Challenge Dice, 1 Difficulty die, 2 Setback dice and 2 Proficiency dice,1 Ability die and 1 Boost die. Now we can Down Grade, still no subtracting or removing of dice! So say the player has another talent that downgrades the difficulty of the dice pool 1 per rank of said talent and the player has 3 ranks. Here is the step many folks breeze over and do the process wrong and why to follow the process! Even though the player has 3 downgrades to the difficulty dice pool, there are only 2 Challenge dice to downgrade as you can not downgrade a Difficulty die, nor lower the total summed number of dice in the difficulty dice pool. So the difficulty dice pool will still be 3 Difficulty dice. As I mentioned many folks may end up misunderstanding the concept, and then go and remove a Difficulty die from the difficulty dice pool, lowering it's summed value. Likewise, something that downgrades the other portion of the pool will only downgrade Proficiency dice to Ability dice. The last step is to remove Boost and Setback from the dice pool from talents, gear, etc. Keep in mind some talents just use a skill to mechanically test against a pre-set difficulty level and in general the difficulty dice pool is not modified by other talents what so ever, often they are set at HARD. This is because it is mechanically just using the skill to check for success or failure and not to perform an actual usage of the skill in the typical means, such as counting extra successes or using advantages.
  10. So when I've run and have had to work with my Force sensitive PC's I typically have setup beforehand how I would offer them options via the examples in the FFG game books, comics and books I've read (the comics are a really good choice too), previous RPG games (and not just Star Wars), plus assorted video media. I find having an index card (or you can use your digital devices) with some pre-made scenarios allows me to just pull one out that fits what I need and tweak it on the fly. So say, I want to offer a player's PC a new Force ability, tree or Force artifact, I typically have three tests minimum for a PC to interact with. These could be discipline tests against fear, Lore checks, education checks or even Force checks in which a PC has to use Force to accomplish something other than using an existing Force ability. I have a few static places already developed and some of my Discovering-Learning-Training are mutable. I either set a scaling difficulty (Average>Hard>Daunting) or they might be an opposed check using the players own ability scores and skills (None have figured out that i do this yet, I'll provide an example later). I also use the examples of difficulty from the various FFG books quite often, why re-invent the wheel. I require all force abilities beyond the starting ones possessed by a PC to be discovered and researched, though in a game set in the KOTOR times I might allow for a PC to just be taught, but these are dark times.. A PC will have to use Lore, Education and perhaps a few social skill to wrangle information about a new Force ability. Knowledge is valuable. The above might entail travel to another planet, access to a library or holocron, even another Force sensitive. They may need to find someone to translate an alien text or hire someone who can go to an extreme environment to recover what they need if they can't do it themselves. Next they need to learn and understand what they have, this will require time and effort on the PC's part and each PC requires their own way of ingesting the knowledge, a teacher might add some boost dice. Depending on what they were seeking to learn for a new Force ability, the difficulty is set. A bigger investment in time that a PC can dedicate to learn will offer different advantages to the PC. Continual versus interruption will also adjust things. Low stress environments can also be helpful. Discipline and Lore are used here. Lastly they must practice and train. Depending on the Force ability I allow a player to come up with their own idea for practice and training or I do it. Often here a player is rolling Force dice and trying out the Force ability and they are seeking to get a number of successful activation in "real world" or "on the job" experiences. So for and example of the PC versus themselves, I might setup a social encounter or some other mock mirror of the PC for them to interact with. Say I needed them to have a light saber test fight, I might have them facing themselves or I might have them try to convince their mirror self to come peacefully or to provide some inner-self detail to unlock a past missed life goal or detail. Think scrooge and the ghosts of Christmas past-present and future.
  11. Also, just to be clear, a critical on a Minion Group does 1 minions worth of wound threshold in damage to the Minion group, which would result in the incapacitating of at least 1 Minion from the group and you still must of caused at least 1 point of damage over the Soak value of the target minion group. So say a Minion Group (4 members for the example here) has a soak of 5 and each member has 5 wounds. If you did 6 potential damage (plus 1 crit hit) minus soak of 5 leaving 1 damage after soak, 1 member Minion is incapacitated. If you did 11 damage (plus 1 crit hit) minus soak of 5, leaving 6 damage, 2 member Minions are incapacitated ( 1 for the crit and 1 for the damage exceeding the member Minions wound value of 5 (requiring at least 6 damage to incapacitate 1 member minion). Now lets say you get a very solid hit (21 damage total), of 16 damage plus 1 crit after reduction for soak value of 5, you would incapacitate the whole group. First member incapacitated at 6 damage, second member at 11 damage and the third at 16 damage and the forth due to the crit. A single stand alone Minion (Not in a Minion Group) if it takes at least 1 damage over soak is incapacitated.
  12. Brawl is an important skill; yes you can have a stun setting on a blaster (Etc), but in the game there is no other real way to deal non-lethal type damage. In the games I run and of course depending on the game and campaign, murdering and maiming in civilized areas can bring harsh punishment. Take DND and the classic bar fight in a town or city, how many players quickly have their PCs go for their sword, dagger, murder tool so they will come out on top? I have had to bring the law down upon PCs many times, some have gotten branded outlaws for killing another citizen or city guard (even if the guard was corrupt, the guard was using his fists and a player had his PC run him through). Depending on how wild west you want the campaign to go, and Star Wars if often displayed as an outer space western, heck even a die hard brown coat knows when not to draw a weapon and use their fists and feet. Laws are things players and in effect their PCs take for granted, not in my campaigns. Fun is fun until an innocent is killed by a PCs use of explosives or haphazard blasting. The best times often are during brawls when you can tell the players try not to pull out a weapon as there are laws against murdering on this planet.
  13. Also besides upgrading the difficulty dice pool die type, you might just increase the base difficulty as well. Once the difficulty dice pool size is set the number of dice will never be reduced (it may increase though), though the die types in the pool may change. KSW
  14. Gracious does have linked 3, with the light sabers. So 1 hit, each additional linked hit adds it's damage value to the sum. It's just crazy how much damage he can do with the right dice roll. Damage 9 x4 (1 base + linked 3) + 1 damage per success....
  15. I think that so many game systems favor a strong combat offense rather than role-playing and defensive negotiations. Players having PCs going for deadly weapons during an obvious non-lethal fist fight type combat (Besides Wookies' tearing off arms!), just means that players really want to have their PCs win. But in shoot outs and laser sword fights, bystanders do get hurt. I recently had my group meet up in a zero-G bubble club...(I'll explain that if I have a enough requests). Well a group of hopped up on spice swoop bikers looking to steal a bounty from one of the PCs on another PC, comes in and press and get in the face of the PCs. Telling them, you need to come with us right now or there is going to be trouble. The street smart PC tracking the other PC for bounty starts to say, hey this is my bounty, while the PC who has a bounty on them is hiding in their bubble booth. A third player who the street smart PC was tracking for a local spice dealer, pulls out his blaster pistol and opens fire. The street smart PC looks at the other PC blasting away as says "I was going to smooth this over, why did you start shooting!" Well, the shoot out brought out the local planetary crime lords enforcers who roughed everyone up. Why do players reach for their blasters when it was obviously going to be a good old fashioned bar room brawl? Organically, this is just what Indiana Jones did when he pulled his pistol on the sword wielding guy in street, but a lot of the thugs present had blaster pistols and I said as much to the players when they rolled in, but they were still holstered. I think that the same kind of threat level as Indiana Jones laying out the sword guy with his pistol is what some of these Adversaries should be able to do, just to put the fear into the players, not that it would. So many systems want the enemies to be on a somewhat level field with the players PCs, but how does that feel right? Nothing in the FFG rules states fights have to be fair or sided towards the PCs. If the scene states 20 stormtroopers and 1 AT-ST are 3 turns away for back-up or investigation and will arrive from these three directions, when the players PCs screw around and do X, Y or Z, when really A or B where the correct options, well they failed, and if they can't recognize the danger of the many fast boot steps and the hydraulics of heavy fire power trotting their way and choose to stick around. I think there is a scene from Rogue One that comes to mind, the one where many of the Storm Troopers forces get wiped out. You're the GM, you're not the scale of fairness when the players have chosen poorly for their PCs. You can be nice and offer an out, but if they fail to take advantage of that, well....
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