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Posts posted by JalekZem
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Valid points, but not an issue with the software. The software is coded to replicate what the RAW is not what your house rules are.
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Or use this analogy:
Edge is the first 2/3rds of A New Hope with Age being the last 3rd
--Or ---
Age is the part of Empire Strikes back, that is on Hoth, Edge is the parts dealing with Han and Leia running from the Empire and on Cloud City, with F&D being the parts focusing on Luke.
---Or----
In Return of the Jedi: Edge is the part in Jabba's Palace, Age is the battle of Endor (ground and fleet), and F&D is the parts with Luke, Vader, and Palpatine
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Just a random observation, but please tell me I'm not the only one to notice this:
Commodore = Leader-type Engineer
Figurehead = Leader-type Diplomat
Instructor = Leader-type Commander
Squadron Leader = Leader-type Ace
Strategist = Leader-type Spy
Tactician = Leader-type Solder
Every single Commander spec is basically a spec from one of the other AoR careers that is then given a little make over for someone who's in charge. Sure, the Strategist/Spy connection might not be perfect, but the rest? Spot on.
This actually makes sense, as the Commander career path is that of a back up, really. The Squadron Leader needs to know some piloting tricks to fly with their squadron and the Tactician needs basic field craft and soldiering skills to be viable in the field and they split the tree with leadership skills to help their team recover from fear or benefit better from a good skill.
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Also, to be fair, the Empire's arrogance has nothing to do with the whether the TIEs have shields or not. They are designed to be an attrition unit. As such, they are designed to as cheap to produce as possible so they can be replaced quicker. Also, they are stripped of all non-essential equipment for the same reason and to make them faster and more maneuverable.
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1. After you finish the adventure in the box and the one I can download online, can I as a GM continue the campaign with the basic rules that the game provides?Yes, but the basic games does not have rules for character creation. If you are playing with the pre-made characters, you may need to find a way to have them swap out characters if they do not with to continue to use them after (or you can let them make ones covering the bases that the pre-gens cover before starting).
2.Since I playing through the adventures with my family(Who have never played a role playing game, and neither have I) is it easy to teach and learn the rules.Yes, the beginner games hand hold you through the process. They gradually introduce rules and evolve the complexity of the game, until you are playing with 90% of the rules at the end of the game.
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The Deadnaught class is smaller and gas a docking bay, as I think does the Lancer class frigate.
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My character has Gearhead, which includes "In addition, the credit cost to add mods to attachments decreases by 50 % (this does not increase with additional ranks of Gearhead)."
when you purchase any item, you should be a popup window which you can buy edit the cost.
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no they are identical. I know that the AoR one skips the duty mechanic and I am fairly certian that the EotE skips obligation.
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I remember looking at some of them and they had a kill or 2 that they shouldn't have had or an extra rank in something, like I said not too bad.
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If you are looking for travel times, it takes as long as it needs to fit the narrative. So if the PCs are heading to stop some ISB agents from planting a proton bomb that goes off in Coruscant Square during the Life Day parade, killing millions and framing the Rebellion for doing so, and the PCs are coming from Nar Shaddaa where the bomb "sale" took place. You can decide if they arrive super early to stop the agents prior to them placing and arming it or they can arrive after it has been planted and try to disarm it risking capture by Imperial forces.
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yeah you can use the pregens (dont forget the downloadable ones on the website) or make their own. 2 things to keep in mind, the pregens are a little better than staring characters (they seem to have a few extra xp) and keep in mind the encounters
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I had each player select 1 drink, I had them written on a white board and the quantity (3 each based on my party size and the increase in the 2 opposing team due to the size). This forced everyone but the droids (the NPC one and the one from my party). I had the party alternate with the other 2 groups so it was PCs, the human group, the Rodian group then the PC and repeat.
Then I prevented them from drinking until everyone in the Granee Nupta had a drink. Then everyone drank at once. Then described how no matter the drink the victim felt nauseous and sick. Then I had everyone roll the resilience check. Finally to keep the PCs double guessing the honesty of any group that they made an alliance with, all the drinks were poisoned (these are Hutts after all).
bradknowles and sr2joker reacted to this -
As a real world precedent, flamethrowers are currently prohibited as weapons of war during
Except that they are not. There has been no modification of the Geneva convention or any other arms treaties to disallow their use. The US used them up to 1978 when they were withdrawn, not for humanitarian reasons but rather for logistical and a lack of perceived usefulness in the modern fluid battle field.
Even if they were disallowed, by a treaty, it would only be if they were used against personnel which is easily circumvented by not shooting at the man, but his equipment be it a radio, uniform, rifle or pillbox.
Benjan Meruna and bradknowles reacted to this -
in one of the 2 F&D career books (KotP or SS) had an attachment that holds cryatals in a carosel.
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when i ran it for my AoR group, I had them pose as workers in need of employment to see if Reom could be developed into a rebel contact and to see if any tech recovered from the Seperatist wreck could be salvage to help the rebellion.
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In the F&D game that I am paying in, we currently are do a quick smuggling run (though it went sideways) to get about 2500 credits per player. The GM is also not really making us pay for incidentals (food, lodging, fuel, docking fees ect.)
Prometheus878 reacted to this -
CONTEMPLATE ONE'S NAVEL:
On the first round of a combat may take the Contemplate One's Navel action: make a Simple [-] discipline check. For the remainder of the combat the character may not take any actions or maneuvers and is largely ignored by the opposition (unless they are the last PC standing). Recover all strain after the combat is over.
Debate an Action Until the Cows Come Home:
When discussing a course of action with the party, the character may flip a Destiny Point to keep the debate going after the issue has been settled forcing all sides to restate their argument and positions. If the character wishes to use this to avoid a combat, it must be done when rolling for initiative. NOTE: The ensuing debate is likely to become heated and draw the attention of the enemy. When this happens, the enemies get a free round of attacks on the party with a free boost die and upgrade of the skill check.
I'll have to check with the Council:
When the PC encounters a troubling dilemma, situation, or puzzel. He may petition the Jedi Council to solve the issue for him by Deus Ex Machina. If playing in the suggested time frame it may take the character a while to find the council. If playing in a era with a Jedi Council, the character must travel to the Council and petition to get on their docket for the day. At the start of each session make a Daunting Charm roll to get on the docket. A Despair results in the Jedi being excommunicated from the order.
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You can also wait until The Force Awakens starter set is release. It is a blended begginer set with characters from Edge, Age, and F&D drawn together on Jakku.
Which is currently listed as "On the Boat" aka shipping from the printer. I think it was slated for either a Gencon or September release.
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You also need to remember how each species is viewed by the galaxy as a whole. Chiss, would bake for a very logical, but cold detective (think Data as Sherlock holmes or a Vulcan), a Twi'lek or Nikto may be able to go into more places unchallanged (especially in Hutt space), and everyone would remember a Whiphed or Wookie PI.
bradknowles reacted to this -
Vigilance corrected for missed upgrade: 2eP 2 successes, 1 advantage
Perception: 2eP+1eA+3eD 0 successes, 1 threat, 1 Triumph
Well, Tion doesn't see anything, but something good happens.
A Space ice cream truck goes by!!!!! and it stops for us!!!!
sonovabith reacted to this -
From my own experience with my my group (which was a AoR group). When I ran the adventure, we had a Sullistan Solider, a Mon Cal Engineer, Murder bot 5000, a Survivalist BH, a Togruta Sharpshooter, and a Kel-Dor Jedi. All but the BH had over 300 XP.
The space combat scenes were also a challenge for my group as none have gunnery or any piloting (or if they do, they have 1 level). The chase through the canyon on Raxus Prime took forever, as did the flight from Chalganna.
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As they are POD, the store either need to order directly through FFG or have their distributor do so. I did not realize this when I saw the original forum post(3 or 4 weeks ago now) and told my FLGS about it. They are set to arrive this coming Monday or Tuesday.
Make of that what you will.
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Scoundrel talent tree
in Game Masters
Posted
Many trees are like that,
The Trader from the explorer tree needs to go down column 1 to unlock anything in column 3 to 4 for anything past row 1
The Heavy, needs to go down column 2 to row 4 then over 1 to column 1 to get to row 5 so they can get back up to row 4 in the other column
The Gambler has dedication as a 10 or 15 point talent, but to get it must got all the way down column 1 or 2 then over to row 4 and then all the way back up.