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thegrognard

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Posts posted by thegrognard


  1. I'm very disappointed that there is not a list of spells in Realms of Terrinoth like we have on the sample character sheets. A spell book with predefined and named spells is sorely lacking for Genesys.

    I realize that spells are supposed to be made up on the fly but fantasy RPGs (like D&D) have set deep expectations for redefined spells...so much so that my players aren't interested in Terrinoth for this very reason (unless I can come up with a solution). 

    My question is, has anyone put together the equivalent of a spell book for the various kinds of magic in Terrinoth?


  2. Am I just missing the announcement for the first supplements for Genesys? It seems odd that this has been out for a couple weeks now and we don't have any news so I was wondering if I am missing it?


  3. We tried Tabletop Simulator. It has promise but it is way clunkier than the plugin in Google hangouts (and the plugin that calculates the dice is presently broken). From my vantage point, Google's dropping the API has set the Star Wars RPG franchise waaaaaaay back when it comes to online play. Since we have narrative dice (which I love), no existing solutions work nearly as well as what we had with Google Hangouts.

    Hangouts with the dice plugins made the Star Wars RPG the funnest, most Internet playable tabletop RPG on the market. It's feeling sort of like the end of an RPG era.

    FFG should really jump on this ASAP. If the mobile dice roller app were upgraded to allow someone to host a session, and others join and share all rolls with all clients on the session, that would be PERFECT! Then we could roll on our mobiles and see the results while we play over Skype, Hangouts or whatever. This game NEEDS this to remain viable for Internet play and to attract new players.

    PS. > New players are almost always turned off by the narrative die until I show them the roller that automatically computes the results and how subsequently each turn goes very fast with creative flare.


  4. I GM Star Wars RPG almost exclusively online and the dice roller in Google Hangouts has been perfect. Now that Google is shutting down the API in April, I've been looking for an alternative but NONE of the other solutions I've found even come lose to the experience of the Google Hangouts roller. 

    Is there any hope that this game is going to remain viable for online play after April? Anyone else out there found a solid alternative to Google Hangouts?

    P.S.> It's exceedingly unfortunate that the FFG Star Wars Dice App can't be shared over the Internet so players can see each others rolls. 

     


  5. This app desperately needs the ability to network with other players with the app so you can see other people's rolls on your phone.

    This would be perfect for online gaming, but without the ability to have friends join up and share rolls it is only good for onsite sessions.


  6. Does this app display the actual results of the rolls for Star Wars RPG? We use a roller on Google Hangouts that is great in that it shows what each dice roll is AND gives you the final results.

     

    I want a roller for the table but if it doesn't tally results, it would be clunky (it would be easier to simply move the physical dice around to compute what cancels what).

    So...does this app gpo beyond just showing you what is on the dice when a roll is made?


  7. Does anyone have a Force and Destiny form fillable character sheet? All of the ones I find online say they require a signature and then still will no allow me to do a save as and save my data. All I can do is print them.

    If someone has one of these that actually works, it would be very much appreciated. (I could also use one for Age of Rebellion)


  8. If there are a few people out there that would like a tutorial on the Star Wars RPG including character creation and a quick adventure, I'd be willing to run a quick game this evening using Google+ Hangouts. If people are interested, I can start at 9:00PM EST.

    Reply here if interested. 


  9. In order to avoid the constant problem with putting together a group online only to have people constantly start and drop, I'm approaching this one differently. 

    I'm looking for people who can commit to a weekly game at 9:00PM EST. Please see my post on Roll20 below...and if you are still interested, PM me here or on roll20.

    https://app.roll20.net/forum/post/2855561/star-wars-rpg-fantasy-flight-regular-game-deposit-required
     


  10. A holdout blaster firing targeting a target at "short range is a EASY attack difficulty. The holdout blaster has a range of SHORT. 

    Question 1: Is it possible weapon with the range of "short", to target something at medium range? If not, why is short range for the weapon in question an EASY difficulty?

    Question 2: Is firing a weapon that has a range of LONG, still an EASY difficulty rating at short range? Does the fact that it is a long range weapon hamper it at close range?

    Am I overthinking this?
     


  11. My 2 cents...

    I'm not for this either. Star Wars RPG is the ultimate narrative based RPG on the market IMO and anything that nudges it towards tactical play is a horrid idea. We have Imperial Assault, X-Wing, and Armada filling the itch for tabletop tactical games. Let's let the RPG remain an RPG.

    Anyone wanting a miniature to represent them in abstract play for basic positioning can simply use a Star Wars action figure and there are plenty of options for that.

     


  12. I'd love to see the next Warhammer FRP game use the same system as has been implemented in the Star Wars RPG. The later is so much more elegant and super simple to run online (where more and more gaming groups seem to be). 

    If Warhammer RPG is not to move in that direction then I'd still love to see a generic fantasy RPG using virtually the same system as the Star Wars RPG. 

    While there may be a temptation to make a generic system (ALA Gurps) using the narrative dice system, I prefer at least a focus on genre in any given core book as the generic systems all feel very sterile to me from a presentation standpoint (the focus of the content and art needs to inspire).

    It would be VERY COOL!!! to see generic fantasy, generic modern, and generic sci-fi core books and supplements using the system in the Star Wars RPG.


  13. Yes, they are all compatible and 3 core books is a brilliant approach. The trouble with prior editions of Star Wars is they were all one size fits all. The reality, as you know, is the Star Wars world presents opportunities for very different kinds of settings and stories. You'll want to start with the Core/Starter Set that focuses on the area of the Star Wars Universe you'd like to play.

    Also, you can start in Edge of the Empire (for instance), and your EoTE character's can later purchase talent trees from careers in the other core books. In this way you could start a EoTE character who begins doing smuggler/bounty hunter/etc. type missions, have him come into contact with the Alliance and enlist to run missions for them and then buy into talent trees in the Age of the Rebellion core book, then somewhere along the why spend experience to discover his is force sensitive and then buy into specialization in the Force and Destiny core book and move along a track of an up and coming Jedi. 

    Flip that around and you could start with a force sensitive character from Force and Destiny, and then move to the Edge, abandon the Rebel cause and be a smuggler and any other imaginable progression.

    Once you get how it all comes together, it solidly addresses the key areas of the Star Wars universe as well as deals with the question of "Why wouldn't everyone just be a Jedi". 

    Finally, you don't have to use all the core books. If you are content to just play one style, you can just stick to that core book.


  14. I agree with the DP hoarding likely being the result.  

     

    You figure 55 is the average for a D100 roll, so on average you'll be adding +55 to a critical hit result.  When you factor in multiple activations for Advantages and Triumphs, adversaries with ranks of Lethal Blows and/or weapons with Vicious, PCs already sporting critical injuries, I think what you're left with is not just raising the chance of death, you're more or less guaranteeing it on a doubles roll.  

     

    How about something like you can bump the result up or down a slot on a doubles roll?  Some of even the -100 crit results are awful and if you increase your ability to use them it certainly makes criticals uglier.

    Actually...the probability of a single crit killing someone off under this house rule is very very low even without the use of Destiny to reverse it.

    The player has a 10% chance to roll a double, and then the next roll has to make the total add up to 141 has a 24.5% of happening (if there are no other critical injuries boosting the figure). Here is what this looks like mathematically using conditional probabilities...

    10% * 24.5% = 2.450% 

    So...this house rule creates roughly a 2.5% chance that a character can die on a single crit. 

    Running the math out, here is what it looks like with additional critical injuries...

    Crit with doubles that kills while having 1 existing critical injury = 3% 

    Crit with doubles that kills while having 2 existing critical injuries = 3.5% 

    Crit with doubles that kills while having 3 existing critical injuries = 4% 

    Crit with doubles that kills while having 4 existing critical injuries = 4.5% 

    Crit with doubles that kills while having 4 existing critical injuries = 5% 

    So as you can see, this house rule actually has very little chance to actually roll up a kill (based on this house rule). It does create some tension when the crits are rolled though and that's the element I'm going for.


  15. My confusion stems from the fact in your example you state a PC is suffering 2 wounds, not critical injuries.

    My bad...I meant "critical injuries". I just edited my posts.

     

    So are you allowing PCs access to this as well?

    Yes. I follow the same rules for crits on rivals and nemeses. I however can use Dark Side destiny to save them from this.

    As with the amped up feeling regarding the possibility of player death on a single crit, this presents the possibility that a single crit can take out even a nemesis.

    It's not very likely though, as rolling doubles on a crit has only a 10% chance of occurring, and then the second number rolled added to the first has to exceed 140 to kill (If the target has no critical injuries, )...and then I can always spend a Dark Side Destiny point to simply stick with the first number rolled.


  16. I have nothing against the rule except it might make the players horde Destiny points just in case. I did a similar thing with a few changes to the critical chart, putting more lethal results further up the table that could be mitigated by flipping Destiny and that's the result I got.

     

    If the player sits down at the game table, he's giving the GM permission to kill his character AFAIC. The character's story isn't written. He could be Luke Skywalker and save the galaxy or he could be Biggs and die to help the hero save the galaxy. You don't know which until the dice hit the table. 

    That's a good point about Destiny hoarding. If this is done right, I don't think most groups will hoard Destiny, but it does tend to make them think twice about using every single one in the pool. 

    I myself am pretty liberal with the use of Destiny. If a player wants to direct the story in a particular direction, as long as it doesn't break the story, I let them use Destiny. Once players get a feel for it, it's hard to resist using it. With Destiny in my games players can do things like change the weather, have help show up in various forms, and other really fun acts of "coincidence".  Destiny can even replace the need to roll a skill check in some places if it really makes the story sing.

    On the other hand, I tend not to use it in far less deleterious ways as a GM using Dark Side Destiny. I want players to have fun using it without thinking they are handing me their doom.

    A creative use of Destiny means players have to resist the urge to use it. The Destiny mechanic is one of my favorites of this system.


  17. I'm not understanding the formula in the OP.  Where does this initial 20 in the calculation come from?

    I was including 2 +10s for the 2 critical injuries the character has in the example. I was trying to demonstrate that this house rule is intended to lay over the top of the existing rules.

    So for instance, if the character had no previous unhealed critical injuries the, the roll would simply be 77 (doubles!) + 54 (second roll added to first double roll) for a total of 131.

     

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