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About Kaigen

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  1. I will say, there's something to be said for something like the HRB that works really well "off the shelf," as opposed to something that requires a series of very difficult checks to mod up to amazingness. Especially if you're waiting on someone else's character to pump up their Mechanics roll to the point where those checks are reliable. In one game I'm playing, our Soldier ended up waiting until the 400 total XP mark to get all of the attachments and mods on her wish list finally into place.
  2. Also, if you're spending XP on INT and Mechanics and talents and they're only being used for crafting, there's something wrong. Intellect powers a lot of useful skills in this system. Mechanics is a skill that can be used for resolving a lot of problems in a technological setting. Even the Inventor talent helps you with modding attachments, which is a much lower investment in terms of time and cost, while also making you better at crafting. The only example of a talent that is dedicated solely to crafting is Creative Design Crafting might be your character's reason for existing, but the points they invest in it pay dividends in other parts of the game (and if they aren't, then you're not looking hard enough for opportunities to use them or your GM isn't providing them or both).
  3. I mean, this is the industry that brought us "female characters are too expensive and hard to animate."
  4. Hey, if Benedict Cumberbatch can mocap for Smaug, what's Cameron Monaghan's excuse?
  5. Resisting the control chip is impossible, but it's worth noting that this system has mechanics for when PCs attempt the impossible: They flip a destiny point just to be able to attempt it (and can't use one to upgrade the check), and roll against Formidable (five dice) difficulty. If you're playing with Clone PCs that still have their control chips, I think the use of the destiny point and the high difficulty does an effective job of underscoring how extraordinary and rare it would be to have a Clone successfully resist the order.
  6. I have seen several sources name Duros as the second most common intelligent species in the Galaxy, as they were early hyperspace pioneers. The Edge of the Empire CRB makes the statement that there are more than five million intelligent species known to the Empire, and while the vast majority have never engaged in hyperspace travel/colonization on a large scale, "it is quite possible to regularly meet species one has never seen before" (pg. 325). Basically, each GM needs to find their own balance between the narrative logic that says there should be a lot of non-humans in a lot of places and the visual storytelling we see in the films that centers humans in most parts of the galaxy (bearing in mind Doylist concerns regarding production budgets and creators' beliefs about the ability of audiences to engage with non-human characters). I generally fall on the side of having humans being the most numerous species in the galaxy but not comprising a majority of intelligent life in the galaxy. In other words, there will be more humans than any other single species, but less than half the NPCs overall will be human (barring specific situations, like the Empire's human supremacist stance). Beyond that, Xcapobl's guideline based on how far you are from a planet that has a large population of a given species is a good one.
  7. I'm not so concerned about dual-wielding rifles, simply because once you're using Ranged (Heavy) weapons, Auto-fire is a commonly available option, and Auto-fire is superior to two-weapon fighting in pretty much every way. Dual-wielding two-handed melee weapons might get a bit silly, but if a Besalisk wants to Pong Krell it up, it's probably not the most broken thing they could do. Disclaimer: I played a Besalisk that leveraged four arms to use a riot shield and rifle simultaneously, so I might be biased.
  8. If you have access to weapons from Lords of Nal Hutta, take a look at the SakTek D-29 Repulsor Rifle. It's a Gunnery weapon that's unrestricted and does stun damage, so you probably have decent odds of being able to carry it around civilized locations, and it opens up the possibility of going all-in on Gunnery and still being able to easily take marks alive. It doesn't have the damage or the range of the stun rifle from EtU, but being able to invest in Gunnery means building vehicle weapon proficiency and switching to miniguns as necessary all with the same skill.
  9. So Momentum only applies to melee attacks? Interesting. Any surprises in the full text for Death From Above? Is Hit and Run activated as an incidental?
  10. Aside from FFG Star Wars, I'm currently playing in a D&D 5e game. I've played a lot of D&D over the years, and I like the straightforward chassis that 5e is built on. Plus, there's a lot of rich setting material out there, so like with Star Wars there are a lot of places to look for inspiration. Sometimes it feels in Star Wars games like it's difficult to get away from the grand, galaxy spanning conflicts, so I'm enjoying the change of pace in the D&D game of smaller scale interactions. Systems that I'm not currently playing but would like to, given the opportunity and the time, are Mouse Guard and Ryuutama. There are a lot of things I like about Mouse Guard, but chief among them are the way it centers PC beliefs and motivations, the way PCs improve directly from doing things rather than from collecting Build Points, and the fact that it has a complex conflict resolution system that's flexible enough to use for a variety of conflict types as opposed to just combat. Ryuutama I like because it's rules-light, focused on travel and exploration, and just generally has a pleasant tone (depending on the GM, of course).
  11. Aside from the narrative questions relating to the tone and story of the campaign, there are also practical considerations. If it's a face-to-face or real-time game you're playing, how much time do you want to devote to individual scenes roleplaying character training? Do you have a group of players who will stay interested and engaged while the Jedi roleplays trying really hard to move rocks and do flips, or will that lead to people getting bored and checking out? My experience has been that training (of any type) gets glossed over in face-to-face games because people want to keep the plot moving and would rather participate in group scenes. If there's a narrative need for someone to be training, it's more likely to be handwaved as a downtime activity than explored in detail. In the PbP games I've been in, on the other hand, it's easier to roleplay that sort of thing out without worrying about hogging the spotlight, and so players will spend more time on it in introductory or transitional posts.
  12. I'm not sure if I would dismiss the escalating cost of adding new specs as a "pretty cheap" option to get a lot of ranks in particular talents. The cost of just getting "a few other specs" is upwards of 100 XP just to be able to spend further XP on the talents you want, which is not trivial, especially if you're earning it 20 XP per session. In my experience, players go for a second spec fairly early, but it takes a while for them to go for a third, because dumping 30-40 XP for no immediate benefit is a hard sell when you could be getting closer to that Dedication/Force Rating/capstone talent. I also don't get the obsession with the characteristic-switch style talents, but that might be because no non-Force using archetype gets to have their cake and eat it too in that fashion. The Spy's Infiltrator spec doesn't get a talent to switch Melee to Agility just so they can put their stabby on the same characteristic as their sneaky. Commanders and Diplomats don't get to shoot people with Presence, nor do Engineers get to snipe you with Intellect. About the only archetype that does get it all in one place is pilots, but if you ask me that's just compensation for how often the pilot skillset gets sidelined for the majority of an adventure in a mixed group. Why should Jedi get an easy ticket out of multi-attribute dependency? As for what you're asking for with Force power, low-XP characters can already do all that. Basic Move can telekinesis a toolbox across a room and that's 10 XP (5 with the Mentor discount). Basic Harm does Intellect level damage ignoring soak, which, taking into account that most beings you'll fight have at least two soak, is at least worth 5 damage (or you can get the same effect from Move again for a maximum of 25 XP by tossing a 0 silhouette object). You can dump a lot of XP on upgrading a Force power, sure, but you don't need to if all you're trying to do is get the basic feel of being a Force user.
  13. No, it doesn't really seem necessary. It's not hard for a Technician to succeed at difficult Mechanics checks in other ways, not every talent needs to be mirrored across every similar archetype (note how Droid Tech gets Improved/Supreme Speaks Binary and Droid Specialist doesn't), and cross-speccing isn't that onerous in this system. If I were playing a Technician at the moment, I would consider a cross spec into Shipwright well worth it for a variety of reasons before I even got to Master Artisan. Or I could just grab Unmatched Calibration and reroll/downgrade/upgrade that difficult Mechanics check into submission. Also, Artisan got the talent first, and Special Modifications came out several months later, so this can't simply be written off as "they hadn't come up with the talent yet."
  14. This system does have an issue where starting XP characters can feel like half-baked versions of their archetype, I'll grant you that. There's a reason a lot of the games I've played in have sprinkled an extra 25-50 XP on top of starting characters, because that's often where you have enough talents to start feeling like who your character is supposed to be. Part of that also, though, is calibrating expectations to the system. Arguably, a starting Soldier/Sharpshooter with 4 Agility and 2 ranks in Ranged (Heavy) is already a fine sniper who can pull off shots that an untrained shooter would find quite difficult or impossible. Likewise, a starting Jedi/Padawan with 3 Brawn, 1 rank in Lightsaber, and a rank of Parry is already well beyond what your average untrained person can do with a Lightsaber. Put them in a sparring match together and the Padawan isn't going to have much trouble handling the one who just walked in off the street and picked up a lightsaber.
  15. Or, you know, you could just buy ranks of the Lightsaber skill to make up for an average Brawn.
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