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About Kaigen

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  1. 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.
  2. 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.
  3. 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?
  4. 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).
  5. 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.
  6. 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.
  7. 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."
  8. 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.
  9. Or, you know, you could just buy ranks of the Lightsaber skill to make up for an average Brawn.
  10. It could also be described as taking a moment to plan out a quick series of moves and try to anticipate your opponent's response. The boost die then tells you how closely reality matches what you played out in your head.
  11. They're certainly better than any other Brawl weapons currently available by a noticeable margin, so in that sense they're a bit of power creep (though they're high cost, restricted, and rare, so the GM has good control over if/when they show up). On the other hand, they share the common Brawl weapon trait of having no Hard Points, so while they're strong out of the gate, there are a variety of melee weapons that will easily overtake them with a bit of customization and modification.
  12. I anticipate making good use of Knowledge Specialization in a Clone Wars game that just started, but that's because I'm using Imperial Army Cadet's (reflavored to Judicial Forces Cadet) Know the Enemy talent to roll Knowledge Warfare for initiative, and Rise of the Separatist allows characters working for the Grand Army of the Republic to use Knowledge Warfare (instead of Negotiation) when requesting additional mission kit. That gives a couple of scenarios where being able to rack up extra successes is potentially valuable. The problem with Knowledge Specialization for most characters is twofold: First, extra successes on knowledge checks merely reduce the time it takes you to do your research, which rarely comes up (at least in my experience, your table may vary), meaning that it only serves as a way to turn a failure into a success. Contrast with Negotiation, where stacking up extra successes brings down your costs, or Charm/Deception, where you can extend the duration of your successful check, potentially giving a reason to use Smooth Talker even when you have already succeeded. Second, the default use of a Triumph on the knowledge check gives you "relevant, beneficial information concerning the subject." Even if you fail the check and have enough ranks of Knowledge Spec to be able to turn it into a success, that piece of "relevant, beneficial information" may be more valuable than what you would get from simple success on the check. Compounding everything is the fact that this talent shows up on trees for Knowledge-focused characters with ranks of Researcher often included. These characters likely will not be failing Knowledge checks in their specialization often to begin with, meaning that they obsolete their own talent as they get better on their focus. Note that this is going by the base rules for Knowledge skills in the core rulebooks. Disciples of Harmony offers a model that resolves some of these problems by flipping the use of successes and advantages: additional successes provide additional information, while advantages reduce the time needed for research. If you go with that model, it becomes a bit more viable to use Knowledge Spec outside of crunch time scenarios or close failures.
  13. Or helping to fill out the backstory for your Not!Asajj Ventress giving Dooku the finger.
  14. Signal boosting this request. If anyone is willing to provide some summary of how they have the Troupe system set up, I'd be very interested in seeing that.
  15. I'm working from second hand photos, so bear with me (and don't bother asking for additional info beyond what's visible in a spec tree, I don't even have direct access to someone with the book). (edit: The Pilot and Trooper trees are nested in there, but I can't get the edit system to let me try to fix it. Clone Stats:
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