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unwise

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  1. Hi folks, we likely all know the issues with advantage and success competing with each other by being on the same dice. This of course results in success with disadvantage being the most common outcome and succeeding with multiple advantages exceedingly rare. (For anyone that care, you can read here: https://illuminatinggames.wordpress.com/2014/09/19/star-wars-age-of-rebellion-a-deep-dive-on-dice-probabilities/) Anyway, that is not what this topic is about. I wanted to discuss the idea of rolling the dice pool twice, the first time, only counting the success and failures (and Triumph and Despair). The second time, counting only the advantage and disadvantage. I've been playing in and GMing a couple of games where we have done this and I can't help but think that it generates results closer to what the developers intended. Your amount of advantage or disadvantage is not tied to whether you are successful or not. The effects of this that I have noticed so far are: - The dice are less predictable in their results, all four combinations of results turn up more often, not just success+threat and failure+advantage - The predictability of the dice is based on the difficulty of the maneuver. If you are doing something very easy, you will likely get success+advantage. - Relating to the above, easy things tend to end well, harder things tend to end poorly - Players uncomfortable with the degree or narrative randomness coming into the game appreciated the more foreseeable results - A lot more advantage is spent on doing interesting things, not just waiting for triumphs. - Weapon properties are used more often (yes this makes autofire come up more often), which differentiates abilities more - As we all use a dice app, it does not slow down play Has anybody else tried this? What did you think? Did you keep doing it or go back to the original design?
  2. I found the rules for what dice to use to be rather ill defined. I got the impression that the devs did not really understand it themselves. They certainly did not understand the probabilities and seem to assume the blue/black dice are worth far less than upgrading to red/yellow. See MaxKillJoy's link above about that. I'd like to get your impression of how I have been running the dice and see what you think. Not so much if they marry up with the rules (which I feel don't head their own advice), but just in general. Purple dice = how hard is this in general, innately? E.g. How hard is it to service AN engine? Lets say it is average 2 dice Red = how hard is this specific task to complete, innately? E.g. How hard is it to service THIS engine? This particular engine is obscure technology and is also really delicate prone to breaking. Let's say 2 upgrades. Black = how hard are the circumstances? You don't have the right tools, the **** Gammorean is blasting his opera at full volume and the gravity in the ship is playing up. Three black dice. The chance of failure is affected far more by black dice than red upgrades. As such, I like to use black dice for things that are external factors, not inherent ones. By doing this, the PCs have far more control over their success of failure. In this example, the engineer gets the Gammorean to shut up, waits and buys the right tools and fixes his gravity, then he will avoid all the black dice.
  3. As far as I can see, the force is an innately evil force, or all sentient life capable of tapping into it is innately evil. If the default end of a force sensitive person not avoiding their natural passions is to end up as a psychotic killer, then the force is pretty **** evil. The Jedi say that we have to avoid love, fear, anger, ambition, curiosity and everything else that defines humans and become a blank slate of calmness. They say that if we don't we will fall into the dark side and end up evil. They say we cannot love our own mother or fear for her safety without the force dragging us to evil. The force presents a constant battle between neutral and evil, where the default setting is evil winning inside an individual. Good does not really enter into the picture. Any goodness shown by the Jedi is a calm pragmatism, or a leftover passion for justice or compassion that they have not managed to purge yet. Up until the last movie, we never heard of the good side seducing anybody and being addictive, no, the force has only every dragged people to evil. People that were good, were good despite the force, not because of it. As such, I agree with the earlier posters about the force not changing its nature due to the ideology of its user, it will remain as is. As for the OPs question, can somebody think that both ideologies are bogus and just do whatever they want with the force? Sure, we call them Sith. We call them despots, tyrants, psychopaths and worse. Without the discipline of the Jedi, the dark side is too strong and seductive, giving into your passions and desires can only end one way.
  4. I ran an Endor game that was a survival horror. The PCs crash land on a moon that seems to have everything they need to survive. They soon start finding impaled corpses, evidence of ritualized cannibalism and they know they are being stalked by something that is really hard to detect. Something is laying traps for them too, logs fly down and squash them, spiked pit traps impale their feet etc. Once they are worn down, the attacks start, small at first, some hidden poison blow darts hit them, the poisons start taking hold, making them hallucinate further horrors. A net trap envolopes a PC, but by this time they are so freaked out that they run under the barrage of hidden blowdarts and arrows abandoning him. The PCs later hear drumming, battered and bruised they grow a pair and go to investigate a nearby bonfire. There they finally see their companion, strapped to a pole about to be burnt alive as a ritual sacrifice. Strangely, this was the first time they realized that they were being hunted by ewoks, they did not know the name of the strange moon. GIven their superior armements and size, they burst in and save their friend, slaughtering a bunch of homicidal drugged out ewoks in the process. The force sensitive members is disturbed to find the shaman is powerful with the dark side, not too unexpected, given the ritual cannabalism and sacrifices. The shaman shakes his skull staff and pronounces curses on them, they can feel the power of them, but it has no immediate effect other than fear. The PCs flee before too many more re-enforcements turn up. A running battle ensues, with the experienced hunters of the ewoks firmly having the upper hand. Harried and desperate, the PCs don't realise they are being hurded toward disaster. They burst into a clearing that has a crashed spacehip in it, which is the lair of a horrible huge monster. The ewoks stay back out of sight and chant and bang drums. The PCs know that they must defeat the huge monster, or at least get past it, as that space ship has the part that they need to fix theirs. They somehow need to get a hold of it, then make their way back through the forest to their ship and escape. This is where we left it, we won't play the finale for another month or two.
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