Abyss

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  1. When you resolve dice, you can resolve all dice that share a symbol (in this case, melee damage). You resolve them one at a time, so if you had one dice with 1 damage and another with 2, you'd resolve them separately but end up doing three damage. This is important if you wanted to target different characters, for example, or in the case of something like Second Chance (you can use the first dice to remove Second Chance, and the second to do it's normal damage). The exception is modified sides, which are resolved at the same time as one of your other dice, and are combined together. In this case, if you had a 2 damage side and a +1 modifier side, you'd resolve them together for three damage. Again this can be important for certain effects like Second Chance (in this case, the two damage with a modifier is straight up worse than two individual damage dice. There are cases where it's the other way around).
  2. I didn't hate the movie. But I was very, very disappointed. I felt that they had the seeds of some good ideas, but they squandered the potential and didn't really have much pay off in the short term to make up for it. A lot of the movie was straight up boring, and that's really bad for a SW movie. Having said that, there were some great moments, and it felt unpredictable for a SW movie...But overall they were moments in a much longer film, and unpredictable does not inherently make it good. On specific things: The First Order vs the Resistance: I hated the whole lack of 'logistics' with the 'war'. The First Order apparently being able to conquer the galaxy in a matter of weeks with no explanation at all, and having all this super advanced technology that they got from no where. The Resistance consisting of three capital ships. The Resistance 'allies' who weren't defined in any way. The complete lack of any actual battle tactics or logic to set up the plot/'cool scenes' that weren't actually that cool. Overall the whole thing is just a **** mess that makes no sense, and it largely comes down to a lack of world building. Which is ****ing ridiculous for Star Wars. The whole 'chase' plot: Ugh. Terrible. Stupid, plot holes, pointless. There was no sense of tension to it, no reason to care. Admiral Purple Hair butting heads with Poe was pointless because she had no reason to hide the information and it was done to cheaply draw out the story. The whole idea of sneaking on to Snoke's ship was dumb, the Casino planet side trip was awful (I could write a lot more about it, but yeah. Just garbage). Maz cameo would have been great it anyone gave a **** about Maz, shady thief guy ends up being shady thief guy (and somehow knows about the plan that none of the other characters knew about???). Also he wasn't Lando, screw you guys, Lando would have at least helped salvage that mess. Back to the chase, Admiral Purple Hair had to make a HEROIC SACRIFICE YOU SHOULD REALLY CARE ABOUT by staying on the ship....then spends the whole time looking out the window? Oh wait, she suddenly realizes after the plan fails and the First Order blows up half the remaining rebels that she can use the ship as a super space bullet. ****, you'd think maybe someone might have thought of using that earlier in the series (but hey, it did at least look REALLY freaking cool, I'll give them that). Poe: Gets a win by being rash, but gets a lot of people killed. Then decides to do the exact same thing. But at the end he learns his lesson, and doesn't get everyone killed to win! Yay! Except....they would have just all died anyway if it wasn't for something he had no way of predicting, so they probably actually should have bet everything? I don't know. Somehow that makes him the leader now. Which is fine, but the way they got there was just very poorly done. Humour: The movie actually had a lot more humour than I expected. A lot of it wasn't necessarily bad, but it didn't really feel like a Star Wars movie. Like Poe is apparently Tony Stark now, I want him to get an X-Wing that turns into power armour. BB8: Okay, so he's R2 now. That's fine I guess. He's fine. BB9 is stone cold badass, maybe he can become the main villain. Leia: I liked Leia well enough, not really surprising. I actually didn't mind the idea of her using the Force to save herself but (again) it was just done really shoddily. It should have been a quick thing, I can totally accept that Leia could have done some Force training, she's not the kind to leave an advantage like that off the table. But straight up being able to try through space and then it never being mentioned ever again? Stupid, stupid stupid. Also Carrie passing away unfortunately leaves them in a really bad position; with them saying they won't CGI Leia that pretty much leaves them killing her off screen or her being 'mysteriously absent'. Finn and Rose: I really want to like Finn. He's charismatic, and he should fill a nice wild card in the series. But I just can't really give a **** about him. Rose was okay, but both of them being stuck in the worst parts of the movie really killed their potential as interesting characters. Phasma: Just because people compare her to Boba Fett doesn't mean you have to give her the same level of screen time as Boba Fett. Sigh. I actually really enjoyed the fight scene with her, but it's about thirty seconds and that's it. I'm totally okay with her being dead, because they don't really need to mess it up a third time. The last battle: Snore. SW has had a ton of amazing set piece battles, so you've got to do something special. Red stuff isn't enough. Honestly, this was just boring and felt ultimately pointless, not good for the film's climax. The main exception to this was the Falcon, because **** yeah Chewie and nostalgia and awesome. I was expecting Luke to show up in his X-Wing and bullseye the big stupid gun thing, and I'm kind of disappointed he didn't. Chewie: Rrrrrrggggggggghhhhhh! Porgs: I loved them. Cute as all ****, funny, but didn't actually take away from anything. I'm guessing most of the people who hate them went in to the film already hating them, and nothing would have changed their mind. Rey: I don't hate Rey, and I think I liked her here more than TFA. But ultimately, she just feels too safe. I don't think there was ever any real tension of her being allowed to turn to the dark side, and ultimately that means nothing really happens with her story. I did like that she *wasn't* some established character's kid, that was a nice twist (considering this is SW). Luke: I really liked Luke, although yeah - I think at least part of it was it felt like Hamill just being a cranky old man rather than Luke. But I enjoyed his characterization, I enjoyed his swagger, I enjoyed seeing what had happened and where it left him. But I can certainly understand why some people would hate it. And I really, really dislike them killing him off (or 'force ghosting' him), because I was pumped for him coming back in episode 9 and being a super badass (See you around, kid), and then NOPE, sorry suckers. Really put a downer on the end, and not the right kind of downer. Yoda: So Yoda's Thor now. The staff is clearly Mjolnir in disguise. Seriously though, him showing up was a nice cameo but felt kind of silly; exactly what constraints are there on him as a force ghost, and why aren't there a bunch of them running around doing everything for everyone? Kylo: Kylo gets a lot of flack, but I think he's a great character (he's just not the character a lot of people want). And they absolutely knocked it out of the park with him...until the end. He gets knocked out, Rey gets away without any kind of real resolution, and then he immediately goes back to being the whiny idiot that haters claim he is. Ugh. Way to **** it up. He really, really, really needed to evolve after killing Snoke if they wanted him to become the big bad; he didn't, and now there's no reason to give a **** about of him because it's almost inevitable we'll just get a rehash in Episode 9 until Rey beats him up again and he loses because he's the bad guy. Yaaaaay. Snoke: Man, such a waste. I don't mind him dying; I do mind him dying with not even an attempt at giving him a backstory or making him anything more than Diet Palpatine. Silver lining: he definitely won the Pimp Lord of the Sith contest. I absolutely expected him resurrect like he was Dracula when we had the shot of his body, and I think with them failing to evolve Kylo that's the only way they could have salvaged it. And now, it's simply too late. Absolutely squandered potential. And man, I think that's about enough.
  3. One thing: Most LCGs are playable with one Core set as an introduction, okay with two, and the 'real' game has three Core sets. With L5R, I found playing with one Core absolutely horrible, and gives a very distorted view of the main game - games tended to go very long, as several factions find it hard to achieve the basic win condition without the consistency you get from extra Core sets. In comparison, something like A Game of Thrones 2.0 had a reasonably playable format out of a single Core. As such, I'd really recommend trying to start with at least two Cores to get some idea of how the game actually plays, with three being preferable if you really want to have a two player game. From there it's a matter of whether you want additional options or not.
  4. In terms of giving one faction a massive power boost by releasing more cards - when done right, this shouldn't happen. More cards does not automatically mean more power, as long as they don't double down on the things that already make a good faction good. E.g. if we got a Lion pack that gave them more ways to abuse free characters, easily smash provinces and counter all their weaknesses, then yeah...that would be bad. If we got stuff that focused more on other themes, it would create different decks, but wouldn't necessarily create more powerful ones. The optimal goal would be to have each faction have multiple viable themes. Having said that....I don't think Phoenix is really the faction that needed the first pack, and I play Phoenix. I think the Shugenja/Spell theme was already pretty solid or very close, so I do think this could certainly put them on another level compared to some of the weaker clans.
  5. Generally speaking, FFG tends to announce things pretty far in advance, often between 4-6 months in advance. The 'six packs in six weeks' thing is definitely not their normal way of doing things; as such at this stage I think until we get an announcement it's all guess work (particularly depending on whether it was planned to be done early in development, or they decided to do it later on). Realistically, I can't see them not doing something reasonably quickly, as it would defeat the point of doing the increased schedule for the first cycle. I'd except some kind of announcement in the near future, but whether it'll be the second cycle or a deluxe feels like it would just be guesses at this point (ignoring rumors from people potentially in the know).
  6. Honestly, they aren't really that similar, and which one you should be interested in comes down to what you want. Legion is a competitive wargame. I'm assuming the Core Set can be played as a board game, but it's intended you build and play your own armies. If you don't have anyone who's going to engage with you on that, it's probably not worth it. IA skirmish is a 'squad based' competitive combat game. It's the closest equivalent to Legion, with a difference in scale (and, I'm assuming, the associated changes in complexity/time involved etc). IA non app Campaign is a cooperative team RPG versus the Imperial player, who usually ranges somewhere between a competitive opponent to a GM facilitating playing the game for the other players. IA app Campaign is a cooperative team RPG , except that there's no Imperial player so it's entirely cooperative (and can be played single player). Realistically, at this stage you probably wouldn't buy the game solely to play it with the app, due to the (comparatively) small amount of missions, but this will change (though we don't know how quickly). Of course, if you're buying the Core Set anyway, you've still got the ability to play the other modes of play; the app simply adds a third option.
  7. It's specifically listed as 'Not yet implemented' in the app, so right now it does nothing. Presumably because imperial deployment is not quite as simple as 'deploy x threat', but without knowing the details behind the app it's hard to say. Hopefully they'll implement it in some way; if not I'd expect her to at least get some kind of replacement effect for it (I hope they implement it, as she's one case where being able to switch XP cards would be really useful, being able to swap out if you don't have an ally).
  8. Traitor's ability is very good. None of the reviews really pointed out the potential of just stacking a ton of guns on him and the opponent basically can't do anything to stop him shooting them in the face, on top of any other tricks. But yeah, his dice kind of sucks at this stage - if we get some cheap 'indirect guns' I think he's pretty good (especially if we get anything with Redeploy). Vandalize and No Cheating are both counter cards. Both are good enough to see played in the right meta.
  9. Then....don't use all that stuff? Honour is a resource, and more so than Scorpion than other clans. If you're spending more honour than you can soak, you're running too many cards that cause you to lose honour. Look at alternative options for some of those slots.
  10. Yes. 3PO lets you resolve one dice and that's it. Any cards that lets you resolve a dice works the same way. You can chain specials if the 'focus' effect is a special, e.g. you can use a Datapad to turn something to a special, then resolve the special.
  11. I find the idea of it being due to balance issues being very unlikely. It's not like this is their first LCG, and that there haven't been balance issues before (e.g. first cycle Lannister in Thrones 2.0). But overall FFG tends to be pretty cautious about innovation or changing their basic model of operations; I can see them designing the Core and first cycle, then realizing the marketing potential of doing a fast release of the first cycle. But probably not straying too far from the basic idea of Core -> Cycle -> Deluxe -> repeat.
  12. I think that bolded part if flat out wrong. Destiny is from a company known for making games where you get everything, and uses one of the biggest franchises in the world. I think the plan was ABSOLUTELY to try and get people to collect everything. I'd agree that collecting full playsets is unnecessary for most players, but do you really tell people 'You don't need to have Vader/Luke/Han/Chewie/Leia/every other main to enjoy the game' and expect that to be the end of it? Ultimately the cards that people really want for fanboy reasons are going to be Rares and more often Legendaries. No one's buying the game to play Bala-Tik and Snap.
  13. I can't see FFG doing it right now, simply because they've already started expanding in to it with other franchise. Well, I guess I can see FFG doing it because they seem to love cannibalizing their own games, but it feels like a dumb idea in the near future.
  14. A lot of these kind of question can be answered by looking in the Rules Reference Guide - https://images-cdn.fantasyflightgames.com/filer_public/22/31/22316885-4d9a-4c2e-82e4-b6037c91a4e0/swd_rules_reference_15.pdf Basically: Readying the character has no impact on the dice - any dice in the pool remain in the pool, any dice on the character will remain on the character. However, when you then go to activate the character, you only roll any dice that are on the character. Dice in the pool remain as they were. E.g. you roll in Mace with MoTC, rolling damage and a blank on Mace, and a special on MoTC. You resolve the damage, then next action resolve the special. Mace readies. Now when you activate him again, the blank dice will still be in the pool, so you only roll the other two dice. The blank dice will remain in the pool and is treated normally (i.e. you could still reroll it as normal after activating Mace again).
  15. I'm definitely not looking for prizes - I'm 100% in the LCG/FFG fan demographic. Those kind of players are used to not having prizes, so they are probably fine with that aspect....but most of them aren't used to paying hundreds of dollars every 3-4 months for something that they'll only be able to use competitively for a year or two. Yes, some of those players will be happy to wear the cost, that just care about having a 'Star Wars game with good mechanics that's fun to play'. But for a lot it will simply be too expensive, what will cause them to leave the game, and at that point FFG needs to find someone to fill that gap (and pay to support the game). To my mind, it's either CCG players or casuals, and I don't think the game supports casual players as the main financial base to support the game.