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About wilsch

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  1. Green light. If nobody's going to approach this like a formal tournament, you can all have running conversations on what's fun, cool and fair. Too powerful? Not powerful enough? Change it up. Too many choices is probably the remaining challenge but that's easier if the table has flexibility.
  2. Aw, c'mon. I put a big chunk of kosher right there in the first sentence!
  3. Per your request, entirely my opinions: 1. Interesting rules but my group has had no need of them. This comment and the one below it are the best hot takes. I'd just go with a Halo CE-style commonsense approach. 2 & 3. Again, interesting rules and some more gear-conscious groups can get mileage out of them. I'd only complicate a common item by markup due to low supply, and would rather make an interesting encounter or quest out of rarity than a "no." 4. Most players hate this, I've found. It has uses for extraordinary circumstances or sacrifices, though. Don't totally avoid it. 5. We use a set starmap and one player loves logistics, so fuel cells work well, typically draining a few hundred credits a session. I created a logarithmic equation for repair, so minor scrapes are painless but heavy damage carries a price. Upgrades cost a lot more than RAW, but I allow the group to save up. 6. For me, one of those shower thoughts that never seems relevant in game. 7. They were in debt when we started 4 years ago, and had to count pennies for big purchases. Now, they've got a nest egg, but big upgrades can take chunks out -- as well as the cost of doing business in the underworld (infochants, entry fees, special equipment, tributes, etc.). 8. Interesting! Same with my group. They love Star Wars to the point where they don't care about gear unless it's narratively interesting or powerful in a way that's not entirely meta. Early on I introduced a lot of "treasure tells a story" items. Right now they're more immersed in plot, and hooks lately have been emerging very organically, so I haven't as much lately. But can always introduce more. 9. Tried to make it work. Didn't use it. Don't really care for it. Actions have consequences, and timing matters...I'm never for want of subplots or obstacles. I think most GMs would get more mileage out of an accessible treatise on underworld codes and relationships, criminal life and frontier realities. 10. Another table-specific situation. My group loves to think and fast-talk their way out of fights. Also, I've cumulatively houseruled to a point where stimpacks aren't necessary; as a result, Medicine can be used only once a session per target. But again -- that's our focus. Being wounded or laid up is ultimately a narrative driver for us.
  4. Yeah, there was a thread on this in the subreddit a few weeks back, then another just a few days ago aptly titled along the lines of "ship-camping." Definitely something on my mind whenever there's going to be tension on the 'Rim. Let's acknowledge that it's a practical choice. Even if precision isn't possible it keeps heads down. So you don't want to totally remove that logical resort from players, if for no other reason than it undermines seamlessness of the game world. But, yeah. It's an issue. So, any reasonably civilized and populated place will have anti-air countermeasures sufficient to prevent a random madman from shooting up the place all afternoon. Laser and ion cannons, tow cables, missiles that are awfully easy to field for their destructive power. Get only a little more sophisticated and you have patrols and response craft -- where the assumption should be that the ship will go down. On the fringe, though, it's challenging. Typically I use anti-air, earthworks and basic but sufficient defensive measures -- cues to players that it's not as easy as bombarding from the sky.
  5. I'll chime in with an experience and GMing preference similar to Whafrog's. My table, 4 years strong this month, has players who are really into Star Wars and love FFG's dice, but have shown very little interest in any of the game's more structured elements. From the start we used limited custom talents, so house rules have been easy to implement. Frankly, I think the array of weapons and armor would perfectly fit a Borderlands adaptation in its variety. For my group, though, a blaster's a blaster -- it may be bigger or smaller or maybe high-quality but details beyond relevance to the story don't interest them. Nobody minded the removal of Stims. Early on, I allowed Strain expenditures to mitigate damage but realized even that was too much -- so weapon damage consists of Boost, while Soak and Armor are replaced with simplified parameters for Setback. Everything's contained within a dice roll, which feels right for our group, and the modified scale of damage to WT/HT corresponds to my old Strain mitigation setup. (Enemy Wound/Trauma is lowered for pacing.) A few additional rules cover the rest of combat. Players like to get out of scrapes and focus on problem-solving with their entire spectrum of skills, so it works well for us.
  6. Early on in my GMing, I made house rules for a persistent spare parts pool. Repair and modding involve two checks; one against spare parts and the other a Mechanics check. Adding to the pool through salvage is a Mechanics check with difficulty inversely proportional to quality and quantity of the material. Here are the rules. Feel free to ignore, use, or modify as you wish!
  7. I did this a couple years ago. The party was taken into the equivalent of county lockup, so certainly looser than hard time. But for what it's worth, I had the droid player's character fitted with a restraining bolt and taken to one of several garage-like droid pens not unlike the impound lot. His "jailer" was a slow, soft-spoken Kitonak used for maximum comic relief. Left in the dark with a roomful of deactivated droids, the droid carefully removed his bolt and searched the chamber until he found another droid worth switching back on. Before long the party members' allies had bailed them, and since the reactivated droid was years-over unclaimed, the player was able to pay to get him out as well.
  8. I go to Old West gunfighters when I'm looking for some real-world keepers of the peace or scum and villainy.
  9. Yeah, RAW always seemed like a letdown. At WT or HT, every hit deals a crit. Whoa! But you're incapacitated or disabled. Oh.
  10. Oh, gosh! Those are mine. 😍 What I can give you this second is part of a collection of house rules. 95% of what's on the page should be mechanically the same. Actions are reworded to read more clearly, and Never Tell Me the Odds got tweaked thanks to a suggestion from @whafrog who inspired all of this. You can ignore all the other changes, which work to simplify combat into an all-dice affair for my players. Edit: Totally forgot I made a cheat sheet.
  11. Hardly a surprise, but just to confirm: CoolStuffInc replied to my inquiry yesterday, and they're expecting "long delays."
  12. In my order status, CoolStuff revised to Q1 2020, so I assume there's a supply chain matter to resolve. I might send a friendly inquiry but they've been so good over the years I'm not concerned about their hand in things.
  13. Let me put it this way: back in that era, after watching The Phantom Menace, I started to wonder if the originals were all you could get out of Star Wars and have it feel like Star Wars. KOTOR and its sequel were proof that there was much, much more to the setting. The first is BioWare and the second is Obsidian mimicking the first, so if you've ever played Mass Effect, gameplay is very similar apart from turn-based combat. Somewhat flexible progression, loot-style exploration, NPC "unlocking" through successive conversations. It will surely show its age in some respects, but the time I played each was unforgettable.
  14. Absolutely. The Nikto looked like 50 bad guys dropped in a wild shootout a la The Wild Bunch, which squares with Favreau's ability to resist tying every last plot point and character into an overexplained, setting-shrinking knot.
  15. Short of misrepresenting or hiding the NPC's pool, there really isn't any way to conceal skills and characteristics. Of course, high Willpower/Discipline or even Cunning/Deception aren't in and of themselves some kind of mark of evil, especially if the NPC is worldly, or if their motivations are complex. On the other hand, if the NPC is a wolf dressed as Sweet Ol' Grandma...that's a trope with a limited lifespan, and best let the mask drop soon to get on with the campaign.
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