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Mark Caliber

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  1. Mark Caliber

    New GM Question: Experience Points

    I can't remember, but did I make it clear how much we (as an RPG Group) were disappointed by The Last Jedi?
  2. Mark Caliber

    New GM Question: Experience Points

    I'm awarding 20 Exp per session with 25 Exp if they do "Great Things," advance the plot significantly, or achieve a significant mission objective. And this has been a topic that I've been wrestling with on whether or not to scale back my progression. But a bit of background. My PC's started with an additional 350 Exp to start so they were hovering at about 450 Character points to begin with and the average PC is about 1,000 Exp right now. (Some of the newer PC's have less because the players started later). However, the PC's are pretty unstoppable in most routine encounters. Especially when they remember their force powers. I was a bit concerned about how powerful these PC's are but then I realized that the players are having fun. They enjoy getting new abilities, new powers, and increasing their skills. That is part of the joy experienced as a player in this game. And as a GM, I'm there to facilitate an enjoyable experience. It IS fun for a player to be able to be the big unstoppable hero from time to time. I also realized that these PC's are 'glass cannons.' Sure they can take out 2-3 squads of regular storm troopers without too much trouble, but that fourth squad will start causing issues. As we've learned the system, I am able to balance combat so that (If I want) I can ensure that 1 or 2 of the PC's are likely to go down in a session. Space combat terrifies the Players (with good reason) and we all hate . . . nay despise The Last Jedi sufficiently that the players know that they can't "Leah Poppins" their way out of explosive decompression. I also understand, as their GM, that I can start upping the stakes and start introducing bigger threats and more inquisitors.
  3. Uh, based on what you're saying, the Armor Inserts in the FFG Star Wars rules are NOTHING like the Armor Inserts in real life. So with that aside, we have two mutually exclusive statements here. "Turns any article into 'Armored Clothing'" should mean that if you slap this on ANYTHING from a T-Shirt, to a Bikini top, Parka, or any Adverse Environmental Suit, then those clothes automatically convert to the stats for "Armored Clothing:" Def 1, Soak 1, Enc 3, HP 1, Rarity 6. But then you're throwing out this statement that Armor Inserts do Soak +1, Def +1, and 1 Difficulty to spot. So by a strict interpretation of these rules (as outlined in the original post) EVERY Piece of armor that you slap this onto would have the stats: Soak 2, Def 2, Enc 3, HP 1, & 1 Difficulty to spot. (Ahem: My Wookie gets a fuscia bikini top and he's going to install an Armor Insert . . . no wait! It's a bikini top and Armor Inserts are 0 HP. Can I get TWO? That's Soak 3, Def 3, and 2 difficulty to notice? But pft. Who cares? It's a Fuscia Bikini top! Everyone's going to notice THAT! No wait, he's a FSE with a rank in Indistinguishable, so NO one will notice him. ). However, if I were to permit this item in my Star Wars game, I'd just use the +1 Soak, +1 Def on ANY armor. (And ALL of my Stormtroopers would be sporting armor inserts).
  4. Mark Caliber

    Starship combat house rules

    Cool, I'm interested in hearing about your findings. Thanks.
  5. Mark Caliber

    Starship combat house rules

    I think you have a good set of assumptions for these alternate rules. I would think that the narrative dice pools would be relatively easy to assemble. Using the opposed pilots skill as the base for the attacker's opposition will definitely favor well skilled pilots, but that would seem to model aerial combat pretty well. So most mooks would be targeted with an opposition of RP (Red Purple). If a target ship has a Positive handling rating just add an equal number of black dice to the pool & if the handling is negative, that would add blue dice to the attackers pool. And I would recommend increasing the difficulty (not upgrading difficulty) of attacks based on range. So Close Range adds no difficulty, Short range adds 1 purple, Medium Range adds 2 purple, and Long would increase difficulty by 3 purple. This makes a lot of sense. I like it. So by way of clarification, is this what you are thinking of doing? If so, this doesn't sound all that difficult to me and I'd be interested to hear about how this system works for your group. We're using the starship combat rules as written, but the group is using Sil 4 freighters vs mostly TIE Fighters and those TIE's tend to die rather quickly. (One hit is usually sufficient to take out a TIE Fighter. Kind of like how the Mitsubishi Zeros would light up like a fourth of July firework if you hit it with a single incendiary round). And on pain of repeating myself, I think this would be a better mechanic overall. Not bad. And by keeping the existing rules, to further encourage survivability, I think you have a good model.
  6. Mark Caliber

    "For Pay" Medical Facility - Fair cost?

    In short, the combat was needlessly protracted for five turns.
  7. Mark Caliber

    "For Pay" Medical Facility - Fair cost?

    Like HappyDaze pointed out, it still didn't stop our entire crew from stabbing ourselves every turn to keep ourselves in some pretty desperate fights. He can also attest to the fact because he was the GM for those sessions!
  8. Mark Caliber

    "For Pay" Medical Facility - Fair cost?

    I DO from personal experience. In one of my first campaigns we'd buy Stimpacks by the gross and our combats turned into comical video game mechanics of having PC's stabbing themselves repeatedly with Stimpaks while firing recklessly at the enemy . . . while the enemy was doing the same . . .. And the stimpak talents may arguably be more important, when employed, as the talents leverage healing more.
  9. Mark Caliber

    Interesting ideas for dangerous Imperial plots?

    I do have a kernel that I can safely disclose from my campaign. My group is currently tasked with discovering what's going on on Bestine. The Empire has recently interdicted the former resort world and traffic to and from the system is now HIGHLY controlled. The PC's job is to visit the world and try to uncover what's going on now. Simple recon mission, no? They're three sessions in and they are NO WHERE close to getting to Bestine. <And still no devil smiley emoticon . . . > In short, they need to procure the proper permits to arrive to Bestine without being blasted out of the sky before getting the chance to visit. And in the defense of the players, they DID take a side quest that I wasn't expecting. Whatever the Empire is doing below the salty surfaces of this mostly water world Force only knows . . . . I'll update you later as the plot thickens.
  10. Happy Daze is correct. The grenades aren't really grenade like. However, I do house rule that they are "more" effective, especially against mooks. Ranged Heavy is more effective in serious combat as you can reach out further and do considerable damage. The group of PC's that I run has a markswoman who is pretty well guarantied to drop any opponent within long range. But wouldn't be able to do that with RAW grenades. My group has also had engagements where one of the party would hop into a ship's turret and blast away at waves of inbound well armored battle droids. That character was using the Gunnery skill, and without that skill, the group may have been overrun as its REALLY hard to hit a Sil 1 target from a Sil 4 platform. Plus if your character is armed with a Lightsaber, then the lightsaber skill is vital. Lightsabers can do all sorts of wonderful things, like ignore all soak, reflect & deflect inbound damage, improve your defensive bonuses, inflict vicious wounds, etc. (I'm still learning new things for the lightstabbers* as our group is just beginning to use them). So no. Ranged Light is a useful combat skill, but it's as useful as the other skills, based on the situation that you find yourself in and the weapons that area available. * - This was originally a typo, but I like the typo too much to correct it.
  11. Mark Caliber

    Interesting ideas for dangerous Imperial plots?

    As an active AoR GM, I also have "secret" plans in the works. BUT, one of the plots that I have used effectively was to have the PC's sent in to search out the secret plans for a new Imperial fighter system, fit to replace the Tie Fighters. They found themselves uncovering the development project for the TIE Interceptors. The blasted thing was that the PC's were "THIS" close to destroying the entire development project for the TIE Interceptor. ! I must be more careful about giving the PC's that much world changing opportunity. Although a Star Wars campaign where the Tie Interceptor was never built? The PC's DID however, delay the deployment of the TIE Interceptor. (Go Team)! Here's another thought. The planet Rothana is a secret research world with a number of independent Imperial research projects (and this was the location of the aforementioned projects). It can make a nice setting for a Cloak & Dagger escapade. The PC's did learn about a competing "Project Alpha" and the Empire has already deployed a handful of Alpha Fighters that the PC's have had a chance to interact with already. There were also a couple of super tall combat droids that the PC's ran into on Rothana as well, but they only learned that these prototype combat droids were hard to fight . . . I do have the benefit in my campaign that we're still early in the time line and In My Star Wars Universe (IMSWU) ships like the A-Wing, B-Wing, Tie Defender, etc are still either on the early design boards or are slated to be developed later.
  12. Mark Caliber

    2.0 T-65 - Loose wings?

    I'd recommend NOT using petroleum jelly as it may eat the plastic. Petroleum jelly is a solvent for POL substances . . . like plastic. I like where Piscopas is thinking but Petroleum Jelly isn't the right substance. The office supplies sell a substance called "Adhesive Tack." You might want to try that and see if that helps. It's pretty pliable and you would need VERY little to set into the wing joints. And if the issue is actually with keeping the wings closed, applying a drop on the wing tips might work (?)? That's the best I can think of right now. Hopefully we'll be able to figure out a better solution. I've seen the Saw Guerra X-Wings and those foils are too tight to work properly. I figure that having the wings too loose may be a better product, especially if there's an after market product that we could apply.
  13. Mark Caliber

    Z-95 early war squadron

    Very nicely done! If I may make a recommendation, I've found that painting the cockpit glass in a hi gloss finish works nicely to give the cockpit that glassy look. You could use a high gloss clear coat. Another option would be to use a high gloss oil paint in a darker primary color (blue I think is common, but whatever color was predominate for the interior of the cockpit works). I'm also impressed with the numbers & star pattern on the wings. I know how difficult those fine patterns can be, to get on correctly.
  14. Mark Caliber

    Piloting, is it overated?!

    Cool. Thanks!
  15. Mark Caliber

    Piloting, is it overated?!

    To answer the earlier question about the group composition, YES, there is only ONE PC with a decent gunnery skill. And that's kind of why we introduced . . . The HAWS! He fills that one missing gunnery chair comfortably . . . while possibly being an Imperial mole . . . (WHERE IS MY DEVIL SMILEY EMOTICON)?!?!?!? To be fair, all of the piloting is done off scene in my campaign. Although I do get a perverse pleasure from introducing an encounter with, "You all hear Celeste scream over the intercom; 'BATTLE STATIONS! We're under attack!'"
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