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Everything posted by penpenpen

  1. A literal plate of armor can give you a defense rating. Or soak. It's still a plate. A vaguely defined energy field that stops laserbolts from killing you by stopping them before they hit could do so by soaking it or making it miss. This is not a simulationistic game.
  2. penpenpen

    Lightsaber Colours

    I force my players to pick a colour; the name of the colour has to have the same number of syllables as the damage rating of their lightsabers. I guess that means it'd change when they upgrade the damage rating, but for whatever, it seems the players have don't really want to do that anymore for some reason...
  3. But... there are no range modifiers in vehicle combat. Trampy, maybe you shouldn't take the correlation of fictional physics and a fairly arbitrary set of game rules so seriously when both are mostly there for narrative purposes. The game system lets you fluff what happens pretty much however you like and we all know that a new piece of star wars media tomorrow that makes all we thought we knew about how shields work invalid. There are no hard and fast rules, and it doesn't matter one bit if shields are deflecting or absorbing shots to wether you use soak or setback die rules to symbolize shields protecting you. It can be fluffed either way.
  4. penpenpen


    Depends on where you look...
  5. Of the really big shields, we've seen like... four get knocked down? Two of them (Hoth and the Gungans on Naboo) were dealt with by troops slowly moving through the shield and shooting the generator. At Endor the rebel fighters might've been able to slow down and move through the death star shields, but when there's a death stars worth of guns are pointing your way, it's abad time to come to a near halt. Luckily the ground team knocked out that shield. This pretty much leaves one instance where a theater shield has been breached by force; Scarif. I think it's safe to assume that the shield gate was the weakest spot, as otherwise the rebels would've been idiots attacking such a well defended point. Still, it takes smashing TWO Star Destroyers into it at the same time to take it down. We also see that slow items do not pass through it, as the x-wing that wrecks against it slides to a near stop on its surface without falling through. The Scarif shield might be exceptionally strong though, as the rebels seem somewhat surprised that their X-wing cannons are having little effect. But yeah, I think the notion of wearing shields down is mostly from the video games, because we dont really see it in the movies.
  6. Easy there, fella. Dial down the paranoia a few notches. Neither the house of mouse nor Lucasfilm has much, if anything, to do with the particulars of how FFG's rules work. We are never told really told exactly how ship shields work, but does seem like ships can and do take damage before shields are depleted. They might not even work the same way as in Star Trek, where the shields essentially have an HP pool that needs to be depleted. It's quite possible that shields in star wars are more constant and are depleted mostly from actual damage to the ship, rather than impacts to them. It might also be that a shield has a certain treshold value, and if exceeded by a hit, that hit might blast through the shields, hitting the ship. Also, remember that if roll fails on your defense dice, that means that, even if the attack is ultimately successful, the shields have reduced the damage. Well, if it makes sense or not depends on your assumption of how shields work in star wars. Yes, well, god forbid that we engage in role playing. Look, this is a narrative system. However you want to narrate a dice result is up to you. Technichally yes, but starship weapons would still turn you into paste, so it doesn't really matter much. That does indeed seem to be how it works in Star Trek. Go nuts if you prefer it that way. If you're going to use such technical terms, I'm going to be confused. How about you search the EotE GM forum and the AoR forum for starfighter/vehicle combat tweaks. There should be several threads.
  7. penpenpen

    Snipers in combat?

    Ok, Trampy? You are being overly literal and narrow-minded again. If hide in the bushes and shoot at people, eg snipe at them, I am a sniper. Of course, in the army I wouldn't be called a sniper, because they use it as an official term and thus add additional meaning to the word, as in "someone we have recognized as fulfilling our skill requirements for the job of being a sniper". Then again, if I hide in the bushes and shoot at the army, you know what they're going to shout? "Take cover! It's a sniper!" I've been the army too (well, an army) and learned one of the most important lessons of all; what something means in the military is not always what it means in the real world. And just so you don't have to bother: I know you love your dictionary definitions. And that's not getting into you completely neglecting my point about giving minions talents in lieu of skills, if you want a skilled sniper minion, but hey, that's par for the course, so I'm not mad. Nor surprised. ... Also, didn't you bring up your experience from the Air Force to prove you were a qualified expert on nap-of-the-earth-flying a while back? You were an Army sniper too? I didn't think it'd be possible to find the time with all the low-level flying. That's impressive, man.
  8. penpenpen

    Snipers in combat?

    Only if it's a good sniper. Technically, anyone who sneaks around with a rifle can be called a sniper. Not everyone needs to be a special forces-trained elite marksman. That said, make it a group of two minions (shooter and spotter) and that's a skill rank right there. With an accurate rifle and aiming, that should make a passably accurate shooter. If you want to go further, make it a sniper minion with a rank of true aim or two. Talents are an excellent way of representing skilled minions without fiddling around with how minions and skills work.
  9. penpenpen

    Snipers in combat?

    I see your point, but to me, it depends a bit on what I want the sniper(s) to do. If the focus of the encounters is going to be "Oh crap, a sniper is targeting us!", then sure, it more or less needs to be a Rival/Nemesis. But if you simply want to spice up a more traditional encounter, I think it'd be fine to throw in a two-minion sniper team or two as enemy fire support. They'd probably be more a nuisance than an outright threat, and even if you don't require the PCs to make a check locate them, just getting within range to deal with them can lead to interesting tactical dilemmas when dealing with more conventional opposition at the same time. Of course, you can always go the sadistic route and engage the PCs with a close ranged Nemesis who's supported by a hidden sniper nemesis. If the PCs gang up on the close ranged one, they will have a hard time spotting or perhaps even taking cover from the sniper, and if some of the PCs split off to deal with the sniper, there are fewer to deal with the close range threat. Another idea that struck me regarding the "lone, hidden nemesis sniper" approach would be to use a little bit of misdirection by using the squad rules. Have the nemesis sniper form up with a single minion (a spotter) and get access to some useful "formations", all of which are easily explained as the assistance of a competent spotter. Should the PCs locate the sniper and return fire you can simply let them kill the spotter minion, allowing the nemesis to cut their losses and slither away. Upon closer inspection, the PCs may find the body of the spotter and, depending how well they succeeded and/or spent their advantages when spotting the sniper (team), may mistake the spotter for the sniper and be completely unaware that there was ever anyone else there. Repeat this and you have a recurring villain while the players scratch their heads and wonder how many elite, glass cannon snipers the enemy has to send after them...
  10. penpenpen

    Snipers in combat?

    With this in mind, I need to set up an encounter where the opposition consists of just two well hidden minions at extreme range with a long range comlink and a pair of electrobinoculars. The players usually get annoyed enough when an unseen sniper starts taking potshots at the PCs. Someone calling in air/artillery strikes on them without the common decency to give away his position by taking the shots himself should drive them mad.
  11. penpenpen

    Are these Minions or Rivals ...?

    I'm pretty much with @Stan Fresh on this one, as there's no need, and more importantly, nothing gained, to play coy about who's what. I will however add that if your players feel the need to ask, you've failed in your description of the opposition. "Five guards by the gate" would almost certainly be minions, while "a burly guy with a leather jacket, a mohawk and expensive looking blaster carbine" is quite likely a rival/nemesis (this distinction is less important).
  12. penpenpen

    Rakghouls and the one hit KO problem

    If you want to go all out horror, I've only come across one RPG that does this really well. Dread. It could be easily used in any setting, but pretty much requires one-shot scenarios with characters adapted to it, so making it a part of your regular campaign might be a little tricky and probably not advisable. BUT, if your players are fine with a "Now for something completely different"-episode, set up a Dread scenario where the players take the role of some of the pirate crew and turn it into a merciless survival horror against the rakghouls. Then use the moment where this scenario wraps up be where the regular PCs arrive (coming to the rescue) and enter the story. The perspective then changes, the players take control of their characters again and the game reverts to a more straight forward, but horror-themed, action adventure. With the dread scenario acting as a prologue, you should be able to throw the PCs right into the mix with a minimum of set-up. As for the rakghoul plague itself, the suggestion to slow it down is a good one and can be a fun way to use destiny points, by either the GM flipping one to progress the disease (or outright turning an infected NPC) or just advance it at fixed intervals where the players can spend DP to hold it back. Alternatively let the players flip a destiny point when getting injured to not get infected (turn out the injury was not a bite, but merely being slammed into a wall or something) forcing them to keep a paranoid eye on the destiny pool. Any rolled despair is also, of course, worth it's weight in gold here. When it comes to a cure, my suggestion is to be coy about it. Have some people insist that there is no cure while others express disbelief that someone would deliberately release rakghouls with no cure for themselves. Maybe they get access to cure early on, which turns out to merely slow the process down letting you both have your cake and eat it when it comes to fast and slow transformations. Maybe rather than flipping destiny points, they have a finite number of "cures" to slow down infection. Also, be vague about the details of the plague. Does every bite infect? Does a claw scratch? How close is and infected PC/NPC to turning? How many stages does the infection have before turning. By all means, figure this out beforehand, or just claim you did and play fast and loose with the exact conditions to create the appropriate amount of tension. Remember, you don't need to kill any PC's to build tension, only convince them that there is chance they might die.
  13. penpenpen

    Help with handling an optimizer please

    This. Murder hoboing nets you very few friends and quite a lot of enemies. Start looking into opposition in vehicles. You don't need to throw in an AT-ST to make their personal weapons rather ineffective. Gangsters blasting away from the safety of an Armor 1 or 0 land speeder are a lot harder to deal with. Even if you let the PCs target someone shooting from a vehicle directly, it should require an aim maneuver with two setback dice and probably another setback dice worth of cover, and that's just goons doing a drive by. Just putting an opponent on a speeder bike can make them a lot tougher to deal with, especially if their highly into dual wielding as this tends to cap their range at Medium. Mobile opponents using vehicles or even rocket packs can quite easily stay at long range, meaning the PCs need 2 maneuvers just to get within range. That means aiming is usually out. Also considering starting to saddle them with obligations like "bounty" or "criminal". They will sit up and take notice when their total obligation hits 100 and they can't spend xp anymore, and obligation scores tend to be things you can't blast away. Let's say that every time they get into a fight with the empire or local gangster syndicate (or police department), you bump their collective "Criminal" or "Bounty" obligation by 5-10 points as more people start looking for them. They don't even have to be recognized as the obligation can just as easily mean that people are looking for whoever did it. That should send them looking for less violent and/or more subtle approaches fairly quickly. But of course, this could also mean that the game starts devolving into a power struggle where the players feel the need to step up their game to beat you, and/or quit if they feel they can't. Returning fire to the point where they can no longer solve every problem by blasting it might make them re-think their playstyle and adapt to something you (and hopefully, they) find more enjoyable, but if what they actually want to play is an ultra-violent power trip, maybe it's better to just have a talk to see if you can find a playstyle more agreeable to all of you, or just maybe start looking for a different group. Luckily, it seems that taking the ultra-violent murder hobo approach to RPGs is something a lot of players do merely because they can get away with it. When they no longer can the problem usually starts working itself out.
  14. penpenpen

    How long does Star Wars RPG campaign last for?

    I've been toying with the idea of capping skills as well, but realized pretty quickly that there wasn't much need for it, since people to a lot greater extent go after talents and force powers. Every campaign I've been part of, skills tend to lag behind rather shoot ahead. I've felt a stronger need to cap characteristics at 5 (barring special circumstances) than even bothering with skills.
  15. Realistic? Don't be absurd, it's a D20 system.
  16. penpenpen

    Blaster restraining bolt (stun lock)

    Even if the locale is fine with stun blasters, it would still be both unpractical and risky to allow people in with "real" blasters, deactivated or not. And given that's it's probably not terribly hard to disguise a blaster as a stun blaster, I can't see anyone in their right mind having their guests check all their blasters at the door, stun or otherwise. The only possibility I could see is a casino possibly lending a VIP guest one of their own stun blasters, but it's probably more likely they provide him with one of their own armed guards if there is a need for extra security. If you want to give your players a challenge to get in there still armed, make that challenge getting their blasters past security. Hiding blasters is an excellent excuse for making silly fashion choices after all.
  17. The DH-17 carbine was statted out in Forged in Battle (I think) as an Enc 2, ranged (heavy) weapon with damage 8, inaccurate and auto-fire. That makes it something like an Star Wars Uzi.
  18. penpenpen

    Are "zip ties" in the game somewhere?

    And also probably usable as makeshift hand restraints in a pinch. Encasing someone's hands in hardened foam should be fairly quick and effective, depending on how fast it hardens and how hard it gets.
  19. You're right. There shouldn't be. Yet here we are. Hence the trolling theory. Also, considering your usual tone, that must be a cosy glass house you've got there, seems to have a pot and a kettle and everything.
  20. Truly this must be trolling. I refuse to believe that people are actually equating hearsay with first-hand experience. If this is true, we are currently looking down toward the point where we imagined peak stupidity would be. And as for "regurgitating other people's opinions", there is a slight difference between "I repeat these points someone else made, because based on my experiences of the topic at hand, I agree with them." and "I have no direct knowledge of the topic at hand other than what someone else has told me, and since I have no first hand knowledge, I can't be sure that I would agree with them". The second statement is not necessarily invalid, but it's a pretty poor substitute for first hand knowledge, and terrible for subjective judgement. It's fine to read film reviews and decide that a film is probably not for you, but you can't make an informed critique about it. Sure, you can have an opinion, but it's not an informed opinion and you have nothing to contribute in a discussion of the film's qualities. Also, it's kind of hilarious and sad that someone who refuses to spend 2-3 hours seeing a film they might not like spends a 2-3 times (or more) that amount of time trying to argue the points of said film.
  21. Well to be fair, those answers are very easily missed for those who haven't seen the film. Just because we have doesn't mean we can get on our high horses and claim that their criticism makes no sense and that our opinion is more informed. EDIT: And due to the very real chance of running into Poe's Law, I will clarify that that the above statement was intended as sarcasm.
  22. penpenpen

    Are "zip ties" in the game somewhere?

    Which also means that if you have a tool kit, you're quite likely to have some already. And/or mesh tape.
  23. penpenpen

    Our GM has no Hope!

    Since there are people (quite a few, actually) that actually like and think TLJ is a good film, you're demonstrably and objectively wrong about that, which is one h*ll of an acheivement when discussing subjective qualities.
  24. penpenpen

    Alternative Social Skills

    This is pretty much exactly how I'd handle it, except I'd probably skip a separate roll for mechanics/knowledge/etc and just hand out some boost dice based on the character's skill level (or possibly setback dice if they're faking competence/knowledge they don't have). As working out the result of check can be fairly complex compared to simple pass/fail checks, I usually avoid making extra checks unless they can lead to interesting results. If the case is something like a character's mechanics skill might be to their advantage in a social check, I'd cut out the middleman and just modify the social check with boost dice and possibly upgrades. Of course, the inverse is true as well. If you're trying to bluff your way out of a situation with a faked reactor leak or weapons malfunction, but have the technical aptitude of a scruffy nerf herder, I might throw some setback dice your way.
  25. penpenpen

    Our GM has no Hope!

    Double post.