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PS-29-3

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Everything posted by PS-29-3

  1. A quick question we had in a game. We understand how skilled and unskilled assistance works. We know how speaks binary and improved speaks binary work. Do these combine? We can't find anything RAW about this. Does anyone have house rules they use for droids assisting players they have used with good results?
  2. What does everyone think about the Faust species? He will be a reoccurring nemesis in an upcoming Clone Wars campaign. The only two Fausts I know of were involved in medical/science field, so it would make sense to give the a rank in Medicine or Education. All I can find on Wookieepedia is:
  3. After getting feedback here, I'm working on some revised homebrew rules for crafting generic droids. I will share it here after play testing it some and hopefully be able to get any of your feedback to refine it further. I'm basing it off the idea how custom schematics work and I have it purposefully generic so it's easily compatible to any era.
  4. Hi everyone, A little background to start for one of my gaming groups. Because of Covid, I play in an online campaign with people in different countries and states. I am in a group of 7, which is quite large for my liking but the GM decided to go ahead and is handling that group size well. He was fortunate to be able to find and buy every book and has systematically included every adventure module into the campaign. It will be three years long. One year for EotE, one year for AoR and one year for F&D. Things have been going smoothly and everyone is having a great time. However, recently the GM sometimes can't make it due to work and this is starting to be reoccurring. I was recently asked by this group of players and the GM to start a campaign in the Clone Wars era since I also GM another game. They idea we came up with is we will be playing these two campaigns but they are linked into each other. The current campaign I'm a player in, the characters will shift from scum, to rebels, to force-sensitives. The weeks the GM can't run the game, I will GM the Clone Wars campaign. The Clone Wars campaign will tie into and culminate with how the primary characters were rescued as children and hidden after Order 66. My campaign will be a prequel and explore the dynamics behind how that shaped the current players but also the unique circumstances of Clones, the Jedi and the Republic vs Separatist. Each of the players will be playing a new secondary character, either clones, Jedi or republic officials in this game. Depending on the length of the campaign, which I'm currently planning to be much shorter than three years, these character will likely be killed off or retired and become key NPCs in the primary campaign we first started playing, any surviving Jedi will likely be turned to inquisitors and any clones will be mercenaries. I'm not as familiar with this era as some but I'm currently consuming all the Clone Wars material I can find to wrap my head around the dynamics of the era in an attempt to keep things cohesive with the lore. I've seen many excellent campaign ideas and suggestions on these forums and reddit. I was looking to see if anyone had any successful way to run a clone wars campaign with a large group and any pitfalls I can avoid. Is it fairly easy to keep things balanced between having Clones with Force-sensitives? What were your campaign stories like and what was memorable? Now we have Genesys, what possible mechanics from FFG's published material or from the Foundry would be useful to include? I really appreciate anyone's time spent reading this and any comments!
  5. Thanks for the feedback. I like the straight-forward option to do a onetime crafting check for the group. However, in our games we keep the players hungry and they don't have a huge amount of credits or find enough scavenged parts to do so. When building a group of minions, even if it's just a monotask chassis at the lowest-end of 600 credits, it would still be very expensive to build them in a batch. How it works in our games and I think in majority of other people's games, is that droids are acquired through gameplay discovering them as prebuilt NPCs or added to the character gradually as they get enough resources to craft one a new one. Also if a player had a lot of credits they would probably build a better droid chassis like specialist or advanced combat which can't be used in minion groups. It wouldn't be too much of an issue if droids in minion groups didn't drop like flies but they do if there is any serious kind of threat or a weapon with blast is introduced. Once that minion group starts to diminish, the minions are next to useless. That is why I love FFG's scaling with minion groups which actually makes them viable for their cost. So as a GM, when I have multiple minion groups and they start to drop, I like that I can remerge the individual or small groups of minions into a new group to make them still potent for the encounter or be able to adjust the difficulty if the encounter is too easy. I would like to have something similar for droid minions. But again, the crafting or diverse nature of droids makes it extremely difficult. Obviously, I can treat them as individuals for initiative slots but that defeats the purpose squad rules or minion groups which make gameplay much smoother. Also to touch on reprogramming droids, I think the ability to reprogram a group of minions to all the same programming would make sense and is easy to manage since you just multiply the time it takes by the minions you are trying to reprogram. However, it's not as straight forward with a already built chassis. That leads me to think, what if a player could retrofit a droid chassis based on the type? Similar to reprogramming a droid, their is no cost for credits but it would take time. I think thematically it would make sense as well since a tinker type mechanic is always going back and making improvements to their inventions and repurposing old tech. To keep it balanced, an example of how I'm thinking about this a labor droid only can be retrofitted into a labor droid chassis and not retrofitted as a combat chassis. That would limit the minion that could join that group based on their chassis and programming type. Any of these suggestions I've heard or I'm making would be house-rules but overall I'm trying to figure out a way for anyone who plays a droid minion group focused character like a droid tech or a separatist commander, a way to manage this easily.
  6. Minion groups and squad rules are great for simplifying combat among other things and it's clear in the RAW how to do so with minions that are identical. However, I'm curious if anyone has an elegant solution when it comes to crafting unique droids and then merging them into minion groups? Between crafting and programming a droid there is a highly unreliable outcome of any two droids being exactly the same due to the randomness. When merging those unique droids into a minion groups, what would be the best way to merge group skills and managing personality quirks and other things like weapons and armor and other minor details that individual droids might have.
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