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  1. Alright, so in the setting I'm playing in, there is a notion of high magic. It's like what arcane would be, but is distinctly different. It also is noted as being more difficult to perform, but produces stronger results. To represent this difficulty, it would seem appropriate to cause high magic to have an increased difficulty (or at least setback). Given the nature of canceling results in this system, it doesn't seem like increasing the difficulty would be beneficial towards a strong result. If difficulty is to be increased, there need to be some meaningful benefit. I've considered improving the flat numeric results, but that tends to really only benefit attacks, also, what would be an appropriate increase? One idea that has also been presented is that it halves the total amount of difficulty die added by modifying the spell. That a default attack is now 2p, but you can add 2p "worth" of upgrades for only 1p. Any thoughts on how to handle some like this?
  2. Again, I've seen a player try to dual wield auto pistols. First, out of the box, it doesn't do anything for you: -If you autofire, increase the difficulty, and get extra hits on 2 adv. -If you dual wield, increase the difficulty, and get an (single) extra hit on 2 adv. -If you dual wield and autofire, increase difficulty twice, and get extra hits on 2 adv. It sure sounds cool, but its making things worse for you. Essentially the only way to make dual wielding autofire useful is to get that talent (or is it a mod, its been a while) that reduces the adv cost of the dual fire shot by 1, while also having the talent/mod that removes the difficulty increase from dual wielding by 1. When you do that, you increase the difficulty once for autofire, the first extra hit is at 1 adv, and subsequent ones are at 2 adv. For all the effort put into this though, you practically would of been better off either committing to only dual wielding (and having a combo of cool/wacky attack options to allow you to do different things with advantage), or committing to autofire and picking up the talents/mods that improve that.
  3. At my table, we just recover all Strain between scenes, and just have the roll for Strain recovery after an encounter for sequences where there are multiple encounters in a scene. We define a scene as any point in the narrative where, if this were a movie, there is a "screen wipe." Some notable skip in time, because the things in between are boring.
  4. Kommissar


    If the player is merely trying to deal more damage when they say "I aim for the head," then use the Aim maneuver to give a boost. The increase chance for more successes (damage) or advantages (crits/weapon qualities/other effects) is most likely to help them achieve that goal. If the player is trying to yield some other thematic result from aiming for the [head]/[arm]/[leg]/[groin]/[foot], then ask for a specific effect they are going for, and then use the setback. Personally I would advise considering applying a 1p crit for a single round for 1 setback, and a 2p crit for 1 round for 2 setback. If the player is trying to immediately kill an opponent by attempting this, remind them it is a game with a narrative focus, an d that killing some key NPC so unceremoniously undermines that. If the target is a minion, remind them that crits kill minions, so a boost die helps achieve that. Also, remind them that if it were so easy to kill a target by aiming for the head, their opposition would do the same. And that never works out well for the party.
  5. To clarify though, the second weapon -only- does damage if you spend two advantage to do so. Just dual wielding, appropriately setting the difficulty of the attack, and succeeding only means that the "main" weapon hits. Two advantage is needed for the second to hit as well. The damage, as has been indicated, is base damage + total net success (for each hit). Essentially dual wielding is a poor mans autofire (and note, its of diminishing value to dual wield autofire weapons, unless you're using some fairly specific talents or upgrades).
  6. This, the system is built around the concept of overlapping skills. Don't push each and every action into a single discrete skill check. My only concern would be what reward is there for having both a high Leadership and Deception skill.
  7. First, to me, it appears absolutely the case that FFG intends for a given player to only buy one box. I am not getting the sense that they intend for people to keep buying sets of this game in order to tap into the same addictive aspect of "loot boxes." Now, they might want to encourage groups of friends to each get their own individual box, rather than one copy per group, but I'm still not getting the gambling notion. Second, I think experimentation is important and useful. Even if the idea seems bad (this does seem like a bad idea to me), better that it be tested in the crucible of the market than merely tossed out. This hardly seems like a concept worth getting upset over. And besides, until we see it, there isn't really any way to figure how "bad" the variance is in the uniqueness.
  8. When you say "activate an item," what do you mean? Because what you're pointing out here are the qualities, usually weapon qualities, that are activated. If you're just trying to flip a switch or use some item in its most fundamental sense, that tends to be a Maneuver, but can vary by the item in question.
  9. As long as the character is engaged with multiple "opponents," they get a boost on brawl and melee combat checks. Yes, if they're engaged with a 1 minion group and 1 rival, they would benefit. If they were engaged with 2 rivals they would benefit. If they were engaged with a single minion and one rival they would benefit. If they were engaged with a minion group of 5 minions, they would benefit. If they were engaged with one rival they would not benefit. If they were engaged with a single minion, they would not benefit. The main reason for that phrase "includes single groups of multiple minions" is to represent they even get this boost when fighting one minion group. What is key is there being more than one enemy generally.
  10. I don't think we know enough at all about Anthem (the upcoming Bioware game) to really properly do it in Genesys. That said, it certainly should be possible, if at least because Genesys really can handle just about any setting. The key is you have to be willing to put in the work to create equipment, talents, and adversaries.
  11. For a TOW missile I'd use the launcher in the core book. It has guided, it has breach. The key is keeping vehicle HT's in line to keep it effective. It actually gets a bit tricky, especially if you're trying to make sure personal scale combatants have a fighting chance against vehicles. Recognize, crits against vehicles are also a good way to handle it (as well treating vehicles as minions so that crits take them out). You might want to give the launcher Vicious rating so as to better ensure the more crippling crits are the result.
  12. I would say it depends on how you're dealing with damage, but that is a remarkably high HT for a vehicle of that size. Realize there is a 10x damage difference between personal and vehicle scale. At HT 30 with Armor 2, this means that its going to take 15 shots from the default man portable rocket launcher to destroy this thing. It probably should just be HT 3 and SS 5 or something. Also, defense 3 is -really- high, and probably needs at least some justification. The MG is fine, but does need a note that its personal scale damage. Suppresive is an interesting quality, I would say that its pretty potent. I would probably make it an activated talent at least, or at least indicate that it is such if you intend it to be activated.
  13. I've been running a Genesys game in the UC Gundam setting, here is what I've done: Skills: -Gunnery is for big guns (e.g. MS Bazookas, ship guns, and man portable heavy weapons) -Ranged (Personal) is for all personal scale weapons (pistols, rifles, etc.). Since I expect personal scale combat to be limited, I'm fine with consolidating its related skills. -Ranged (MS) is for all MS sized weapons that aren't bazookas/cannons (so beam rifles, machine guns, wrist mounted weapons, etc.) -Brawl is the same for personal and MS scale (and uses Brawn when fighting in the suit) -Melee is the same for personal and MS scale (and uses Brawn when fighting in the suit) -Pilot(MS) is its own piloting skill for suits -Pilot(Vehicle) is for any other ship in the setting. Essentially, Ranged(MS) is the ranged(light) of the setting, and gunnery is ranged(heavy). Genesys is intended to divide the major weapon group into two variants, and then have a single skill for the other type. Ranged combat shouldn't key to only one skill. Melee on the other hand, is almost universally only one type of weapon per suit, so it really could be handled with just one weapon skill. I'm fine with the melee skills mapping to the same across in-suit and out of suit, as normally it just doesn't happen, and the one time it did happen in the show, both combatants were able to hold their own for a bit, despite never having been seen fighting with swords on foot. Note also there really aren't that many times where you have to make piloting checks. Really the best way to avoid your concern that characters good at MS melee might be good at ground melee is to limit the existence of melee weapons. Just don't let them get a sword or a battleaxe, and just say their option for ground melee is a knife that's damage = brawn and crit rating 3. Then you won't have to worry about PCs taking knives to gunfights. For Mobile Suits, I reworked the vehicle rules a bit: -Mobile suits ignore speed and silhouette requirements for vehicle actions/maneuvers (and generally are Sil 3) -Mobile suits count as being at their max speed at all times, but are not required to perform the forced move that other vehicles are subject to. -Mobile suits instead move by performing a move maneuver, with the distance in range bands they move equal to the forced move table -1 band (so a speed 2 MS moves 1 band per maneuver like a normal character, and a speed 3 MS moves 2 range bands per maneuver). This is intended to represent the rapid nature in which MSs can transition from moving at full speed to stopping. -Mobile suits use the pilots brawn rating for melee/brawl checks, as well as any other test brawn is related to (while this may seem unrealistic, it still is often how Gundam feels; burly MS pilots tend to come across as stronger suits) -Mobile Suits treat other Mobile Suits as non-vehicle targets (Hamstring shot is also banned in this setting) -Mobile Suit pilots can use personal scale talents (such as Dodge) to avoid attacks against their suit. Essentially the pilot considers themselves to be the suit for any rules interaction. -Between MSs, Gain the Advantage has been turned into an opposed piloting skill check, with handling added as boost/setback as appropriate. From a hard mechanics standpoint, these rule changes have been pretty solid and easy for my players to get. The intent really was to make MS combat feel as similar to normal personal scale combat as possible, while still also having the system reflect PCs being able to get out of the cockpit. The main issue I've had is properly statting out suits, and coming up with an interesting narrative. I've also added some Newtype related mechanics (SW Force rules lite), and reworked the equipment acquisition system to better reflect the nature of the game (PCs aren't buying suits and such, they requisition components and upgrades)
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