• Content count

  • Joined

  • Last visited

  1. I used to think that as well. It does make sense in my book. My players argued the **** out of me and it turned out they were right. A quote from the perception skill (I hope I'm not violating some rules with that) As for Coercion - it is still subpar to deception or charm. At carries a lot of narrative negatives compared to the other two. Lie to the officer, charm the officer or intimidate the officer. Resisting Dark Side powers assume that you are in a Force User campaign. If you are not, the Discipline value is highly diminished. As I said it is useful for Force users (and against them) but for pretty much everyone else it is bad. High Presence with Charm and Cool is better than High Willpower with Discipline and Coercion.
  2. Thank you. That was my interpretation as well but I just wanted to be sure. With high Force ratings those powers become an amazing skill booster for just 5 xp. (Despite the fact I'm still to find a good use for coordination)
  3. Discipline is relatively fine if you are a Jedi. Vigilance is bad. It have almost no other use outside combat initiative and even there it can be replaced by Cool. Which also happens to recover strain after combat. So unless you are a Jedi you can scrap Willpower and replace the effects with Cool for the majority of the time. As for Cunning: Deception is probably the most important social skill. Whether you will play a Rebel or a Smuggler or a Jedi in hiding the whole Universe revolves around the Empire finding you. Streetwise is needed to obtain illegal things. Almost all of the best equipment is Restricted so you need to obtain in via Black Market. Perception is an all around skill which you need so you don't get ambushed or to notice the trap, the secret door to the container with the nice loot and so on. Survival and Skulduggery are niche I agree. They are very dependent on the environment.
  4. About how much you should prepare I cannot say - In my experience though Players rarely do what you have planned for them to do. But my group is formed by experienced players who pretty much know their ways around DM and how to "run around" him. Definitely yes on the second question - Every book offers a lot of classes and option, new gear, new talents and so on. Although some of those things overlap (especially between AoR and EotE) the addition options your characters will have is way worth it. In my current campaign we having a Charmer/Gunner (EotE/AoE), Hired Gun/Politico/Gadgeteer (Full EotE) and a Hunter/Healer (Full FoD). And yeah - we are a bit liberal with specialization purchases.
  5. In my opinion flat dices are always a better alternative than talents. Most talents gives you some conditional benefit which is by far worse than getting 1 more die to like 5 different skills (well unless it is willpower. Skills there are crap)
  6. In many force powers it does say - You can activate this power multiple times. The Enhance power lacks that. Does this mean that you can only add one Success or Advantage to the enhanced check or you can add one for each "success" you roll on the force dices?
  7. As I rule of a thumb of lately I always add 2 setback dies if they don't have the proper tools. Whenever I remember Got a bit of whining last time when I applied this to a knowledge check but it seems fair to me that without some kind of datapad or access to Holo-net you can't know everything out of the box.
  8. You do realize that most riding animals in the game have sil 2? What do you want is the equivalent of a horse capable of carrying 6 people into hyperspace. What you want is just too small. A one person escape pod could be sil 2, but definitely not something capable of carrying 6 people.
  9. A little bit of tread necromancy but I figured it will be the best place to ask this question. I'm planning to toss my group into a Kryat Dragon mouth (figuratively speaking. Maybe :D). The problem I have is that I know my players. As soon as they understand they will have to do it they will just want to get on their ship and shoot it from the sky. And I see no good reason why they can't really do it. Or why people are not doing it more often if Kryat Dragon pearls are so valuable. The creature is huge and it shouldn't be so hard to track from the air. So I would like some idea why is this not done.
  10. Literally 90% of blasters have a stun setting which deals strain damage. Almost all of the comments here are something like - if you do that and that and after that pick that and that you will be better than the guy who have 3 ranks in Heavy Ranged and bought a rifle. Which just happens to have 200 XP more which he can spend on other things. I guess there are ways to make melee viable after a long play but the cost of doing that seems incomparable. Brawl is nice if you have to infiltrate a party. And bad if you are in spaceship combat. As I mentioned above so far the comments confirm what I think. For me disengage should be an action not a maneuver. Or at least require a Coordination check. Or dunno... Have the option to use an advantage to force someone not to be able to disengage from you.
  11. Maybe I exaggerated a bit about melee being completely useless. Still most of the comments seems to harden my opinion that that most people play melee because of the story. And to confirm that it require a very heavy investment in order to be on par with ranged. Which I'm not sure we will have knowing the GM... People get eaten in his sessions... By Sarlacs... Was a quite short adventure P.S The GM have severely limited the starting classes for that adventure and we are not touching the Lightsabers for now.
  12. I'm fully aware that this is usually an issue with most modern to sci-fi system. Ranged is usually always better in those. Still the thought that if I get into melee with someone he can just step away and point blank shots me is something which is bothering me quite a bit. Most other systems usually have some way to prevent engaged characters from escaping so easily. 1 So Agility have DOUBLE the amount of non-combat skills Resilience is also very closely related to combat as well. 2 I agree about the melee weapons having better tags. And stun damage is not that bad to be honest. Makes it even easier to kill melees as the strain threshold is usually lower than the wound one. 3 Well I would really like to know how exactly you play a melee effectively. Thats part of my post. 4 Really? The problem is not being hit by melee attacks. The problem is being shot by ranged ones from point blank. Having Defensive Stance which protects you against melee is not useful at all in most situations. I agree that Dodge and self upgrade of melee attacks is good. But i can spend 25 XP upgrade my melee twice (to 4) and have the same result as spending 65 XP so I can suffer 2 strain to I can upgrade my melee for 1 attack. Or to be able to deal stun damage. Or the few very conditional effects relying on triumphs to work. Not to even mention where exactly Dedication lays in that specialization. Compare it to Gardgetter or even Sharpshooter who btw have similar to Infiltrator effects but does them from extreme range.
  13. We are a group of experienced players who have played a lot of different systems and recently started played Edge of Empire. I must say i really enjoy the system with the exception of melee. No matter how I run around character creation I can seem to find a reason why would I go with e melee build over a ranged one. I have a few problems with it: 1 - Brawn - All the skills related to this attribute are combat related. Maybe with the exception of athletics. If you want to go melee you have to invest in it. Maybe more than once. Which effectively turns you into a one tricky combat pony. A bad one. Agility is tied to piloting, stealth, coordination which all have outside of combat uses. 2 - Damage output - even if you go and start with 5 Brawn your damage output is equal to that of an average Blaster rifle/carbine. Without the range. 3 - The engage/disengage maneuvers. Basically if the combat starts at medium range (at which most expected combat start). So your first turn usually goes into moving. You have to take 2 maneuvers taking strain in order to attack. If you have to drawn your weapon you can forget about attacking at all and have to move onto close range. Which means people can shoot at you are 1 difficulty. Even if you manage to engage someone it is ridiculously easy to disengage. They just move back and shoot at you at point blank again. 4. Specializations - Two words - Spy infiltrator. I must admit there are probably better specializations out there but this one really stuck to my mind as an example of shitload of useless talents. At overall you have to invest heavily into an attribute which have little to no outside of combat use in order to be able to do attacks which does less damage while leaving yourself more vulnerable to be attacked. How do you cope with this problem in your sessions? Outside of "get rid the group weapons". Any house rules you use? I've been thinking about making disengage an action rather than a maneuver or making it require a Coordination check with difficulty of the engaged character Melee/Brawl skill?