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Archlyte

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  1. Hey Ferret I was just wondering about objects in general. I know it would be based on size but I was thinking about rocks or something baseball-sized.
  2. @ddbrown30 So the question is laced with a statement that the Space Combat mechanics are boring, and that description and all that is not what the question is about. So what does mechanically fun combat look like to you? What are some examples of combat mechanics that you enjoyed? How were those bottles resolved? Maybe those methods could be adapted to SWRPG vehicle combat.
  3. 1) I like this approach and feel it's a great way to run. 2) I see these symbols in a Narrative Sense and a Mechanical Sense. Mechanical uses are all in the book, and it's things like critical hits, powers abilities, etc. Narratively I see it as a game changer for that scene in some way. Something just changed about the situation in a significant way. I also try not to get into power creep situations in this game because when you start getting 4 Triumphs on a roll it tempts outrageousness. 3) I agree with you that the GM is all powerful, period. However, the Destiny Point thing is like a lot of the mechanics of this system: a concrete version of already existing dynamics. Do we need an Obligation System to have people be worried about Bounty Hunters? No, but by making it concrete the players are invited to join in on it so that the story element might be more collaboratively managed. I've played with different ways to populate the DPs for a session and even messed with giving them out like Fate Points but the RAW seems to work the best imo. I am an experienced player and GM and so when I first came to this system I feel like the good idea fairy moved in with me and started acting as my muse. I just saw so many systems that I wanted to tweak and play with because the system was different. I personally think you should play with the systems and do house rules on trial basis, but be warned that the reaction you will likely get here will run the range from disinterested to hostile. I did find that people here could point out obvious pitfalls to doing house rules and replacements, so that is helpful if not always pleasant
  4. What is the default max range for throwing stuff in general? Short?
  5. To be fair I think I took the idea of the cells from you Wilsch Thanks again for that it's changed our games for the better
  6. DISCLAIMER: If you don't like the idea of tracking fuel and all of those fiddly things then I understand and feel you have a valid point. I have been using a system based on the Galaxy Map which has grid squares of 1500 Parsecs. I saw an article which placed the Falcon with it's .5 class hyperdrive doing about 828 Parsecs per hour. So that puts a class 1 Hyperdrive at 414 Parsecs per hour. this means that you cross one of the grid squares on the map every 3 1/2 hours roughly with a Class 1 Hyperdrive. I use this as the base for the Astrogation roll, and then adjust based on the outcome of the check. I track fuel in Hours of Hyperdrive operation, and for the purposes of buying it one cell or unit of fuel gives 1 hour. Price for a cell is multiplied by Sil. In my campaign we use 5cr as the base cost for a Sil1 Fuel Cell, so a unit of fuel for a Sil4 ship is base 20 cr. Capacity is trickier because I wanted something that makes sense for usage parameters for the vessel. Bigger ships are a bit slower and have longer consumable times. You may want to use something fitting for your campaign, but we used 1/8th of the ship's consumables for fuel capacity. So a ship with two months (8 weeks) for consumables has a fuel capacity of 1 week under Hyperdrive which equals 168 hours of fuel. 168 x 20 = 3,360 cr for a full fuel gauge. Fighters with a week's worth of consumables end up with 21 hours of fuel if unmodified, and this gives good reason to have carriers or docking rings for bigger ships. This adds tension to situations where the players are trying to get funds, and also makes the rolls for Astrogation and Negotiation for fuel purchases more impactful. Fuel usage under this method is a consideration all the time, so if you want a more fluid type of travel you can give the ship more fuel capacity and lower the base cost of fuel per unit. Let me know if I've made any glaring errors and if you have a system you use for fuel as I'd love to hear how people use fuel for their starship operations.
  7. Initiative House rules are somewhat of a third rail here in my experience (probably because the RAW initiative is pretty awesome), but I applaud your willingness to try something new and fun I have experimented with Narrative Initiative and also Popcorn style Initiative in order to try and get the flow faster when transitioning from Narrative Time to Structured Time. I don't think you will get a boost in speed of resolution from this as I read it, but it's an interesting idea. I think it is smart of you to use tactile as well as visual to try and keep them engaged, and I think that unpredictable is good.
  8. Generally speaking I think this is a great thing to do. I think where you can get some issues with it is if the Gm or other players don't appreciate it, usually because they are mechanistic players and want to have optimal characters in the group. Also, once or twice I have had players do overzealous RP stuff with handicaps that gets old fast because they over do it. But I think any player willing to do this for the sake of story and who doesn't let it be a big problem is awesome
  9. I picture them looking like Hobgoblins or Bugbears from D&D
  10. 1. Hi and welcome I find that D&D has such a built-in understanding for people that it is really easy to run and play in, and it is basically a game that lives on it's native tropes. Meaning that running D&D is largely about running combat and hitting the same beats that everyone expects from D&D. D&D is very mechanically played typically, and it is a binary result dice system so it doesn't have as much player description usually: the DM typically does the bulk of the narration and description. This game has dice that are supposed to be rolled in the open and that the players are able to describe the positive results that show up from a roll of the dice pool. The dice in this game have a mind of their own and will change the story. This game is much more narrative in nature and works best as a collaborative effort. I allow my players to describe a lot, but I make sure they use caution if they are getting into describing things like how an enemy reacts for instance, which I feel is a bit too far into GM territory for player narrative control in most cases. 2. I personally would love to have Meet Scenes but in my experience they are always a disaster. I usually have them know each other and write in some past experiences together like the Fate system uses to connect PCs. 3. The Minion/Rival/Nemesis system works well to give the players something to fight for all situations. As someone else said, the situation is really what should determine the adversaries you use. One thing to remember is that this game does not have an exponentially growing defense system like D&D, The PCs will Always Be In Danger In Combat. The genius of the way that the combat system was built is that the PCs are going to be in danger of taking critical hits throughout their career instead of just at the beginning. Jay Little, the guy who designed the game, said he wanted it to always be a threat to engage in combat. For D&D players who typically enjoy the planned obsolescence of certain monsters, this can be a bit of a shock to their system. 4. I routinely start my players poor so that they can build up to leaving the planet either on their own ship or by booking passage. Are you a Sandbox Emergent type GM, or would you say you are a more Linear Module style GM? If you are a sandboxy gm I would say to watch out for radical freedom and players travelling at a whim because in my experience it can cause aimlessness. To combat this I instituted a fuel system so that they know the cost and time of a trip and will only engage in travel for story purposes, and not just for the **** of it.
  11. Maybe it will cost them in Obligation, that way it propels adventures instead of just being a credit sink. If you need them to get rid of credits more though then I guess you/they have to go that route.
  12. I have a setting primer that I give to player that reflects my changes and omissions and the general policy on such things. Below that Original Trilogy Content and FFG content are generally accepted. Some of the more low-rent "let's fill these pages"-FFG content gets put on the banned list though.
  13. I'm more worried about the red-eyed 3PO. I can't see many ways this is a good development. The best explanation I can think of is it's a humorous malfunction. The worst nightmare would be that they read the Dr. Aphra Comic and became aroused.
  14. Forgive me if I've posted a thread like this before, but I notice that most clothing has little doodads and tech looking greeblies on it and I am always wondering what some good ideas of what those could be. I am mainly talking about clothing but I know that some of the clothing is classified as armor as well. What I am looking for are things like passive comlink antenna repeaters, equipment interface chips, clothing repair circuits, etc. What are some of the uses and purposes for those things besides the obvious reason that it makes it look futuristic?
  15. I used quotations around Award because of the way it had been discussed at times earlier in the thread and because some see it as a thing that is used in a meta way to affect the player. Typically in rule books when XP is transferred to a character it is referred to as an XP award. I agree that your definition of it is the one I like the best, namely the idea of XP used to show the relative power of the character. I think I have to change my view a bit here because upon reflection I think that I don't really like XP awards for absent players, but for the same reasons I don't like it as an automatic time-in-play schedule. Sometimes characters don't learn or really do anything in a session, and players give the character new powers and levels in skills they didn't even use or train. If a character did a lot that would have made them more powerful I also think that power gain has a large effect on how a campaign feels and it's easy to jump the shark. I think WOTC did a study and determined that people overall liked the 7-12 levels the best. Not so low that they felt under-powered but not so high that the scope was fantastic and mortality was only achieved through fighting gods. This game is much less prone to power creep though, and I forget that sometimes when I am discussing it.
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