Jump to content


  • Content Count

  • Joined

  • Last visited

About Farnir

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Are the vampires and werewolves in your setting actual species, or turned humans? If , say, your werewolves still turn any human they bite, those crazy packs would be even more scary than they already are.
  2. I want to let my character teleport. What spell should I use, and how would you set the difficulty?
  3. The Archetype cost breakdowns are causing some confusion. Can you shed some light on the design thinking here? Or are these maybe errors?
  4. First, thanks a ton for the sheets, especially th no-skill version. Now, as a wish: the ‚setting‘ column does not really make sense for the no-skill sheet. Would it be feasible to replace it with ‚characteristic‘?
  5. Thanks for the episode! You mention that the PDF and the printed book actually differ about the price for melee weapons. Are there other differences you are aware of?
  6. Murder in Baldurs Gate is D&D, but not combat. Instead, you get a massive city intrigue.
  7. I also have a Warhammer Fantasy conversion on my wishlist, but I won't start working on this before February. Looking forward to anything I can reuse from you guys
  8. Farnir


    Question: Why did you choose the different mechanic for „Overide Security Program“? The system is usually very clean and uses the standard difficulty/opposition mechanic in most situation. Therefore, my expectation was that the rating of a Security Program is the difficulty to overcome it. However, it is not. Instead, the rating is the number of successes needed, which derivates from all other actions in Genesys. I‘d like to understand why, so that I better know the implications if I copy one or the other dice mechanic for my own usage. Answer: That’s a good question. We chose to design the Override Security program the way that we did for several reasons. One is that scaling successes (the more successes you get, the more effective your action is) is already a part in Genesys (most notably whenever you make a combat check). Although the structure here is slightly different, the core conceit is the same. The second reason is that it creates additional design space for the future. Talents already exist that allow you to modify the difficulty of checks. By taking this approach, it allows us to open up new avenues for affecting your character’s ability to hack. It also means we can create Firewalls that are hard to get through (large numbers of successes required to ‘break’) but don’t have severe risks of complications if you fail. System defenders can take talents such Defensive Sysops that can increase the difficulty, and this way these talents don’t compound with an increased difficulty to create an impossible task. Hope that helps! Sam Stewart RPG Manager Fantasy Flight Games
  9. Instead of going full-blown towards opposed rolls, you could also give a melee fighter +1 defense per 2 ranks in Melee. That would probably result in most fighters using the maximum 4 defense dice, but it would represent some skill. Or give the difference of skill as bonus defense. Just ideas
  10. Farnir


    You are correct.
  11. I've done a list the other day, so even if I repeat some things already said, here are the items I found. Core Rules Attributes cap at 5 instead of 6 Story Points start at 1 per player at the table The Star Wars careers and specialisations are gone. Instead you choose a career that gives you 8 career skills; you get a rank in 4 of them. Post character generation, you can only gain new career skills through talents. Talents are purchased in a free-form pyramid/tier scheme. You must have more talents of tier X than in tier x+1 at all times. Tiers go from 1-5. Ranked talents like Grit start at a given tier, but increase their tier for each subsequent instance until they are tier 5. Motivation has been expanded into Desire, Fear, Strength and Weakness. The Social Encounter rules build on this, so it is more ingrained into the system than it was in Star Wars. Deception is resisted by Vigilance Piloting has been split into Driving (ground vehicles), Piloting (small planes and spacecraft) and Operating (large vehicles like capital ships or zeppelins). Available skills are adapted by the setting. For example, in fantasy games, you have Melee (Light), Melee (Heavy) and Ranged, while a sci-fi game would have Melee, Ranged (Light), Ranged (Heavy) and Gunnery. Equipment attachment rules are optional, and no modding rules are given Defense is capped at 4 Social Encounters are part of the core rules. I did not yet compare them with the rules of Far Horizons or Desperate Allies, so I can't say how much of them is new. However, since they make heavy use of the Motivation, they are expanded at least. Toolkit Rules Guidelines for the creation of Skills, Species/Archetypes, Talents, Items, and Adversaries. While not strictly rules, these are very helpful for the customisation of a setting. Optional Rules Nemesis extra activation: Now rolls initiative twice instead of going last with the second action (EotE GM Kit) Uncoupling Skills from Characteristics: If you think Athletics should sometimes be rolled with Brawn, and sometimes with Agility, this rule is for you Item Attachments/Hard Points: No modifications, otherwise like in Star Wars. A generic rule for the number of HP of an item is given Magic: This is completely originally, as far as I can tell. It works different than WHRPG3, and very differently than the Force Vehicles: This has quite a number of changes, see below Hacking: I did not yet compare this with the rules in Special Modifications. Fear: Similar roll, but changed effects compared to Star Wars Sanity: New rule Vehicle Rule changes Vehicles move automatically a number or range bands, depending on current speed. No more Fly/Drive maneuver Piloting checks become more difficult and collisions more dangerous at higher speeds No more defense zones, just a single attribute for the whole vehicle Emergency repair effects (after a vehicle exceeded Hull Trauma) are changed Range Bands are now the same as in personal combat. A sixth band, strategic, is added for ballistic, long-range attacks. I feel that weapon ranges overall have increased; this might or might not be connected. All vehicles can now take 2 Pilot-only maneuvers Punch It has been rolled into Accelerate / Decelerate, which allow to change the speed more than one point at a time at the cost of system strain Stay on Target has been removed Brace for Impact is a maneuver that allows the pilot to mitigate some damage Angle Deflector Shields has been removed (no defense zones ...) Dangerous Driving is a new catch-all Pilot-only action that is needed when things get rough Gain the Advantage has been rewritten. It now gives 2 upgrades in offense and defense when you have the advantage. Vehicle Attacks now go by distance. Silhouette only affects the difficulty as it does in Personal Combat. Snub Fighters really should gain the advantage on capital ships before getting close, or they are toast. The Critical Hit table has shrunk and changed No special Chase rules are given
  12. Farnir


    Are you familiar with Fiddleback‘s Skill Monkey series? If not, check them out. http://www.madadventurers.com/category/field-recordings/skill-monkey/
  13. But even there, I think the frustration is coming from the lack of communication. If they would just tell us what is happening, it would be better. We have a game company here in Germany that is pretty good about this. They tell us what is in the works, what the status is, and also explain delays that happen all the time. Yes, it is frustrating that the magic source book is still unavailable that they started talking about more than 2 years ago. But knowing that they found some game-breaking issues in the conjuration rules helps me to feel good about it, because I prefer a solid ruleset over an early one.
  • Create New...