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gtgauvin

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  1. All excellent points. BUT STILL... The timbre of my game is such that my players love trying awesome ridiculous stunts, and I love facilitating that, because when it works it's amazing. I also want the chance of failure to exist on both stages of the action. The point about wringing more Advantage and Triumph out of their checks is well-taken, and I don't want to subvert any high-level Talents. I may try a new variation based on the Two-Weapon Combat rule set: something sufficiently challenging that doesn't step on any existing rules, with a familiar dice pool structure.
  2. Since my first Age of Rebellion game, I've been thinking about how to allow characters to both move across complicated terrain and perform other actions simultaneously in one round. In that game, our Dressellian Commando melee monster wanted to leap off a rock onto a cargo skiff and attack the Stormtroopers guarding the shipment. Being a new GM and not wanting to make things up, I decided to require an Athletics check for the leap down, then wait until his next turn to make his Melee check. Everyone accepted that that was how it should go, but we all acknowledged it was a bit of an underwhelming moment. So, a while back, I was skimming the CRB and noticed the Let's Ride Talent, which allows pilots to downgrade a Maneuver to an Incidental when entering a cockpit or mounting a riding animal. That gave me the idea for a new house rule. Basically, if a character wants to take an Action while moving across terrain that also requires a check, they can spend 2 Strain to downgrade the movement-based check to count as a maneuver instead ( they still need to make the check to move) and make the other check as normal. That way, my characters can do the cool stuff like running across a collapsing catwalk while firing at the bounty hunters below or climbing a rocky cliff while issuing orders to their troops. Thought?
  3. So, I’m trying to make sense of the Stellar Phenomena or Terrain rules on page 254, especially as they pertain to multiple consecutive rounds within such challenging terrain. As I understand how the rules are written ( and clarified elsewhere by the developers), you calculate the difficulty of the check by the ½ Silhouette and Speed formula, add any appropriate Navigation Hazard Setback Dice ( Table 7-8), and if the check succeeds, the pilot is able to change range bands and may act without constraint the following round. In the films and animated series, we see many examples of characters flying and dogfighting through crowded space, like the Battle of Coruscant or the Falcon fleeing through the asteroid field, and they do more than just piloting. I’d like to give players the opportunity to remain within dynamic terrain for multiple rounds, so I’m trying to dial in a set of house rules that would let them wreck shop on some TIE Fighters in an asteroid field or capital ship debris field without forcing the pilots to make a Piloting check every other round; that said, I still want there to be consequences for remaining in that terrain. Here’s what I’m thinking: before entering the active terrain, the Pilot makes the check per RAW. If the check is failed, the Pilot has spent their Action for the round, but may still use the unused Maneuver to accelerate, decelerate, fly/drive to a different area spot in open space or perform any other maneuver. If they succeed, they may Fly/ Drive into the area, consuming both their Action and Maneuver for the round. With that initial success, the Pilot may perform both an action and a maneuver the next round, including performing the Fly/ Drive Maneuver without having to make a Piloting skill check. Furthermore, if the initial Piloting check yields 2 extra successes after the first, or either a Triumph or three advantages, the Pilot may exchange those for additional subsequent free rounds beyond the first, representing the Pilot’s ability to spot a clear path through the terrain at the outset. Thoughts? Alternatives?
  4. I was just listening to an old episode of the Order 66 podcast ( episode 48) and about 45 minutes in, they quoted a rule which seemed to state that if a Silhouette 3 or lower vehicle is hit by a capital ship, then you add 10 to the damage. This was news to me, so I pored over the vehicle section and was unable to locate the sidebar they said enumerated this rule. Am I missing something, or did the hosts perhaps misconstrue a different mechanic. When I stacked the stats of your average cap ship weapon versus fighters, an extra 10 damage just seemed gratuitous.
  5. The mission I'm working on now is a guerrilla infiltration where the PCs need to capture and hold the command center of a Holonet hub while a transmission is made. The characters have the option to call in starfighters and landing craft to deposit ground forces to draw off the base defenses while they complete their mission.
  6. I got Lead by Example about a month or so ago, and I'm chomping at the bit to do a mass combat. One thing I'm wondering, though, is how do you handle battles that involve both ground units and starfighters. Imagine Scarif in Rogue One, where there was a lot of interplay between the actions of ground, air and space forces. Do you do separate rolls for Planetary and Starship battles, or would you scale up the Starship forces to reflect the asymmetrical threat which starships pose to Planetary forces ( sorry, dozen Wookie warriors; you're not going to beat a squadron of starfighters)?
  7. Posted this to the AoR site, but no responses, so I'm posting it here as well. I'm considering introducing the fear mechanics into my game, and I have a couple of questions about how they interact with a couple of skills. 1) How do you adjudicate the use of the Leadership skill to remove or reduce the effects of a failed fear check. The description of the skill states that characters affected by fear "may be rallied through a leadership check", but I haven't been able to find any guidance in the book. 2) Can the Coercion skill be used to trigger a fear check? It seems like Coercion as written is there to be used to turn NPCs to comply with the PC using the skill, but I can see a secondary mechanical use to trigger or boost a fear check. Would this make the the skill overpowered? Does anyone have any ideas on house rules for how this might happen? Thanks!
  8. Posted this to the AoR site, but no responses, so I'm posting it here as well. I'm considering introducing the fear mechanics into my game, and I have a couple of questions about how they interact with a couple of skills. 1) How do you adjudicate the use of the Leadership skill to remove or reduce the effects of a failed fear check. The description of the skill states that characters affected by fear "may be rallied through a leadership check", but I haven't been able to find any guidance in the book. 2) Can the Coercion skill be used to trigger a fear check? It seems like Coercion as written is there to be used to turn NPCs to comply with the PC using the skill, but I can see a secondary mechanical use to trigger or boost a fear check. Would this make the the skill overpowered? Does anyone have any ideas on house rules for how this might happen? Thanks!
  9. Hi all. I'm considering introducing the fear mechanics (AoR pgs. 314-315) into my game, and I have a couple of questions about how they interact with a couple of skills. 1) How do you adjudicate the use of the Leadership skill to remove or reduce the effects of a failed fear check. The description of the skill states that characters affected by fear "may be rallied through a leadership check", but I haven't been able to find any guidance in the book. 2) Can the Coercion skill be used to trigger a fear check? It seems like Coercion as written is there to be used to turn NPCs to comply with the PC using the skill, but I can see a secondary mechanical use to trigger or boost a fear check. Would this make the the skill overpowered? Does anyone have any ideas on house rules for how this might happen? Thanks!
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