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SufficientlyAdvancedMoronics

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  1. I can sympathize with the thought process behind this, because I used to feel that combat was.. well, boring. As a GM it seemed people were exchanging blows and every shot fired would hit without any real ability to prevent it. It didn't make sense to me that someone who has learned to wield a lightsaber couldn't parry, and combat seemed really limiting. Eventually, I realized that it was my approach to combat that was boring (Not saying you're being boring, but hear me out). Instead of just "Minion group 1 fire a shot (dice noise) and it hits... for 7 damage" I started to embellish the combat, and from then on I thought of the rolls people make as the defining highlights of the fight. For example; a PC is fighting a group of minions who are all trying to shoot him. The minion group only gets one collective roll, and it hits for x damage. But the narrative is that you have a group of people shooting and the player is furiously trying to stop as much of it as possible with his lightsaber, but alas some of the blaster bolts get through and the PC get gets some burns as the shots graze him. To Donovan's point, you can describe this narrative if the player takes the Guarded Stance maneuver. Using the parry or reflect skill is for a player that has the skill to defend at the same time as whatever else is going on without sacrificing offense (relating back to Jedi: Fallen Order, there's a specific skill to deflect while wall-running) and it makes sense that only the more skilled individuals can do it.
  2. I had a party break into an Imperial military installation on a small moon to save an NPC friend who they've been trying to track down for a while. The installation had an ion cannon on the roof of the prison to defend itself against assault, and a deflector shield covering the installation, and - because of the reduced gravity - it has a gravity generator in the basement. The deal with the Rebels who gave them the means to enter the facility, was that they had a couple of hours to get their friend and get out before they pulverized it from orbit. Fast forward to the epic escape, where the rebels have showed up and there's a small space-battle overhead, and the party decide they need to take out the Ion cannon to give the Rebels a fighting chance. In true murder-hobo fashion, two of the party go up the lift to the control room and 'clear the room' of technicians. After that they decide to shoot the shield generator with the cannon. They roll a despair and a triumph (and neither of them have any Gunnery skill, so they miss) They hit the power generator for the entire facility, so the gun goes offline, the shield goes offline, the lights go offline, and the artificial gravity generator also goes offline (so they now have penalties to coordination checks for the weird gravity) PC1: "Woohoo! Lets take the lift down and get out of here." DM: "The lifts are offline" PC2: "Oh... Oh no... " DM: "And the rebels are now assaulting the facility without the shield" PC2: "OH NO" PC1: "We'll have to climb down the lift shaft then..." DM: "Coordination check please" PC2: "I hate you so much..."
  3. I had my characters in one campaign encounter Grand Admiral Thrawn, but not in person. They came across the Chimera which was at the head of an encounter against some rebels they had been associated with. One member of the party was a super-fan of Thrawn so when I described the scene and mentioned a ship which identified itself as the Chimera over the comms when it was demanding unconditional surrender, he knew exactly what was going on. They didn't have to compete with just his stats, they had to compete with a star destroyer being commanded by him and run by his crew, which is much more lethal. It's true that if you stat it then they'll try to kill it, but the point is more about using the narrative and fear mechanics to get across to the party just how seriously bad this situation is. Also, when the BBEG is accompanied by a cohort of underlings, players are much less likely to engage without an elaborate plan. I very rarely let players face a single enemy these days, because it's just not a serious threat once they've earned some XP and specialized a bit.
  4. Oh, for sure, that was what I was thinking in terms of rolling for new astrogation and knowledge of a region. My question is more about how you physically manage star-charts and known locations with players. For example, would you keep a physical map up to date with them as they discover information as a result of the dice rolls, or just have a list on a piece of paper labelled 'regions for which they have charts' and 'Planets they know about'? Would you do both? Do you leave that up to the players and punish them with knowledge checks if they forget to write it down (not my preferred option)? Discovering new locations mechanically isn't an issue, because it's exactly as you suggested. For me, it's more about how to manage it with your players from that point on. Does that make sense?
  5. Just wondering how other GMs go about awarding information to players when they acquire new star charts. All the galaxy maps in the books (and most online) list various notable locations, several of which the average PC/NPC probably wouldn't know (but I may be wrong about that). I always feel a bit mean when a player says "ooh, can we stop at Ilum to see if we can find crystals?" and I have to ask them how their character even knows where Ilum is. It feels like it would be more fun to reward them on triumphs for knowledge checks of the region by adding goodies to the star-chart. I was thinking of posibly giving players a very basic (and very large) map and drawing new locations or hyperspace routes onto it whenever they acquire a new star-chart - as this will ensure they always have the information they've earned while leaving the opportunity for them to explore - but I've been wondering how other people handle this aspect of exploring the galaxy. How do other people approach this? Does anyone do anything different?
  6. Hi, I have a player who took the Armorer skill tree and they want to combine the two sets of armor to make something superior to both. I don't have anything to suggest whether this is possible or not, and I'm having trouble thinking of the game-mechanics for such a thing. I'm thinking of allowing to spend the HP of one piece to add an upgrade from the other (e.g. one rank of defense, one extra soak, one special mod, etc.) but I'm not sure if that's game-breaking or not worth the player's time. To be specific, my player wants to combine some Laminate Armor with Cresh 'Luck' Armor. Any advice would be helpful. (First post, sorry for any errors on my part)
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