97Starvipper
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Everything posted by 97Starvipper
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So, I've have been playing the ffg narrative for about a year now. I recently been listening to a pathfinder podcast and really been enjoying it (Treacherous, I know) and really like the confirm system when it comes critical hits. One of my biggest complaints when it come to FFG narrative dice system is that there is very little you can do to dodge or avoid taking damage. I like the idea of doing a follow up check to see if an ability is activated or is successful. Here are some house rules that I've been spit balling in my head: The basic idea is that you do an action that affects you opponents dice, you have to do an follow up roll to see how successful you were at doing said action. You would still take the penalty for doing said action, regardless of the follow up roll. Standard difficulty would be average. For Parry, you have to do a coordination check to see how successful you were at deflecting the opponents blows. For a standard success, the normal affect would apply. If you get 3 or more successes/a triumph, the your dice is upgraded by 1 for the incoming attack. If you failed, you would not get the bonus of parry. If you rolled 3 threat or a despair, the attack roll coming in would be upgraded. Same would go for Reflect, maybe using discipline instead, as said with Parry. For dodge, it would be an athletics check to see how well you dodged. Not sure what other follow up checks we could do, but this would give players a reason to upgrade certain perks like coordination or discipline and use them often. I would love to hear different suggestions or ways this kind of system could be implanted into this game.
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Launch bay next is a great app for Android and IPhone.
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So yesterday we had some pretty drastic changes to hyperspace. I know that there has been some negativity around it. I would like to see some positive spins on it. If you want to be negative about hyperspace, please go to a different forum post. As a republic player, I am looking forward to seeing how the ETA-2 does. V-wing warthog lists look pretty interesting too. Personally, I see it as an opportunity to build some lists that I normally wouldn't have flown. So, here's one list I'm looking forward to flying in hyperspace. Eta-2 Actis - •Obi-Wan Kenobi - 49 •Obi-Wan Kenobi - Guardian of Democracy (49) Eta-2 Actis - •Anakin Skywalker - 56 •Anakin Skywalker - Hero of Coruscant (56) Eta-2 Actis - •Yoda - 50 •Yoda - Grand Master (48) Patience (2) Eta-2 Actis - •Shaak Ti - 44 •Shaak Ti - Compassionate Mentor (44) Total: 199 View in the X-Wing Squad Builder What are some of the factions and lists you are looking forward to trying in Hyperspace?
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So, me and 2 other friends are doing co gm campaign with each other of a group of Jedi running from the Empire. This week it is my turn to GM. We are heading towards getting off the planet Weik, which is the DND planet of star wars. We have each have 2 jedi characters we can be (6 altogether) and each of us have created a Inquisitor to hunt down our Jedi. Yeah, it's kinda complicated but fun. For my inquisitor, I did the master mind build from the Core Rule book with force harm, where he can use intellect for lightsaber (which is a 5), Parry 4 and Improved Parry. Stats are 3 brawn, 3 agi, 5 intellect, 3 cunning, 2 willpower, 4 Presence. Has Computers 4, Cool, 2, Mechanics 1, Charm 2, Deception 3, Negotiation 1, 2 in all knowledge checks. I have been teasing over the past few sessions that my inquisitor has been keeping tabs on him and I'm at the point where he want to infiltrate the group of Jedi as they investigate a fall of a local raider group. He also has a challenger in place to see the full power among the group. So, he is going to be highly sus from the get go. I'm giving him a Blaster rifle to throw off suspicion off of him. To my players, he is going to look like a commando from a nearby town, when in reality he is anything but. I feel like that he has the stats where he can legitimately deceive the whole group and have them on ring around his finger. He is going to try to divide them up one by one or pit them against one another. Here's the stupid part: At some point during the adventure, he is going to take everyone on. He is going to try take one down by surprise. He is going to take on 6 Jedi and try to take them all down. Probably start off with a stun grenade to start affecting strain. His goal is to take them alive. If he has to retreat, he will cave in the mines they are in and smoke them out with the empire. The end goal of this adventure is for the players to see the full might of the empire in the sky and pick up with escaping the empire next week with someone else GM. (They are already planning it, or more accurately, planning it as much as they can) So, am I stupid for wanting to pit an inquisitor against 6 Jedi and see how he fairs? (He will be getting 2 slots for combat, of course.) Also, what are some things I can do so the players don't just outright kill him? I'm hoping for him to stick around for a while.
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So, I just realized that you can only assign one Fearful Prey per list. While you can have 3 of the Fearsome Predators, the condition card, Fearful Prey, is limited to 1. It's the same with handmaiden Naboo's. While you can have 2 of the ship, the decoy condition card is limited to 1 ship. So, if your facing 3 aces for example, you can't just put 3 Fearful prey on the 3 aces. You choose one enemy ship for it to go on among the aces, not all three.
