• Announcements

    • FFG Fra

      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
Sign in to follow this  
Followers 0
Alderaan Crumbs

Is Unstoppable useless?

16 posts in this topic

It does seem bizarre; you can ignore the 'take one strain' result on the critical table. Big whoop, glad I spent 25 XP on that!

 

I guess at least it does something, even if that something is next to useless.

 

As opposed to things like 'Familiar Suns' that allow you to use a skill... um, to do the stuff that you can do with the skill anyway... 

 

I think the EoE board had a list of the worst Talents at one point? 

Edited by Maelora
kaosoe likes this

Share this post


Link to post
Share on other sites

The point is that normally all of those critical hits reduced to 01 still add +10 each to your next roll. With this talent, I'm pretty sure that anything reduced to 01 is totally ignored and won't sit on your sheet waiting to be healed and adding bonuses on future critical hits. This could be important, especially once you have several ranks of Durable.

Share this post


Link to post
Share on other sites

This could be important, especially once you have several ranks of Durable.

 

This is what I was going to hit on, but HappyDaze beat me to it. Between Commando and Gunner, a player with enough XP could effectively ignore any critical injury result below 40.

bradknowles likes this

Share this post


Link to post
Share on other sites

It's situational.

 

By itself, Unstoppable's not that great.  Add in a few ranks of Durable (which reduces a critical injury result by 10 per rank) and it becomes a little more viable.  Plus as HappyDaze noted, you don't have a critical injury if Unstoppable is triggered, which means that's a +10 bonus to a future critical injury in that combat that your opponent isn't getting.  And as you start squaring off against adversaries that can reliably roll enough Advantages to trigger a critical injury, not giving them a free bonus on that critical injury roll is a rather helpful benefit.

bradknowles likes this

Share this post


Link to post
Share on other sites

On its own it does look a bit silly, but in synergy with 2 ranks of Durable, it'd great to get to ignore Crit rolls of 20 or less and prevent them from making the next crit tougher!

This is another ability that can actually get pretty silly in a high XP game. Once the character has Durable 5+ (currently possible with EotE crossover), there are going to be a lot of critical hits ignored.

bradknowles likes this

Share this post


Link to post
Share on other sites

 

On its own it does look a bit silly, but in synergy with 2 ranks of Durable, it'd great to get to ignore Crit rolls of 20 or less and prevent them from making the next crit tougher!

This is another ability that can actually get pretty silly in a high XP game. Once the character has Durable 5+ (currently possible with EotE crossover), there are going to be a lot of critical hits ignored.

 

 

I'll be happy to worry about that if it should ever come up. With my players I do not anticipate any problems.

bradknowles likes this

Share this post


Link to post
Share on other sites

I could see it as being useful for a person planning a long time character over the different CRBs.  Say you start out with a group of EotE classes.  Explorer Fringer is a pretty good jack of all trades kind of character and he becomes better as you go down the line.  Or the Hired Gun Bodyguard (especially with access to the bottom tier from Dangerous Covenants) and you then go into the Commando and then Gunner.  Imagine that stacked with either of those two bottom tier talents.  Now you have Durable 5 times so potentially not catching a critical fifty percent of the time makes it really useful.  I am looking forward to what they introduce with F&D and see where it goes from there.

Share this post


Link to post
Share on other sites
Useless was a tad harsh. For 25 xp coupling it with a -20 to crit, I'm not impressed. If it was less xp I might like it more, but it shouldn't be all-but-required to hop all over the spec trees to make a 25 xp Talent more viable. That mentioned it's not the end of the galaxy as you don't have to buy it. Even if you do, for completionist's sake, 25 xp didn't set you back to Jar Jar levels. :)

And it's Unstoppable! It should allow you to be just that and ignore the instant death crit! (joking) Edited by Alderaan Crumbs
Maelora likes this

Share this post


Link to post
Share on other sites

Just tossing out an idea for Unstoppable for those folks that really don't care for how it's currently written.

 

Instead of negating a critical injury that's an 01 or reduced to an 01, once per encounter the PC can instead flip a Destiny Point to negate the mechanical penalties of that critical hit for that encounter.  So for instance, if your PC got tagged with a final result of "Hamstrung - target loses his free maneuver until the end of the encounter", spend the Destiny Point to activate Unstoppable and ignore the effects of Hamstrung, though the character would still count as having a critical injury for purposes of modifying any further critical injury rolls.

Alderaan Crumbs likes this

Share this post


Link to post
Share on other sites

Donovan, that's very cool. The only thing problem with it is that it steps on a few Talents that do that based on certain abilities.

Like I said, it was off the top of my head.  Could be changed to a once per session effect easily enough.

 

However, the key difference is that the alternative version of Unstoppable only works against that specific critical injury, where talents such as Heroic Fortitude work for any critical injury that involves that Characteristic, including those that don't specifically reference said Characteristic.

 

So with Heroic Fortitude, it'd negate the mechanical effects of any critical injury that involves the character making a Brawn or Agility check, even if the critical injury is something like "add a setback die to all skill checks" or "upgrade difficulty of all checks by one"; as long as it's an Agility or Brawn check, then Heroic Fortitude would kick in.  Same holds true for any of the talents that say the effects of a critical injury don't apply to checks for the specified Characteristics.  This was clarified by Sam Stewart on the Dangerous Covenants episode of Order 66 when GM Chris mentioned how felt those sorts of talents were of little use.

Share this post


Link to post
Share on other sites

I'd say that, by itself, it's pretty lackluster. But in a tree focused on taking less and less damage, it becomes a good bit more powerful. When coupled with talents like Durable and Heroic Fortitude, it becomes a good bit better. Perhaps a bit expensive for 25 XP, but very cool when it comes up--especially since it means that the advantage/triumph used to crit are completely wasted. You don't even receive the injury, meaning it doesn't need healing.

 

Dono's house rule is a cool idea, although I, personally, would rather have something like the original talent, except you can flip a Destiny Point to cancel a critical roll of up to x (say, 30 or so). For me, a big part of the talent is that you don't even need patching up afterward; you aren't just fighting through the pain, you're completely unaffected by the injury because you're just that tough.

billw2 likes this

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0