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Order 66 Podcast: Questions for the Devs - Special Modifications

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How does the Technical Aptitude talent work with the new expanded slicing rules? It says that all computer-related tasks take 25% less time per rank, but when you're working in structured time with actions and manoeuvres it's hard to see how to implement that.

 

And on a related note, would Astrogation checks to enter hyperspace be considered a computer-related task for the purposes of Technical Aptitude?

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On behalf of Log 101

Has anyone else noticed that the crafting table 3-5 (Ranged Weapon Template Profiles) in Special Modifications lists Gunnery against 'Heavy Energy Rifle', when the examples of these weapon types from table 3-4 are "heavy blaster rifle, disruptor rifle" both of which are traditionally used with Ranged Heavy.

 

Also, the standard Heavy Blaster Rifle isn't Restricted like the scratch-built version.

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Cybernetics are expensive items, in particular when a Droid or Gank have many of them installed. Do you have any suggestions for GM's on how to reward those PC's with the implants without the rest of the Party getting up in arms about the imbalance of rewards. I mean a Droid Cyberneticist could have 9 different implants and even with the 50% discount that could be 30,000 credits worth of enhancements, does everyone else get 3 lightsabers each? But the Cybernetic character in this case still has no other equipment, so somehow you need to give them lots of extra value worth without upsetting the apple cart. I can think of a couple of ways, but i really want to hear your suggestions.

 

On a side note this could apply to many characters, Pilots with personal Star-fighters, Mechanics with pet droids everywhere, Dual Wield Lightsaber PC's wanting 2 $18k crystals etc etc, if everyone wants their own special thing then fine, but how do you keep the others happy?

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0:11:14 The 72oz steak with all the trimmings meat of the show.

0:11:40 General discussion of design of the book, lots of gear.

0:24:25 Artwork, favourites? Wookiee's in space, a feather cape and backpacks of lava.

0:31:55 failures and contractors as Obligation

Motivation

0:40:50 Species!!! Why these? Not as iconic as a Wookiee, and Tech is important in their lives Mustifarisns know how fragile it is, Dugg are subjugated by it and Besalisks are adaptive and having 4 arms is a big advantage.

0:46:14 Why do Besalisks have Xexto ability and not the Brawl advantage of the NPC in FaD p417-418? Because it's much more versatile and has general use outside combat. If your GM wants to let you have that ability then feel free, but the GM better be prepared for their funeral!

0:49:00 Specialisations, 2nd most important part of the book, the why and how. No one like a Trandoshian cook!

0:55:20 Question(from me!): Droid use Reroute Power and Redundant systems on themselves? Yes and Yes with common sense, some Droid love.

0:59:30 Q: Rigger not duplicated here? A: was considered but It didn't fit. Also general discussion on Duplicate Specialisations.

1:02:50 Q(from MandaloretheUltimate) : Does Gearhead time reduction stack from ranks? No.

1:03:50 Signature Abilities discussion; A Team Montage!

1:09:15 Q(Darth Pseudonym): Inventive Creation like Contraption talent? A: Contraption solves a single problem, IC creates a reusable item, now bust down the door and blow up those Stormtroopers with my potato gun.

1:15:00 Q(Serone(spelling?)): Is Unmatched Callibration broken? A: All Sig Abilities are powerful, every group is different, in play testing it was fine. Think quick!

1:19:00 Chapter 2! Q(Darth Cuddles): who wrote the chapter? A:Monty Lyn for the Rivet Gun and others as well as Stirling Hurschie and Jordan Goldfarb and Tim Cox (I'm crap at spelling names sorry)

1:20:00 Tools as weapons and custom attachments.

1:24:18 Q(MandaloretheUltimate): how did you come up with the DH-17(actually DH-19) pistol A: natural extension of the basics "It looks cool!"

1:26:49 Q(Greater Bob & Murer): How do Droids and their cybernetics shut down from Ion weapons? A: Complex, perhaps 1 or multiple with a tremendous roll, not all unless very important to the story... DBAD. Called shot on a Cybernetic is a great way to get it to shut down. Ion v Droid for Strain is pretty good on its own.

1:33:18 Q(me): does your 10k get you 1 or 2 cyber legs/arms? A: Ask Sam! But they all play it that it's for the Pair, 10k is plot levels of money, 20k for an amputee is very steep.

1:36:15 Q(me...again): cybernetics are expensive, please discuss rewarding without other players getting in a huff. A: Stuff! Don't be stingy, hand out the fun. Try to identify the things each Player wants and bring them in "A land speeder, a special gun, a cure for the disease that's ravaging your home planet" not everything rewarding is worth money "Narrative payout". Don't stress over the mechanical differences in rewards, make them Narratively important. Give them a favour from Lando or make it rain credits.

1:45:10 Q(me...last one :P ): Does Cyberneticist affect Character Creation credits? A: Gank species ability no, other purchases Yes.

1:46:00 Q(Joe Smoke): Do droid minions mono task chassis provide skilled assistance? A: Yes, reasons, mostly Narrative. Bring your Guitars...

1:47:50 Q(Captain Raspberry): Ship to Ship electronic Warfare? Discuss? A: some things work, others not so much, ever heard of phone hacking with captain crunch whistles, it's a bit like that. Star Wars is an "Analog Future". Range as sensor, or close, or based on Slicers quality of equipment

1:50:55 Q(MandaloretheUltimate): Explain the creation of the modular star fighter. A: Thanks Stirling Hershie...

1:52:24 Q(HappyDaze): Space Towtruck medium laser cannons stats wrong? A: copy paste error, should be standard.

1:53:17 Q(HappyDaze): Cargo Pod stats? A: supposed to be simple, perhaps modular Starfighter with only the Cargo attachment.

1:53:55 Start of chapter 3. Crafting discussion, why now? Building new stuff is very Star Wars. Supplements are for the fiddly rules.

1:55:30 Why no armour crafting (Darth Pseudonym and Merua)? Max hasn't made a Literary Tartis, not thematic to a Technician and because that's more a Guardian and Bounty Hunter thing? (rare hint there?)

1:57:02 Q(GMHooly): Do schematics benefits stack across multiple attempts? A: Yes, you are a master when Daunting becomes Simple. Lots of time is the biggest balance.

2:00:16 Q(Joe Smoke): How do crafters get multiple challenge dice on a crafting roll? A: it rare, but environment, equipment, criticals, double or nothing talent, destiny point.

2:02:10 Q(Humanoid): getting flaws and improvements on the same item with advantage and threat? A: A&T do cancel like normal, designed for simplicity, not too much to track. As a house rule them not cancelling is a good one Max may even use. Triumph and Despair don't cancel so that introduces possibilities.

2:04:40 Q(Joe Smoke): Optimising existing equipment, using an item to make the same item? A: perhaps 50% discount on normal materials cost

2:05:35 Q(MandaloretheUltimate): Can existing items be templates? A: Yes probably OK but ask your GM. Materials is 1/2 normal price, reduce rarity by 1-2, time is based on research into real world... KISS.

2:07:14 Q(Merur): What Attachments on shields? A: lots of the Melee options could work mono-molecular edge for Captain America.

2:09:34 Q(Jegergryte): When for Starship Crafting... Kidding kidding! (Engineer book is my guess but who knows)

2:09:46 Q(Log101): Gunnery for rifles and where's the HRB? A: HRB's are just a heavily tricked out rifle (good role required) due to keeping the system as simple as possible. Examples are broad ideas, not always exact.

2:11:28 Q(Jegergryte): How do you customise templates? A: look at base item, strip off some good stuff (not the things that are not on the tables) (to add back with advantage later), half cost, base time on something similar, difficulty based on similar item.

2:14:05 Slicing time. Slicer on slicer action. Rules discussion.

2:16:20 Q(2P51): why only slicing actions, no maneuvers? A:To have maneuvers available for other things, in slicing encounters you often need to move around and do other things.

2:18:20 Q(Gigerstreak): Defending a computer system with a security program too easy? A:First a defender needs to notice the intruder with a Perception check. Second a gunfight in an empty room is boring, so is a Slicing encounter without complications, more like a heist.

2:19:28 Q(Krieger22): how does the Technical aptitude talent work with new slicing rules, 25% faster per rank. A:perhaps a free maneuver, perhaps a boost, Triumph for free action...

2:22:40 The Workshop. Q(MandaloretheUltimate): What was the idea behind this section? A:there needed to be rules for Tony's basement, the Bat Cave and Luke's workshop. Similar to the Homestead without stepping on it's toes.

2:24:38 Q(Desslok): With the cost recovery upgrade how much extra will advantages recover? A:ambiguous on purpose, each game will be different. 100% total recovery is too much, 25% extra for varying amounts of advantage based on the rarity of materials, 1 for very common, 5 for Kyber Crystals.

2:26:03 Q(whafrog): advanced benefits cost guidelines? A:intended to be more narrative than Homesteads. Each option could vary widely based on where it's installed and its purpose; emergency containment measures could be almost anything from a bulkhead door to a quarantine room. A couple thousand up to 5 or 6 thousand is reasonable, but think logically about how that fits into the space you have.

2:28:45 Wrap up of the over 2 hour meat.

2:31:22 Post Show!!!!! Max's steak at GenCon, Chris on after dark fing DnD and falling asleep with your shoes on. Rebels spoilers discussion. DarthGM turns into a pumpkin.

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Cybernetics are expensive items, in particular when a Droid or Gank have many of them installed. Do you have any suggestions for GM's on how to reward those PC's with the implants without the rest of the Party getting up in arms about the imbalance of rewards. I mean a Droid Cyberneticist could have 9 different implants and even with the 50% discount that could be 30,000 credits worth of enhancements, does everyone else get 3 lightsabers each? But the Cybernetic character in this case still has no other equipment, so somehow you need to give them lots of extra value worth without upsetting the apple cart. I can think of a couple of ways, but i really want to hear your suggestions.

 

On a side note this could apply to many characters, Pilots with personal Star-fighters, Mechanics with pet droids everywhere, Dual Wield Lightsaber PC's wanting 2 $18k crystals etc etc, if everyone wants their own special thing then fine, but how do you keep the others happy?

 

And a good star fighter + the hangar mod for your freighter is like 150,000+ credits 

There is plenty of stuff to spend credits on and in many ways gadgets, cybernetics, tools and Explosive are an excellent substitution for force powers and light sabers. 

 

I don't think that many characters can not spend credits in large amounts, which makes expensive much less expensive in relation to that. Either you hand out enough credits or your characters will start stealing starships, dismantle them and sell the spare parts on the black market or just go the piracy route. 

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Inventive Creation like Contraption talent? A: Contraption solves a single problem, IC creates a reusable item, now bust down the door and blow up those Stormtroopers with my potato gun.

 

Ah! I was wondering what the differences between those were!

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Inventive Creation like Contraption talent? A: Contraption solves a single problem, IC creates a reusable item, now bust down the door and blow up those Stormtroopers with my potato gun.

 

Ah! I was wondering what the differences between those were!

Yeah same. Max talked about how using Contraption to blow open a locked door would just open the door, then your on your own fighting the storm troopers on the other side. But using IC to create a grenade launcher would still leave you with that grenade launcher to deal with the troops. It's the difference between a 1 use item and an item to use for the encounter. They also talked about the fact IC has a lot of upgrades to it as well.

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Inventive Creation like Contraption talent? A: Contraption solves a single problem, IC creates a reusable item, now bust down the door and blow up those Stormtroopers with my potato gun.

 

Ah! I was wondering what the differences between those were!

 

Keep in mind the item still eventually breaks down, but the IC item can be used to just solve more than a single problem.

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Second Chances says per encounter, which means structured play, and I think crafting equals narrative play, so no for that. Double or Nothing doesn't specify so I would say yes.

 

To me, an Encounter doesn't mean structured play, it means "an encounter". If the encounter is you negotiating with an Imperial Customs officer, or trying to build up a town's defenses before an evil swoop gang comes riding into town, I'd totally allow someone to use a "per encounter" power during that scene.

 

However, crafting takes DAYS to complete. You do a few hours here, a few hours there, or pull a couple all-nighters to get it finished.  Anything that's broken up like that, I wouldn't let someone use a "per encounter" ability on, as a general rule. Maybe if the crafter literally did 48 hours of straight construction would I let them use it, but that only seems fair since I'll be upgrading that check heavily and adding in setback dice due to exhaustion.

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