DarthDude

FAQ

Recommended Posts

On 1/8/2018 at 9:06 AM, 2P51 said:

No.  Not concentrating anymore breaks concentration.  It's just a maneuver you choose to perform or not in order to sustain a spell that allows it.

what would be the maximum number of concentration actions one can perform per round without talents or strain? 2?

(ie. how many concentration spells can one keep running)

Share this post


Link to post
Share on other sites
41 minutes ago, Kelbar said:

Dice machines question ?

This question to fellow GM, as kinda new to system. 

My question is when you have an NPC attacking a PC, is how do you decide when to add Challenge dice (red dice ) to the check, outside of using story point/destiny point . This is same thing I having issue decided when to add red dice to the dice pool. 

 

Any tips or advice would be welcome on this.

Is there a significant consequence for failure? Is there a high risk? Then throw an upgrade in.

As an example if the character is crossing a tightrope that’s 1 meter off the ground then it’s probably a Hard Coordination Check. If that same tightrope was instead between two buildings and 100 meters off the ground then that same Hard Check needs at least 1 Upgrade, probably 2.

With Success and Despair on that Check I would have the pc drop something, or the rope start to break. With Failure and Despair the rope would snap, the character is left dangling from the end of one half.

Share this post


Link to post
Share on other sites
13 minutes ago, Terefang said:

what would be the maximum number of concentration actions one can perform per round without talents or strain? 2?

(ie. how many concentration spells can one keep running)

With the limit of 2 manoeuvres per round you can maintain a maximum of two spells.

Share this post


Link to post
Share on other sites
5 hours ago, Terefang said:

what would be the maximum number of concentration actions one can perform per round without talents or strain? 2?

(ie. how many concentration spells can one keep running)

It would be two, but that's a pretty sketchy choice tactically.  It means you can't move, can't take cover if you aren't in cover, can't use a lot of Talents, etc.  So possible, but maybe not a regular go to move.

Share this post


Link to post
Share on other sites
11 hours ago, Terefang said:

what would be the maximum number of concentration actions one can perform per round without talents or strain? 2?

(ie. how many concentration spells can one keep running)

Without talents or strain...?

With no talents to mitigate the costs or supplement the effect, you can sustain one spell without spending strain for additional maneuvers. For as long as you have spare strain, you can sustain two spells for the cost of two strain per turn (or perhaps one strain per turn, if the GM is using an Easy Maneuvers variant). Then it's back down to one. Note that additional checks, especially with trained skills, can generate the necessary advantage for strain recovery; so, a well crafted strain engine can keep two spells in the air for much longer than the associated strain threshold would imply.

Edited by CMink
Bonus Content

Share this post


Link to post
Share on other sites
4 minutes ago, CMink said:

Without talents or strain...?

With no talents to mitigate the costs or supplement the effect, you can sustain one spell without spending strain for additional maneuvers. For as long as you have spare strain, you can sustain two spells for the cost of two strain per turn (or perhaps one strain per turn, if the GM is using an Easy Maneuvers variant).

Your Action can be downgraded to a manoeuvre to avoid the strain cost, at the loss of acting. But presumably if you’re maintaining two spells there’s some important spells worth keeping active.

Share this post


Link to post
Share on other sites
14 minutes ago, Richardbuxton said:

Your Action can be downgraded to a manoeuvre to avoid the strain cost, at the loss of acting. But presumably if you’re maintaining two spells there’s some important spells worth keeping active.

Thank you. Ninja'd, but fair point. One if you want to keep doing stuff, two if you don't mind being a statue.

Share this post


Link to post
Share on other sites
17 hours ago, Kelbar said:

Dice machines question ?

This question to fellow GM, as kinda new to system. 

My question is when you have an NPC attacking a PC, is how do you decide when to add Challenge dice (red dice ) to the check, outside of using story point/destiny point . This is same thing I having issue decided when to add red dice to the dice pool. 

 

Any tips or advice would be welcome on this.

This is probably a question for it's own thread; not in this compilation FAQ of rules questions and Dev answers.

Edited by DarthGM

Share this post


Link to post
Share on other sites

Question:

Why did you choose the different mechanic for „Overide Security Program“? The system is usually very clean and uses the standard difficulty/opposition mechanic in most situation. Therefore, my expectation was that the rating of a Security Program is the difficulty to overcome it. However, it is not. Instead, the rating is the number of successes needed, which derivates from all other actions in Genesys. I‘d like to understand why, so that I better know the implications if I copy one or the other dice mechanic for my own usage. 

Answer:
That’s a good question. We chose to design the Override Security program the way that we did for several reasons. One is that scaling successes (the more successes you get, the more effective your action is) is already a part in Genesys (most notably whenever you make a combat check). Although the structure here is slightly different, the core conceit is the same. 
 
The second reason is that it creates additional design space for the future. Talents already exist that allow you to modify the difficulty of checks. By taking this approach, it allows us to open up new avenues for affecting your character’s ability to hack. It also means we can create Firewalls that are hard to get through (large numbers of successes required to ‘break’) but don’t have severe risks of complications if you fail. System defenders can take talents such Defensive Sysops that can increase the difficulty, and this way these talents don’t compound with an increased difficulty to create an impossible task.
 
Hope that helps!
 
Sam Stewart
RPG Manager
Fantasy Flight Games

Share this post


Link to post
Share on other sites

Just got this response to  a question I had about buying and selling:

Question:

Hello! I was hoping you could clarify how buying and selling are supposed to work in both Star Wars and Genesys. If a PC wants to sell something he looted from a foe, and the sale is not a plot-critical moment, does this require one check or two? More specifically, does the PC need to make one Negotiation or Streetwise check versus the item's Rarity to find a buyer, and a second Negotiation or Streetwise check to haggle over the price with the merchant? Or is the first roll the only one required?

The rules on pp. 82–83 of the Genesys rulebook and pp. 157–58 of the Force and Destiny rulebook seem to imply that it's one roll versus a difficulty set by the item's Rarity, with uncanceled Successes increasing the sale price. But should it be two rolls? Roll 1, to find the buyer, Roll 2 to haggle over the price?

For one more level to this question, does the answer depend on the plot-critical-ness of the encounter? Haggling against a merchant makes selling into an opposed check, almost always opening the door to Despair. Is this an indicator that these sorts of opposed haggling sessions should be reserved for important plot moments, and not for simple looting and selling of enemy gear? Thanks for any clarification!

 

Answer:

The rules roll the “find a buyer” and the “sell the item” into a single check, which is why it becomes more difficult to sell rarer items (it’s harder to find a buyer with the kind of money/interest to afford the item in the first place). 

However, you do have a good point. If the negotiations are plot critical, you can expand the encounter out into two parts. One to find a buyer (which can rely on Knowledge or Streetwise checks, or even social skill checks as your characters talk to their friends and find someone interested in making the purchase). The second would be to negotiate a price, at which point you could make an opposed Negotiation check instead of a set difficulty. Simply use the same resolution for successes! 

Hope that helps!

Sam Stewart

RPG Manager

Fantasy Flight Games

 

 

Share this post


Link to post
Share on other sites

Question:

A PC has to use maneuvers and/or strain to move between different range-bands in structured combat.

  1. At what speed is the PC considered moving ?
  2. What would be the canonical way for a PC moving at non-combat speeds (Jog, Run, Sprint, Dash) across range-bands during structured combat ?
  3. does she have to spend strain until dropping unconscious if moving a great distance all in one round ?
Edited by Terefang

Share this post


Link to post
Share on other sites
14 minutes ago, Terefang said:

Question:

A PC has to use maneuvers and/or strain to move between different range-bands in structured combat.

  1. At what speed is the PC considered moving ?
  2. What would be the canonical way for a PC moving at non-combat speeds (Jog, Run, Sprint, Dash) across range-bands during structured combat ?
  3. does she have to spend strain until dropping unconscious if moving a great distance all in one round ?

This thread is solely for questions answered by the devs. If you have a question to ask the community, please post it in a separate thread.

Share this post


Link to post
Share on other sites
4 minutes ago, c__beck said:

This thread is solely for questions answered by the devs. If you have a question to ask the community, please post it in a separate thread.

i am asking the devs what they have in mind for this situation. i might not care for the communities variing opinions.

if this question is not appropriate, the devs can either move or delete my posting.

Edited by Terefang

Share this post


Link to post
Share on other sites

Question:

On pg 144, for the Fantasy weapons table, I was able to mentally work through the creation of the Shield listed in Table II. 1-1.
However, my question is, how did you create the Sword in the same table? Since it has +3 damage, with a crit rating of 2, and the Defensive 1 seems like it would be much higher than 200. I realize costs are variable and there is a discount applied to items in Table II.1-1, but no matter what I seem to craft, I can't get the sword's cost to come close to what's listed.

Answer:

You’ll probably notice a similar problem with spears, maces, and other melee weapons. We accidentally omitted one line from our weapons pricing table, which is that melee and brawl weapon costs should be halved after all other calculations. This compensates them for the major limitation of not being able to be used at range.

This is something we have fixed in future printings, and will be addressing in our errata.

Hope this helps!

Sam Stewart
RPG Manager
Fantasy Flight Games
Edited by BlamedCat
fixing font sizes

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