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Jamwes

How useful is the Beginner Box Rulebook?

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How useful is the Beginner Box rulebook? Are they the same rules as the core rulebook or are they dumbed down and only useable on their own? What is the difference between the Beginner Box rules and the Core rulebook? What is missing and what is different?

 

In my group we have one Core rulebook and I was thinking of picking up the Beginner Box for the dice and to have access to the game rules. Would this be a decent idea or will I be missing out on too much by not having the Core rulebook?

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From what I have read on the forums here (and I believe you can find this on here as well,) the rules in the beginner game are slightly easier than the core rulebook. The idea of the beginner game is to introduce the idea of an RPG to players who have potentially never played one before. Also, the system and game mechanics used in this game differ from other RPGs, so it helps to teach that to players as well. From what I have learned from research, the beginner game includes everything you need to start playing the game right away. Premade characters, rules, a campaign, the dice required for the game, etc. The core rulebook, (now correct me if I'm wrong everyone) expounds more upon the intricate details of the game, how the character creation process works, etc.

 

As far as your last question goes, I will leave that up to those who own both the core rulebook and the beginner game.

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Would this be a decent idea or will I be missing out on too much by not having the Core rulebook?

The main thing you will miss by not having the core rulebook is character creation and talent trees for the various specializations. The other things like equipment and vehicles the GM can explain as they become part of the adventure. Basically if your GM lets you borrow his book when you want to create or upgrade a character you won't need the Core rulebook.

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There were a few tweaks to talents, weapon ability activation and weapon damage levels between the beginner game and the core book. if you have the gm screen then the last the weapon list will cover the last two bits but the players will have to be careful to check the talents they have, so it might be worth downloading one of the PDF sets that are floating around here.

The other main change is the critical hit table which was simplified in the beginner game, the expanded list can also be found on the GM screen.

I would say its worth getting the beginners game for all the extra goodies and the rulebook will be useful during the learning curve phase of the game but after a while the players probably won't need to look much up during play.

I hope that helped?

Keeop likes this

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Get the core book.  Its better.

 

You neglected to mention the map in the box.  I bought the Beginner Box for the map and the dice.

 

It is assumed that the players will have a tramp freighter, and there is a map of the YT1300 aka Millenium Falcon in the box.  This is both cool and useful even in a star ship battle the players have to take roles.  (I'm in guns.. I'm Pilot.. I'm co-Pilot.)

 

I ran the adventure through yesterday in a couple of hours although I thought it was too linear and annoyingply prefab.  I started the players at the Hutt's residence, with a protocol droid talking to them. 

 

"Greetings honored guests.  Teemo The Hutt in his magnificance has decided to collect on the debts you owe him.  He will be turning you over to Imperial Forces for your bounties.  As they did not specify whether your were to be dead or alive, he will allow you a 10 second head start before allowing his guards to kill you."  With the end of that speach the ddoor to room full of Gamorean guards begins opening slowly.

 

Of course the book and a Dragonfly may also do the job;

Dragon Fly Class Bulk Transport

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I am running it right now on google+ with my group and I would say never have dm'd before and having DMs in my group everyone is enjoying the game. Yes we are learning and we are picking it up as we go and there ar emore experienced players in the group, but for the most part, it is a blast. Like most have said for the price and for the fact that it is easy to learn plus the campaign Escape from Mos Shuuta and then the free campaign on this sign Long arm of the hutt you have well work over a months or even 4 sessions of gameplay in the box.

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I do know that the beginner box came out before the core rulebook.  For example, the beginner box says that Stimpacks start their healing at 4 wounds, but the Core Rulebook has them start at 5.

 

It's certainly useful for getting a very good grasp of the core mechanics of the game though.

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I found the character portfolios in the beginner box to be super helpful in learning the basics of the system. The extra set of dice, the token, and the map are all nice to use as well.

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