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Advantages and Threats cancel each other out in the base game. Reiterating this was probably deemed unnecessary since it's a key game mechanic across all three lines. 

 only reason I bring this point up it to look at existing weapons and trying to rebuild. (standard difficulties so no chance at despair)

 

eg. Heavy Blaster Pistol would need to generate a roll of 2 adv/triumph (stun setting), 3 adv/triumph (destructive), 1 threat (heavy), 3 threat (ammunition-inefficient) total of 5 adv and 4 threat, or 2 triumphs and 4 threat.  if adv and threat negate as per standard rules you would have to depend on the triumphs.  which mean the chance of making a heavy blaster pistol become extremely high for a common weapon.

 

if you try and recreate alot of the basic weapons you will find they depend on a combination of adv and threats to help define their flaws and improvements.

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Depair and advantage and triumph and threat dont cancel out. Also its not meant for you to be able to build identical items that are manufactured elsewhere, for example some items would be impossible to build like the morgukai cortosis staff.

Although Max Brooks has said that although not RAW a guide for working with new templates would be to take an item and half the cost and then make the difficulty off a similar weapon.

It doesnt always work the way you might want it. For example if you wanted to take the idea that a morgukai adept makes his own armor and staff then they would need a higher Int and have mechanics as a skill, I doubt they would be able to pass a daunting mechanics check and pull off 2 triumph on the roll (even then that's not enought tl get cortosis) when they have no ranks in mechanics. Even succeed on the roll to make heavy battle armor

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Ok I am having a strange bug that I've never experienced.

 

In my encounters... whenever I load minions into an encounter, no matter how many I tell it to set, it resets the number to 1 when I Add or Update.

 

Has anyone else seen this?  It seems to happen when the Minions are not the FIRST adversary listed.  So the first minion group is fine, but adding any more than that, the group resets to 1 no matter how many I set.

Edited by scotter23

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Depair and advantage and triumph and threat dont cancel out. Also its not meant for you to be able to build identical items that are manufactured elsewhere, for example some items would be impossible to build like the morgukai cortosis staff.

Although Max Brooks has said that although not RAW a guide for working with new templates would be to take an item and half the cost and then make the difficulty off a similar weapon.

It doesnt always work the way you might want it. For example if you wanted to take the idea that a morgukai adept makes his own armor and staff then they would need a higher Int and have mechanics as a skill, I doubt they would be able to pass a daunting mechanics check and pull off 2 triumph on the roll (even then that's not enought tl get cortosis) when they have no ranks in mechanics. Even succeed on the roll to make heavy battle armor

Has someone asked this as a dev question?  I agree, the book isn't clear on this topic, but when you make a "check", success/failure and advantage/threat always cancel each other out, while triumph and despair don't.  Both the GM and the player can both spend symbols, assuming that the roll contains triumph and threat, or despair and advantage.  That may be what they were referring to.

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Depair and advantage and triumph and threat dont cancel out. Also its not meant for you to be able to build identical items that are manufactured elsewhere, for example some items would be impossible to build like the morgukai cortosis staff.

Although Max Brooks has said that although not RAW a guide for working with new templates would be to take an item and half the cost and then make the difficulty off a similar weapon.

It doesnt always work the way you might want it. For example if you wanted to take the idea that a morgukai adept makes his own armor and staff then they would need a higher Int and have mechanics as a skill, I doubt they would be able to pass a daunting mechanics check and pull off 2 triumph on the roll (even then that's not enought tl get cortosis) when they have no ranks in mechanics. Even succeed on the roll to make heavy battle armor

Threat and advantage cancel out. Triumph and despair do not.

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Depair and advantage and triumph and threat dont cancel out. Also its not meant for you to be able to build identical items that are manufactured elsewhere, for example some items would be impossible to build like the morgukai cortosis staff.

Although Max Brooks has said that although not RAW a guide for working with new templates would be to take an item and half the cost and then make the difficulty off a similar weapon.

It doesnt always work the way you might want it. For example if you wanted to take the idea that a morgukai adept makes his own armor and staff then they would need a higher Int and have mechanics as a skill, I doubt they would be able to pass a daunting mechanics check and pull off 2 triumph on the roll (even then that's not enought tl get cortosis) when they have no ranks in mechanics. Even succeed on the roll to make heavy battle armor

Threat and advantage cancel out. Triumph and despair do not.

 

I do believe the success granted by triumph and failure granted by despair can be canceled. The other effects can not. At least that is what i have understood in reading the rules and what I have been told. But I could be wrong,

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Found a potential issue, not sure if it's been posted before (Quick search turns up nothing).

 

When I try to purchase a Talent in my Career Specialization for a Technician, I get asked "You have purchased talents in your current career specialization. If you continue, these talents will be lost. Are you sure you want to do this?" If I select "Yes", the character's Career Specialization changes to Cyber Tech. if I select "No", nothing happens and the Talent is still purchased; however this comes up every time I attempt to purchase a Talent in the specialization.

 

Reproduction Steps:

1) Create a New Character

2) Select Career Technician

3) Select Career Specialization; anything but Cyber Tech.

4) Purchase a Talent in the Specialization, and the above message appears.

 

Anyone else able to reproduce this, or is it possibly a data file issue?

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Found a potential issue, not sure if it's been posted before (Quick search turns up nothing).

 

When I try to purchase a Talent in my Career Specialization for a Technician, I get asked "You have purchased talents in your current career specialization. If you continue, these talents will be lost. Are you sure you want to do this?" If I select "Yes", the character's Career Specialization changes to Cyber Tech. if I select "No", nothing happens and the Talent is still purchased; however this comes up every time I attempt to purchase a Talent in the specialization.

 

Reproduction Steps:

1) Create a New Character

2) Select Career Technician

3) Select Career Specialization; anything but Cyber Tech.

4) Purchase a Talent in the Specialization, and the above message appears.

 

Anyone else able to reproduce this, or is it possibly a data file issue?

 

I had this issues while I was playing around with creating a bunch of sample characters.  I was able to resolve it by clearing the cache and restarting the program.

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Found a potential issue, not sure if it's been posted before (Quick search turns up nothing).

 

When I try to purchase a Talent in my Career Specialization for a Technician, I get asked "You have purchased talents in your current career specialization. If you continue, these talents will be lost. Are you sure you want to do this?" If I select "Yes", the character's Career Specialization changes to Cyber Tech. if I select "No", nothing happens and the Talent is still purchased; however this comes up every time I attempt to purchase a Talent in the specialization.

 

Reproduction Steps:

1) Create a New Character

2) Select Career Technician

3) Select Career Specialization; anything but Cyber Tech.

4) Purchase a Talent in the Specialization, and the above message appears.

 

Anyone else able to reproduce this, or is it possibly a data file issue?

 

I had this issues while I was playing around with creating a bunch of sample characters.  I was able to resolve it by clearing the cache and restarting the program.

 

 

Unsurprisingly, fixed it for me too. Thanks for the fix! Should have thought to clear the cache before posting.

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I'm sure this has been up plenty of times before, so I'm sorry if I'm drag it up yet again. 

 

I did a test character in this excellent program, to chech out the Defensive/Deflective issue that the rules system doesn't seem to agree with itself on.

 

I understand it like this: some things (armor, cover) grant Defense (either Melee, Ranged or both). Other things increase Defense (like Defensive, Deflective from weapons).

 

If something increase Defense, it adds to the base defense. So having Armored Clothes (grants Defense 1) and wielding a Vibrosword, that character would have Ranged Defense 1, Melee Defense 2. Right? :)

 

The software doesn't seem to take this into account.

 

-E.  

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I'm sure this has been up plenty of times before, so I'm sorry if I'm drag it up yet again. 

 

I did a test character in this excellent program, to chech out the Defensive/Deflective issue that the rules system doesn't seem to agree with itself on.

 

I understand it like this: some things (armor, cover) grant Defense (either Melee, Ranged or both). Other things increase Defense (like Defensive, Deflective from weapons).

 

If something increase Defense, it adds to the base defense. So having Armored Clothes (grants Defense 1) and wielding a Vibrosword, that character would have Ranged Defense 1, Melee Defense 2. Right? :)

 

The software doesn't seem to take this into account.

 

-E.  

 

Short answer.

Defense doesn't stack.  

 

Longer answer.

Rules As Written:

Multiple sources of defense do not stack. However, the character always uses the best defense rating available to him. If the PC possesses a defense rating of 1 against all attacks but a defense rating of 2 against melee attacks, he applies the defense 2 against all close combat attacks directed at him.

 
So if you test the program out and add equip a Voss Warspear (Defensive 2) your character will have Rng 1/Melee 2

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Hey Ogg dude, feature request... in the compact view options, can you provide the option to not print species traits (and only list the species name)... when you try to print a droid in compact view the long list of traits that only matter at char gen take away a lot of space from talents, and can you increase the number of talents your're able give priority to say 8.

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OggDude is a tremendous benefit to the community with this program, and I'm grateful for all the hours of number crunching and book-page-flipping saved by this program.

 

That said, I had my first crash last night, and it made me sad in my face.

 

My wife wanted to play the Navigator from SAVAGE SPIRITS, so I recreated the Talents and Spec in the Data Editor (attaching it to the Seeker Career as normal).  When I reloaded the Character Generator, I got a warning that--honestly--I didn't understand.  It said:

 

"Undhandled exception has occurred in your application.  If you click Continue, the application will ignore this error and attempt to continue.  If you click Quit, the application will close immediately.  Object reference not set to an instance of an object."

 

Suffice it to say: I got that super crash when I clicked Continue.

 

Here's the bug report itself:

 

 

See the end of this message for details on invoking 

just-in-time (JIT) debugging instead of this dialog box.
 
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SWCharGen.Character.AddSpecialization(Specialization spec, Boolean startingSpec)
   at SWCharGen.frmSWCharGenMain.cmbCareerSpec_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ComboBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
 
************** Loaded Assemblies **************
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SWCharGen
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    Win32 Version: 4.6.1586.0 built by: NETFXREL2
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
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    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
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    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
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Microsoft.CSharp
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    Win32 Version: 4.6.1586.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
 
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
 
For example:
 
<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>
 
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

 

Fine, no problem, I thought; I'll just re-edit the Specialization I created.

 

Yes problem.  All of the Talents I created are gone.  The Spec is not, and it's still tied to the Career, but the Talents are nowhere to be seen.  This includes all the Talents I created for a separate, homebrewed Universal Spec.

 

I remain grateful for all of Oggdude's work, but I'd love to have a solution for this crash so my wife can get her character up and running.

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I'm sure this has been up plenty of times before, so I'm sorry if I'm drag it up yet again. 

 

I did a test character in this excellent program, to chech out the Defensive/Deflective issue that the rules system doesn't seem to agree with itself on.

 

I understand it like this: some things (armor, cover) grant Defense (either Melee, Ranged or both). Other things increase Defense (like Defensive, Deflective from weapons).

 

If something increase Defense, it adds to the base defense. So having Armored Clothes (grants Defense 1) and wielding a Vibrosword, that character would have Ranged Defense 1, Melee Defense 2. Right? :)

 

The software doesn't seem to take this into account.

 

-E.  

 

Short answer.

Defense doesn't stack.  

 

Longer answer.

Rules As Written:

Multiple sources of defense do not stack. However, the character always uses the best defense rating available to him. If the PC possesses a defense rating of 1 against all attacks but a defense rating of 2 against melee attacks, he applies the defense 2 against all close combat attacks directed at him.

 
So if you test the program out and add equip a Voss Warspear (Defensive 2) your character will have Rng 1/Melee 2

 

 

But I seem to remember there being a difference between "gain Defense 1" and "increase Defense by 1". So there is no difference? 

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I'm sure this has been up plenty of times before, so I'm sorry if I'm drag it up yet again. 

 

I did a test character in this excellent program, to chech out the Defensive/Deflective issue that the rules system doesn't seem to agree with itself on.

 

I understand it like this: some things (armor, cover) grant Defense (either Melee, Ranged or both). Other things increase Defense (like Defensive, Deflective from weapons).

 

If something increase Defense, it adds to the base defense. So having Armored Clothes (grants Defense 1) and wielding a Vibrosword, that character would have Ranged Defense 1, Melee Defense 2. Right? :)

 

The software doesn't seem to take this into account.

 

-E.  

 

Short answer.

Defense doesn't stack.  

 

Longer answer.

Rules As Written:

Multiple sources of defense do not stack. However, the character always uses the best defense rating available to him. If the PC possesses a defense rating of 1 against all attacks but a defense rating of 2 against melee attacks, he applies the defense 2 against all close combat attacks directed at him.

 
So if you test the program out and add equip a Voss Warspear (Defensive 2) your character will have Rng 1/Melee 2

 

 

But I seem to remember there being a difference between "gain Defense 1" and "increase Defense by 1". So there is no difference? 

 

Perhaps you are thinking about mods, and improvements to mods, where gain Defense 1 would mean you get 1 defense, whereas increase defense by 1 would mean get one extra on the item, to 1 if you had 0 before, or higher otherwise.

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I'm sure this has been up plenty of times before, so I'm sorry if I'm drag it up yet again. 

 

I did a test character in this excellent program, to chech out the Defensive/Deflective issue that the rules system doesn't seem to agree with itself on.

 

I understand it like this: some things (armor, cover) grant Defense (either Melee, Ranged or both). Other things increase Defense (like Defensive, Deflective from weapons).

 

If something increase Defense, it adds to the base defense. So having Armored Clothes (grants Defense 1) and wielding a Vibrosword, that character would have Ranged Defense 1, Melee Defense 2. Right? :)

 

The software doesn't seem to take this into account.

 

-E.  

 

Short answer.

Defense doesn't stack.  

 

Longer answer.

Rules As Written:

Multiple sources of defense do not stack. However, the character always uses the best defense rating available to him. If the PC possesses a defense rating of 1 against all attacks but a defense rating of 2 against melee attacks, he applies the defense 2 against all close combat attacks directed at him.

 
So if you test the program out and add equip a Voss Warspear (Defensive 2) your character will have Rng 1/Melee 2

 

 

But I seem to remember there being a difference between "gain Defense 1" and "increase Defense by 1". So there is no difference? 

 

Perhaps you are thinking about mods, and improvements to mods, where gain Defense 1 would mean you get 1 defense, whereas increase defense by 1 would mean get one extra on the item, to 1 if you had 0 before, or higher otherwise.

 

 

Well, it comes up in every campaign. It is a bit unrealistic that armor defense should not stack with cover, and a character with for example, Armored Clothes, Vibrosword and Parrying Vibrodagger should have the same Melee Defense as a character with only Armored Clothes. :P 

However, in our group, we're allowing, for example, two Defensive items to stack (vibrosword and parrying vibrodagger), but we're not allowing General, Melee or Ranged defense to stack with each other. I think this is the intent of the rules, actually, but I would be happy to hear from the writers on this (so happy, in fact, that I sent them an e-mail about it earlier today). :)

 

Edit: What confuses me, if what you say is correct, is this from the FAQ:

 

Q. Some armor, talents, and item qualities provide a static defense value, while others specifically increase a defense value. How do they interact?

 

A. When a character can choose between two static defense values, (for example, if he is in cover and is wearing armor that has a defense value), he chooses the better of the two values. Then any armor, talents, and item qualities he has that “increase” his defense value are added to the static value he chose.

 

E.    

Edited by Ferretz

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Thanks OggDude for this wonderfull app, it made playing this RPG so much more enjoyable and easy to play. :D

 

I upgraded from 1.6.3 to 1.7.0 today but now i can't open any of my charakters. It worked without a problem before. I have nothing modded or changed any of the Generator files. The programm starts without a problem, launcher works too.

 

The Error Message that it is giving me:

Sorry part of the text is in german, but i hope it is still understandable. If not, i will try to post it again with english translations:

 

************** Ausnahmetext **************
System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
   bei SWCharGen.CharRigger.GetVehicleList()
   bei SWCharGen.CharRigger.get_allVehicles()
   bei SWCharGen.CharRigger.SetSigVehicleAttachments()
   bei SWCharGen.frmSWCharGenMain.CharacterButtonClick(Object sender, EventArgs e)
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei SWCharGen.ImageButton.OnClick(EventArgs e)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei SWCharGen.ImageButton.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Geladene Assemblys **************
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    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll.
----------------------------------------
SWCharGen
    Assembly-Version: 1.7.0.0.
    Win32-Version: 1.7.0.0.
    CodeBase: file:///P:/File/Star%20Wars%20RPG/SWEotECharGen%2014.08.16%201.7.0/SWCharGen.exe.
----------------------------------------
System.Core
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
    Assembly-Version: 1.0.0.0.
    Win32-Version: 4.6.1055.0 built by: NETFXREL2.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
Microsoft.GeneratedCode
    Assembly-Version: 1.0.0.0.
    Win32-Version: 4.6.1055.0 built by: NETFXREL2.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
Microsoft.GeneratedCode
    Assembly-Version: 1.0.0.0.
    Win32-Version: 4.6.1055.0 built by: NETFXREL2.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
Microsoft.GeneratedCode
    Assembly-Version: 1.0.0.0.
    Win32-Version: 4.6.1055.0 built by: NETFXREL2.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
Microsoft.CSharp
    Assembly-Version: 4.0.0.0.
    Win32-Version: 4.6.1055.0.
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll.
----------------------------------------

 

 

 

Any help would be very appricated. :)

 

 

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Valid points, but not an issue with the software.  The software is coded to replicate what the RAW is not what your house rules are.

 

Of course, but look at what the FAQ says. That's from the developers. 

"When a character can choose between two static defense values, (for example, if he is in cover and is wearing armor that has a defense value), he chooses the better of the two values. Then any armor, talents, and item qualities he has that “increase” his defense value are added to the static value he chose." -Edge of the Empire FAQ 

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Well, it comes up in every campaign. It is a bit unrealistic that armor defense should not stack with cover, and a character with for example, Armored Clothes, Vibrosword and Parrying Vibrodagger should have the same Melee Defense as a character with only Armored Clothes. :P

However, in our group, we're allowing, for example, two Defensive items to stack (vibrosword and parrying vibrodagger), but we're not allowing General, Melee or Ranged defense to stack with each other. I think this is the intent of the rules, actually, but I would be happy to hear from the writers on this (so happy, in fact, that I sent them an e-mail about it earlier today). :)

 

Edit: What confuses me, if what you say is correct, is this from the FAQ:

 

Q. Some armor, talents, and item qualities provide a static defense value, while others specifically increase a defense value. How do they interact?

 

A. When a character can choose between two static defense values, (for example, if he is in cover and is wearing armor that has a defense value), he chooses the better of the two values. Then any armor, talents, and item qualities he has that “increase” his defense value are added to the static value he chose.

 

E.    

 

 

I could not agree more! It's all so complicated, and what for...?

 
I honestly don't see why FFG did not just choose the simplest option and allow all defence/setback dice to stack!

 

After all, the game is already heavily weighted in the direction of attack. Once you have a little experience, it is no problem to boost your main attack to 4 or 5 proficiency dice. Actually hitting is no longer a challenge, so what is the occasional 5 or 6 setback dice against that?
 
Edit: boost --> setback (of course)
Edited by JediNite

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When I Start the "web enabled" where it goes out and checks for any updates I now get the error:

 

Application cannot be started, Contact the application vendor.

 

and in the Log it says:

 

ERROR DETAILS
Following errors were detected during this operation.
* [8/14/2016 5:01:49 PM] System.Deployment.Application.DeploymentException (Activation)
- Activation failed.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.SubscriptionStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.Activate(DefinitionAppId appId, AssemblyManifest appManifest, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.ProcessOrFollowShortcut(String shortcutFile, String& errorPageUrl, TempFile& deployFile)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
--- Inner Exception ---
System.IO.FileNotFoundException
- The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.NativeMethods.CorLaunchApplication(UInt32 hostType, String applicationFullName, Int32 manifestPathsCount, String[] manifestPaths, Int32 activationDataCount, String[] activationData, PROCESS_INFORMATION processInformation)
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
 

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 I could not agree more! It's all so complicated, and what for...?

 
I honestly don't see why FFG did not just choose the simplest option and allow all defence/setback dice to stack!

 

After all, the game is already heavily weighted in the direction of attack. Once you have a little experience, it is no problem to boost your main attack to 4 or 5 proficiency dice. Actually hitting is no longer a challenge, so what is the occasional 5 or 6 setback dice against that?
 
Edit: boost --> setback (of course)

 

 

Be that as it may, this is a conversation which has been had numerous times elsewhere on the forums, and will likely not be settled until FFG gets around to a thorough revision of the defense rules. I think in the meantime, OggDude has the right idea in sticking to a stricter interpretation, as many players take their rules cues from the character generator, and it is generally easier for a GM to relax the expected rules than to tighten them.

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 I could not agree more! It's all so complicated, and what for...?

 
I honestly don't see why FFG did not just choose the simplest option and allow all defence/setback dice to stack!

 

After all, the game is already heavily weighted in the direction of attack. Once you have a little experience, it is no problem to boost your main attack to 4 or 5 proficiency dice. Actually hitting is no longer a challenge, so what is the occasional 5 or 6 setback dice against that?
 
Edit: boost --> setback (of course)

 

 

Be that as it may, this is a conversation which has been had numerous times elsewhere on the forums, and will likely not be settled until FFG gets around to a thorough revision of the defense rules. I think in the meantime, OggDude has the right idea in sticking to a stricter interpretation, as many players take their rules cues from the character generator, and it is generally easier for a GM to relax the expected rules than to tighten them.

 

 

But it is not really an interpretaton, is it? As the FAQ clearly says that "increase Defense" means that you add it to the static defense. :)

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