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  1. - Top - End - #241
    Barbarian in the Playground
     
    Lizardfolk

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    Jun 2010

    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Cikomyr View Post
    This is pretty interesting.

    I was thinking into having the Imperial Knight's powers be mostly dedicated around Lightsaber Combat. They dont do the mystical "feel the ways of the Force" Jedi bullcrap, but they arent allowed to "dominate the world like a tantrum-throwing toddler" Sith crap wither.

    (Not to say Jedi and Sith philosphies arent interesting. I am just describing them from an Imperial Knight's point of view).

    So.. Its possible to have Lightsaber Combat Gods? Or diversification is the overall key? (Which is interesting in its own right)
    If they take Force Powers, you should focus on them having something like the Enhance power, which just improves their physicality. The Lightsaber specializations tend to give two things I have found: using lightsabers in a stat other than Brawn due to the different styles, and to give different ways your character can take Strain to block hits/do moves with lightsabers. Saber combat is very divorced from force power type stuff, and I think maybe only 1 lightsaber tree even improves your Force Rating (which gives dice to generate effects with force powers). One good thing Force and Destiny does is that some talents (not force powers) require you to be Force Sensitive to take, but they aren't like the iconic force powers, so you can have a force sensitive character with an interesting edge that doesn't resort to mind controlling people or throwing rocks with his/her mind.
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  2. - Top - End - #242
    Firbolg in the Playground
     
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    Default Re: Edge of the Empire General Discussion Thread

    OOOOOOOHHHH I love that!!

    It's perfect for less-mystical Imperial Knights, who are more about exercising authority, being secret agents and field commanders. Sort of what the Jedi were asked to become during the Clone War, but actually dedicated and trained into that task.

    The most I learn about that system, the more I like it.

    Central pooled ressource for the party? Check!
    Narrative mechanics? Check!
    Interesting Force system? Check!

    I don't understand why people keep saying it's a period-specific RPG. I mean.. except for the prevalence/absence of Force users, is there much different in the shadow underworld of the Old Republic vs. the Empire vs. the New Republic vs. the Far Future?!

  3. - Top - End - #243
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    If the Knights are going to be mainly aantagonists, there's also the Inquisitor building rules in the back of the adversary section- guidlines for building a fair opponent for a party of characters.

    Also note that there's 2 different "starting levels" Starting XP and Knight Level.

    Starting XP is A New Hope's Han Solo and arthritic Old Ben
    Knight level is slightly weaker than Phantom Menace's jedi, the Senate representative, and the orphan slaveboy who somehow beats professionals around a racetrack.

    I recently put togher "third jedi from the left" stats for generic Jedi order members at knight level- you have to be careful what you buy because there's so much room for customization that it's easy to overspend.

    Spoiler: Jedi Counsular
    Show
    A "Typical" jedi prior to the clone wars isnt nearly as hard to build as people would think. Everything you need is concentrated into a handy Jedi tree, that was then renamed Nimian Disciple. Some human jedi instead take Guardian Protecter, if they have a human point in lightsaber or a training holocron, Sentinals, however, are more difficult to build a balaned jedi out of. But this build focuses on the most generic Nimian jedi, having just receved his knighthood.



    This is a bog standard jedi, using the most restrictive XP species in F&D- unless you're playing something with only 80 XP to spend, or a starting will of 1, you can use this build for any race.



    The jedi use the lightsaber as their primary weapon, and their training is excelent- 2 yellows and a green, with 2 reflects and a parry, With 10 more XP the jedi can pick up another rank of parry or a second rank of defensive training, or spend more time in the Jedi Library to pick up a point or two of Education.



    Instead of the Sence tree, it relies on the Sence Emotions talent, which covers most of the uses of sence we see in the films.

    With Influence, he can warp the mind of anyone weak willed enough that he can beat an opposed Discipline roll with 2y1g.

    With Move, he can juggle many small components, or pull a lightsaber from across the room, or lift a single large object- with 10 more XP (or trading in a rank of parry and reflect each) he can get the more advanced Force Slam technique. (great for throwing one minion group of battle droids at another minion group of battledroids)

    And he knows the basics of forseeing the future, though it doesnt have much application till he spends 10 more XP on not being suprised when it happens.

    Enhance basic only costs 5 XP- it can easilly replace Forsee, and the ability to Force Leap is only 10 more XP.



    Battlemind is an advanced Knight technique- it would be unreasonable to expect a freshly Knighted Jedi to have access to it. Even moreso for Protect/Unleash. Healing (and Harming) is not considered part of the standard Jedi training, though it is the most common non-jedi power in the jedi ranks. Misdirect and Seek are much rarer for Jedi, though of course Witches and Findsmen have much easier access. Bind is mostly a Sith power- strongly associated with the Jedi's enemies. Presumably a jedi can learn it, but it's likely to be considered a sign of their immenent fall.

    Knight Level Light Paragon, Cerian Counsular/Nimian Disciple

    Brawn2

    Agility 1

    Intelect 3

    Cunning 2

    Willpower 2+1 (30 XP)

    Presence 2

    Soak 2, Wound Threshold 12, Strain Threshold 16, Melee Defense 1

    Skill Ranks

    Vigilance 1 (race)

    Discipline 2

    Knowlege Lore 1

    Negotiation 1

    Lightsaber 2 (+10 XP)

    Talents

    Nobody's Fool (5)

    Nimian Technique (Willpower) (10)

    Sence Emotions (15)
    Reflect (15)

    Defensive Training (15)

    Center of Being (20)

    Improved Center of Being (25)

    FR+1 (25)

    Parry (5)

    Reflect (5)



    50 XP unspent
    Abilities

    Move Basic (mentor) (5)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic (mentor) (5)

    Influence Control (10)



    Forsee Basic (mentor) (5)

    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear.

    Spoiler: Jedi Guardian
    Show
    Anoher generic jedi, built with pessimistic assumptions as to race- as above, this build could be improved with a more relevant species. However, this one assumes your party has no mentor, as a post O66 jedi might be- instead, it assumes the party has a Holocron. Without the advantages of Nimian Disciple, the best holocron for the more warlike Guardian is Lightsaber and Lore, covering the essentials of jedihood. If your GM lets you have the Mentor bonus from backround alone, or your a human who can pick up the cross class points without mentor, you have a few more points to spend, such as picking up an actual saber style.



    This is the Jedi Guardian who can use his lightsaber to protect others. Though he has the same force tricks and lightsaber ranks the Nimian does, the Protecter has it's own focus. With Force Protection, he can sacrifice space sorcery to make himself more durable, (twice, if he's willing to put 15 or 20 more XP into it), though he forgoes an extra rank of Reflect for it, and without a talent to let him sence emotions, he must invest on the Sence tree, poising him to gain the defensive upgrades for only 10 more XP.


    Knight Level light paragon, Cerian Guardian/Protecter

    Brawn2+1 (30 XP)

    Agility 1

    Intelect 3

    Cunning 2

    Willpower 2

    Presence 2



    Soak 3+1, Wound Threshold 13, Strain Threshold 15, Melee Defense 0

    Skill Ranks

    Vigilance 2 (race+Carear)

    Discipline 1

    Cool 1

    Knowlege Lore 1 (+5 XP) (holocron)

    Athletics 1

    Medicine 1

    Lightsaber 2 (+15 XP) (holocron)



    Talents

    Bodyguard (5)

    Physician (10)

    Stimpack Specialization (15)

    Force Protection (20)

    FR2 (25)

    Parry (10)

    Reflect (15)

    Circle of Shelter (20)



    Abilities

    Sence Basic (10)



    Move Basic (10)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic (10)

    Influence Control (10)



    Enhance Basic (10)



    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear

    Spoiler: Jedi Sentinal
    Show
    The Sentinal is the most difficult to build as a Jedi, because they are the most unjedilike. They lurk in shadows, hunting evil- and care should be taken that he does not become what he opposes.

    The nature of the Sentinal trees means the shortcuts we took on the other jedi arnt available, at least until FFG gives us a Sentinal splatbook- picking up multiple specializations is the only option for both the force rating and saber abilities a Jedi requires, which puts a point squeeze on what we can use them for



    A broader selection of skills makes the Sentinal more effective out of combat, (with access to well rounded for only another 15 XP) but it lacks the jedi staple of Lore, living in the present more than the past. The Sentinal also starts with only 1 rank or Reflect and no Parry, though it gains Dodge as another defensive option, as well as many options for expanding defensive and offensive ability, having broken into a true saber style. (and for 10 more XP, you coud have broken into ANY saber style, not just Shien) Codebreaker and Anatamy Lessons speak to a different focus, but may be difficult to exploit for a race without a Cunning or Inteligence bonus.

    Knight Level Light Paragon, Cerean Sentinal/Shadow, Shien Expert

    Brawn 2

    Agility 1

    Intelect 3

    Cunning 2+1 (30 XP)

    Willpower 2

    Presence 2



    Soak 2, Wound Threshold 12, Strain Threshold 12, Melee Defense 0

    Skill Ranks

    Vigilance 1 (race)

    Computers 1

    Perception 1

    Deception 1

    Knowlege Underworld 1

    Streetwise 1

    Lightsaber 2 (15 XP)



    Talents

    Street Smarts (5)

    Mental Fortress (10)

    Dodge (15)

    Codebreaker (20)

    Anatomy Lessons (25)

    FR2 (25)

    Street Smarts (5)

    Shien Technique (10)

    Conditioned (5)



    Abilities

    Sence Basic(Mentor) (5)



    Move Basic(Mentor) (5)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic(Mentor) (5)

    Influence Control (10)



    Enhance Basic(Mentor) (5)





    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear
    Last edited by Rakaydos; 2015-10-05 at 10:29 PM.

  4. - Top - End - #244
    Dwarf in the Playground
     
    BlueKnightGuy

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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Rakaydos View Post
    If the Knights are going to be mainly aantagonists, there's also the Inquisitor building rules in the back of the adversary section- guidlines for building a fair opponent for a party of characters.

    Also note that there's 2 different "starting levels" Starting XP and Knight Level.

    Starting XP is A New Hope's Han Solo and arthritic Old Ben
    Knight level is slightly weaker than Phantom Menace's jedi, the Senate representative, and the orphan slaveboy who somehow beats professionals around a racetrack.

    I recently put togher "third jedi from the left" stats for generic Jedi order members at knight level- you have to be careful what you buy because there's so much room for customization that it's easy to overspend.

    Spoiler: Jedi Counsular
    Show
    A "Typical" jedi prior to the clone wars isnt nearly as hard to build as people would think. Everything you need is concentrated into a handy Jedi tree, that was then renamed Nimian Disciple. Some human jedi instead take Guardian Protecter, if they have a human point in lightsaber or a training holocron, Sentinals, however, are more difficult to build a balaned jedi out of. But this build focuses on the most generic Nimian jedi, having just receved his knighthood.



    This is a bog standard jedi, using the most restrictive XP species in F&D- unless you're playing something with only 80 XP to spend, or a starting will of 1, you can use this build for any race.



    The jedi use the lightsaber as their primary weapon, and their training is excelent- 2 yellows and a green, with 2 reflects and a parry, With 10 more XP the jedi can pick up another rank of parry or a second rank of defensive training, or spend more time in the Jedi Library to pick up a point or two of Education.



    Instead of the Sence tree, it relies on the Sence Emotions talent, which covers most of the uses of sence we see in the films.

    With Influence, he can warp the mind of anyone weak willed enough that he can beat an opposed Discipline roll with 2y1g.

    With Move, he can juggle many small components, or pull a lightsaber from across the room, or lift a single large object- with 10 more XP (or trading in a rank of parry and reflect each) he can get the more advanced Force Slam technique. (great for throwing one minion group of battle droids at another minion group of battledroids)

    And he knows the basics of forseeing the future, though it doesnt have much application till he spends 10 more XP on not being suprised when it happens.

    Enhance basic only costs 5 XP- it can easilly replace Forsee, and the ability to Force Leap is only 10 more XP.



    Battlemind is an advanced Knight technique- it would be unreasonable to expect a freshly Knighted Jedi to have access to it. Even moreso for Protect/Unleash. Healing (and Harming) is not considered part of the standard Jedi training, though it is the most common non-jedi power in the jedi ranks. Misdirect and Seek are much rarer for Jedi, though of course Witches and Findsmen have much easier access. Bind is mostly a Sith power- strongly associated with the Jedi's enemies. Presumably a jedi can learn it, but it's likely to be considered a sign of their immenent fall.

    Knight Level Light Paragon, Cerian Counsular/Nimian Disciple

    Brawn2

    Agility 1

    Intelect 3

    Cunning 2

    Willpower 2+1 (30 XP)

    Presence 2

    Soak 2, Wound Threshold 12, Strain Threshold 16, Melee Defense 1

    Skill Ranks

    Vigilance 1 (race)

    Discipline 2

    Knowlege Lore 1

    Negotiation 1

    Lightsaber 2 (+10 XP)

    Talents

    Nobody's Fool (5)

    Nimian Technique (Willpower) (10)

    Sence Emotions (15)
    Reflect (15)

    Defensive Training (15)

    Center of Being (20)

    Improved Center of Being (25)

    FR+1 (25)

    Parry (5)

    Reflect (5)



    50 XP unspent
    Abilities

    Move Basic (mentor) (5)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic (mentor) (5)

    Influence Control (10)



    Forsee Basic (mentor) (5)

    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear.

    Spoiler: Jedi Guardian
    Show
    Anoher generic jedi, built with pessimistic assumptions as to race- as above, this build could be improved with a more relevant species. However, this one assumes your party has no mentor, as a post O66 jedi might be- instead, it assumes the party has a Holocron. Without the advantages of Nimian Disciple, the best holocron for the more warlike Guardian is Lightsaber and Lore, covering the essentials of jedihood. If your GM lets you have the Mentor bonus from backround alone, or your a human who can pick up the cross class points without mentor, you have a few more points to spend, such as picking up an actual saber style.



    This is the Jedi Guardian who can use his lightsaber to protect others. Though he has the same force tricks and lightsaber ranks the Nimian does, the Protecter has it's own focus. With Force Protection, he can sacrifice space sorcery to make himself more durable, (twice, if he's willing to put 15 or 20 more XP into it), though he forgoes an extra rank of Reflect for it, and without a talent to let him sence emotions, he must invest on the Sence tree, poising him to gain the defensive upgrades for only 10 more XP.


    Knight Level light paragon, Cerian Guardian/Protecter

    Brawn2+1 (30 XP)

    Agility 1

    Intelect 3

    Cunning 2

    Willpower 2

    Presence 2



    Soak 3+1, Wound Threshold 13, Strain Threshold 15, Melee Defense 0

    Skill Ranks

    Vigilance 2 (race+Carear)

    Discipline 1

    Cool 1

    Knowlege Lore 1 (+5 XP) (holocron)

    Athletics 1

    Medicine 1

    Lightsaber 2 (+15 XP) (holocron)



    Talents

    Bodyguard (5)

    Physician (10)

    Stimpack Specialization (15)

    Force Protection (20)

    FR2 (25)

    Parry (10)

    Reflect (15)

    Circle of Shelter (20)



    Abilities

    Sence Basic (10)



    Move Basic (10)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic (10)

    Influence Control (10)



    Enhance Basic (10)



    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear

    Spoiler: Jedi Sentinal
    Show
    The Sentinal is the most difficult to build as a Jedi, because they are the most unjedilike. They lurk in shadows, hunting evil- and care should be taken that he does not become what he opposes.

    The nature of the Sentinal trees means the shortcuts we took on the other jedi arnt available, at least until FFG gives us a Sentinal splatbook- picking up multiple specializations is the only option for both the force rating and saber abilities a Jedi requires, which puts a point squeeze on what we can use them for



    A broader selection of skills makes the Sentinal more effective out of combat, (with access to well rounded for only another 15 XP) but it lacks the jedi staple of Lore, living in the present more than the past. The Sentinal also starts with only 1 rank or Reflect and no Parry, though it gains Dodge as another defensive option, as well as many options for expanding defensive and offensive ability, having broken into a true saber style. (and for 10 more XP, you coud have broken into ANY saber style, not just Shien) Codebreaker and Anatamy Lessons speak to a different focus, but may be difficult to exploit for a race without a Cunning or Inteligence bonus.

    Knight Level Light Paragon, Cerean Sentinal/Shadow, Shien Expert

    Brawn 2

    Agility 1

    Intelect 3

    Cunning 2+1 (30 XP)

    Willpower 2

    Presence 2



    Soak 2, Wound Threshold 12, Strain Threshold 12, Melee Defense 0

    Skill Ranks

    Vigilance 1 (race)

    Computers 1

    Perception 1

    Deception 1

    Knowlege Underworld 1

    Streetwise 1

    Lightsaber 2 (15 XP)



    Talents

    Street Smarts (5)

    Mental Fortress (10)

    Dodge (15)

    Codebreaker (20)

    Anatomy Lessons (25)

    FR2 (25)

    Street Smarts (5)

    Shien Technique (10)

    Conditioned (5)



    Abilities

    Sence Basic(Mentor) (5)



    Move Basic(Mentor) (5)

    Strength (10)

    Range (5)

    Magnitude (10)



    Influence Basic(Mentor) (5)

    Influence Control (10)



    Enhance Basic(Mentor) (5)





    Equipment
    Hand Built Illium Lightsaber with a single free mod of choice

    500c of personal gear
    Ooh, handy. *yoink*

  5. - Top - End - #245
    Firbolg in the Playground
     
    Cikomyr's Avatar

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    Default Re: Edge of the Empire General Discussion Thread

    Currently reading the Obligation system..

    There's one thing that bothers me a bit. In my current group, I know I would only have 2 players (at least at the beginning). The game suggest starting them with 25 obligation each..

    Mkay.. I mean, I get it. the game is balanced to have about 50-60 obligation to start the game with.

    But still, 25 per player? With nothing beneficial in return? doesn't it make it a bit unfair that they will almost always roll their own obligation?

    Also, the game says you can have "group obligation". What if I roll that specific threshold? does it mean the entire party gets the -2 penalty?

  6. - Top - End - #246
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    DruidGirl

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    Default Re: Edge of the Empire General Discussion Thread

    So say one pc has Wanted: Empire obligation of 25 and the other has Secret: Works for the Empire set at 10 with an extra obligation of Debt: Crimelord of 15 a roll of 1-50 means neither come up, 51-60 the PC gets contacted by his Imperial Handler, 61-85 the PC wanted by the Empire gets a mite paranoid as storm troopers seem to be increasing in number when he/she's around and 86-100 that debt the pc owes to a crimelord comes up.

    Where's the threshold?

    Group Obligation like going for a Base ala Far Horizons where each player can have obligation spent on doing up their secret headquarters?

    If that comes up either some handy new gadget catches their attention or someone or something is snooping around near their hidden Batcave and they need to find a way to lure them away rather than draw more attention to their secret lair...

    That what you meant?
    Last edited by Hopeless; 2015-10-07 at 02:49 AM.

  7. - Top - End - #247
    Firbolg in the Playground
     
    Cikomyr's Avatar

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    Default Re: Edge of the Empire General Discussion Thread

    Well..
    No, understand it works. In your example above, the distribution would be

    1-25
    26-40
    41-50

    My worry is that in a 3- or 4-player group, the harsh penalty for having your obligation rolled (twice strain penalty) is going to happen a lot more often. Isnt that a bit mechanically unfair?

    Also, for group obligation.. Well, lets say the overall group wants to take 10 point of common obligation. If that specific obligation is rolled, does the entire group suffers the minus 2 strains?

  8. - Top - End - #248
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    DwarfFighterGuy

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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Cikomyr View Post
    Currently reading the Obligation system..

    ...

    But still, 25 per player? With nothing beneficial in return? doesn't it make it a bit unfair that they will almost always roll their own obligation?

    Also, the game says you can have "group obligation". What if I roll that specific threshold? does it mean the entire party gets the -2 penalty?
    Yeah, if the Group Obligation triggers, then everyone takes the -2 penalty (-4 penalty if you roll doubles).

    Although, the Obligation is there ... doesn't mean they can't work down that obligation in some way as well. Always talk to my players after the game about their obligation or duty to see if it changed in the session ... up or down. That way I get to see if they're interested in working it down and then come up with an adventure or two to give them that opportunity.

    Obligation is a great mechanic and keeps them looking over their shoulders wondering. =)

    Now about not getting anything in return, I would make a GM call there and let them have a 10 point base (no reward), then a 10 point reward, and a 5 point reward for a total of 25 each. They can take it all in a single obligation or a couple ... I'd let them choose.
    Last edited by Dizlag; 2015-10-13 at 05:42 PM.

  9. - Top - End - #249
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    Default Re: Edge of the Empire General Discussion Thread

    Thanks a lot! Really helpful!

    This looks like an interesting system. I wonder if i could customize my own dices...

  10. - Top - End - #250
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    So I've convinced my rotating-GM group to add Knight Level Force and Destiny (Clone Wars era) to the rotation.

    As Jedi, our character creation requiements are:
    150xp (Knight Level)
    Force Rating 2
    Talent: Reflect
    Skill: Discipline
    Skill: Knowledge (Lore)
    Force Power: Move (Basic)
    Force Power: Sense (Basic)
    Force Power: Enhance (Basic)
    Force Power: Influence (Basic)

    My character is a Nimian/Artisan, with several Move upgrades and about 40 XP from Force assault in 1 direction, 70 XP from FR3 in another direction. He's minorly obsessed with tinkering with lightsabers, trying to get a "perfect hilt" (two, actally, as he's a dual wielder) using the lightsaber construction rules in the GM screen, whenever I get downtime and spare credits/streetwise checks for parts.

    Eventually I want him to have paired curved hilt superior Shotos, with a force slam on a miss, but it's gong to take awhile just to get a second real crystal- I'm currently carrying a training shoto in my offhand.

  11. - Top - End - #251
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    Anonymouswizard's Avatar

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    Default Re: Edge of the Empire General Discussion Thread

    So I'm going to be playing in a game of Edge of the Empire soon, with character creation happening this Sunday, and was wondering what rolls have to be covered. I'm assuming that Bruiser/Face/Mechanic are nessecary, while having a dedicated pilot and medic would also be nice, but are any of the unessecary or are there any I've missed?

    For the record I'm going to be playing the Technician (considering either Mechanic or Outlaw Tech as my beginning specialisation), going Duros if AoR is allowed and human if it isn't, but I want to make sure our party doesn't run up against problems that we should be able to fix.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  12. - Top - End - #252
    Ettin in the Playground
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    Default Re: Edge of the Empire General Discussion Thread

    Nothing is more hilarius than "Wait, doesn anyone have charm?" "Uh, I've got a presence of 3, can someone assist me?"

  13. - Top - End - #253
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Rakaydos View Post
    Nothing is more hilarius than "Wait, doesn anyone have charm?" "Uh, I've got a presence of 3, can someone assist me?"
    Okay, I'm going to be honest here, the only reason I'm not playing a face is because in the last time I built one, I steamrolled any social encounter that didn't require etiquette, and only because I had forgotten that skill existed. I am considering it, probably with something other than colonist though (the career doesn't interest me).

    If I seem to be wavering between characters, it's because I always do this before a game begins, partially because I can generally fill in any gaps better than most people I play with (I can play a bruiser or intelligence based character easily, although I'm not great at roleplaying faces).

    What annoys me about the Edge of the Empire corebook is that it forgets to mention that Technicians can serve the pilot role if nobody wants to play a dedicated one, although obviously not as great as an Explorer or Smuggler because they don't get any of the talents.
    Snazzy avatar (now back! ) by Honest Tiefling.

    RIP Laser-Snail, may you live on in our hearts forever.

    Spoiler: playground quotes
    Show
    Quote Originally Posted by Zelphas View Post
    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
    Quote Originally Posted by Lord Raziere View Post
    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  14. - Top - End - #254
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    Default Re: Edge of the Empire General Discussion Thread

    Okay, due to the party containing three Humans, a Chiss, a Rodian, and the GM wanting to stay to EotE core as much as possible due to most of us being new, I am currently playing an ex-gangster droid mechanic (I still have to work out what it's been doing when on the run from it's old master for two and a half years), but as I'm likely going to have handlebars1 when I regain my memory2 I've got a question.

    What sort of outlook would the galaxy's first sentient swoop bike have? It already likes to build and improve things, which is why you do not leave your brand new bike in the hallway. Also, because I rolled a triumph, I am now the fastest of the party by far (imagine a mechanical spider flying down the street), which means the only way the can deactivate me is by setting am ambush (as they discovered when they first attempted to install the handlebars).


    1The short version is, I tried to improve the bounty hunter's new ride, but couldn't put it back together, so just incorporated the engines into my body.
    2We got captured by Imperials, who tried to mindwipe me. Due to compartmentalising my mind, I regain my memories in 48 hours.
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    So here I am, trapped in my laboratory, trying to create a Mechabeast that's powerful enough to take down the howling horde outside my door, but also won't join them once it realizes what I've done...twentieth time's the charm, right?
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    How about a Jovian Uplift stuck in a Case morph? it makes so little sense.

  15. - Top - End - #255
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    WolfInSheepsClothing

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    Default Re: Edge of the Empire General Discussion Thread

    So fun in-game discovery. One of my players started off Colonist career with Doctor specialization. Over the course of play, they've had to replace limbs with cybernetic prosthetics.

    Then they took the Pressure Point talent & became a combat powerhouse. How do you guys balance this talent?
    Last edited by Fumble Jack; 2015-11-13 at 04:33 PM.
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  16. - Top - End - #256
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Fumble Jack View Post
    So fun in-game discovery. One of my players started off Colonist career with Doctor specialization. Over the course of play, they've had to replace limbs with cybernetic prosthetics.

    Then they took the Pressure Point talent & became a combat powerhouse. How do you guys balance this talent?
    I rule that Droids require Pressure point to use Mechanics instead of medicine.

  17. - Top - End - #257
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    Default Re: Edge of the Empire General Discussion Thread

    So i finally went over the entire rulebook. Solid game, cant wait to try it out for realzies.

    Have you had any tweaks/house rules you felt improved the game?

    I found on the net new Space Combat house rules. Some were good (changing the effect of sensors, for example), not sure i liked changing the shields to an additional Damage Reduction mechanic tho (really loved it being represented as setbacks).

  18. - Top - End - #258
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    Default Re: Edge of the Empire General Discussion Thread

    The most important houserule, I think, is changing the interaction between "reduce the cost to activate weapon qualities" and Autofire. Either by making it not work at all, only work on the f irst activation, or simply make autofire cost more advantage on each additional hit.

    The second, in my opinion, is to nerf small vehicals in personal combat. As is, a speederbike with an autoblaster istwice as powerful as an Eweb heavy repeater.
    My personal fix is to declare any sillouette 2-4 craft are "vehical scale", which is only 5x personal scale and Half Starship scale. Then I declare all vehicals double their hull and system Strain to make them almost as tough as they were (thid has the side effect of making vehical vs vehical combat less Trench Run style, 1 hit 1 kill)

  19. - Top - End - #259
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Cikomyr View Post
    Have you had any tweaks/house rules you felt improved the game?
    I'm glad you've enjoyed reading the rules. This is a great roleplaying system that I'm having a ton of fun with on mondays with my group.

    I haven't made any tweaks or house rules other than a more narrative approach to using the destiny points and talents. Whenever I as a GM or a player flips over a destiny point, we add to the narrative why the check has an upgraded difficulty (purple to red) or upgraded ability (green to yellow). I also ask my players to narrate a use of a talent from their talent tree. When I do this, all of the players toss out ideas with the player acting as the final judge. This really makes for a engaged group of players adding to the narrative of their story, for their characters, in their game because ultimately it's about all of us having a great time, tons of fun, and telling an epic story.

    Good luck!

    Dizlag
    Last edited by Dizlag; 2015-11-18 at 10:41 AM.

  20. - Top - End - #260
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Rakaydos View Post
    The most important houserule, I think, is changing the interaction between "reduce the cost to activate weapon qualities" and Autofire. Either by making it not work at all, only work on the f irst activation, or simply make autofire cost more advantage on each additional hit.

    The second, in my opinion, is to nerf small vehicals in personal combat. As is, a speederbike with an autoblaster istwice as powerful as an Eweb heavy repeater.
    My personal fix is to declare any sillouette 2-4 craft are "vehical scale", which is only 5x personal scale and Half Starship scale. Then I declare all vehicals double their hull and system Strain to make them almost as tough as they were (thid has the side effect of making vehical vs vehical combat less Trench Run style, 1 hit 1 kill)
    I think Speedbikes's weapons to be expressively Personal Scale weapons, not planetary scale.

  21. - Top - End - #261
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    Quote Originally Posted by Cikomyr View Post
    I think Speedbikes's weapons to be expressively Personal Scale weapons, not planetary scale.
    Even if that were true, "nailing a womp rat in a T16 back home" (sillouete 3 starfighter vs sillouette 1 megafauna) is only a hard check.

    Conversely, fighting the AT-ST on foot is pretty much the signature "boss battle" for star wars. In the base rules, its not happening- even the jedi capable of throwing it into a wall needs 10 successes just to scratch the paint.

    By changing the scaling, the eweb being shot at the fleeing falcon on hoth could theoretically do something, and a strafing tie fighter is terrifying but not guaranteed to be instantly lethal.

  22. - Top - End - #262
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    Default Re: Edge of the Empire General Discussion Thread

    Dependa what the Jedi use. A lightsaber would cut right through like butter.

  23. - Top - End - #263
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    Quote Originally Posted by Cikomyr View Post
    Dependa what the Jedi use. A lightsaber would cut right through like butter.
    Not if it has an armor of 2 or higher. Even with a fully modded illium crystal, default rules say the jedi needs 10 successes to put a single hull point on an armor 2 vehical.

    With my houserule, a default ilium crystal needs 4successes- difficult but possible, and passing the impossible modification checks to fully mod it brings it to a guareteed hull, needing 5 successes for a second hull.

  24. - Top - End - #264
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    Default Re: Edge of the Empire General Discussion Thread

    Yeah, it's the "Breach" quality on a lightsaber that you want for this which will ignore a point of armor per level of Breach. As far as I know, the Sapith (sp?) crystal is one that will allow Breach 2, so ignoring 2 points of armor. And yeah, you'll still have to do 10 points of lightsaber damage per point of Hull Trauma and if you're lightsaber with Breach 2 has a base damage of 9, then one success will do it.

    Personal vs. Vehicle scale damage is really nasty if you're mixing them in a fight. I'll be running the conclusion of the "Operation Shadowpoint" ... the follow on for the Whisper Base / Age of Rebellion Beginner's Box adventure ... the next time and there are AT-STs, an AT-AT, and Tie Fighters and ground troopers and the PCs with their equipment. Should be uber chaotic and tons of fun! =)

    Dizlag

  25. - Top - End - #265
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    Default Re: Edge of the Empire General Discussion Thread

    I guess you could always go the old WEG scale. With "Personal" scale, "Speeder" scale, "Starship" scale

    A light starship would be about as powerful as a very well armed speeder. Compare the Snowspeeder vs a X-Wing, for example. Should a X-Wing's lasers penetrate an AT-AT's armor?

    Edit: for more details, lets say the step between each scale is x3. And the step between 2 scales is x10.
    Last edited by Cikomyr; 2015-11-20 at 11:09 AM.

  26. - Top - End - #266
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    Quote Originally Posted by Cikomyr View Post
    I guess you could always go the old WEG scale. With "Personal" scale, "Speeder" scale, "Starship" scale

    A light starship would be about as powerful as a very well armed speeder. Compare the Snowspeeder vs a X-Wing, for example. Should a X-Wing's lasers penetrate an AT-AT's armor?

    Edit: for more details, lets say the step between each scale is x3. And the step between 2 scales is x10.
    I just went for "If it has 2 shield facings and can do starfighter maneuvvers, it's a vehical- if it does Battery Commands and has 4 shield facings, it's a starship"
    That just happens to break down at the sill4 vs sil 5 boundary.

    x5 for vehical scale makes an autoblaster the same as an Eweb, which works out for personal scale vs vehicals. But good luck hurting mon cal cruiser with one.

  27. - Top - End - #267
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    Default Re: Edge of the Empire General Discussion Thread

    Any idea when we'll see other supplements for F& D after Keeping the Peace?
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  28. - Top - End - #268
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    Default Re: Edge of the Empire General Discussion Thread

    I hope soon. I'm hoping for either a Mystic or Seeker book. Warrior would be okay too, I guess.

    But i have a sinking feeling we won't get it announced until after Nexus of Power comes out next month.
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  29. - Top - End - #269
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    Default Re: Edge of the Empire General Discussion Thread

    As someone who prefers d6 and Saga, I found something I love about this game.

    The artwork of the male guardian with the blue lightsaber, armor, cloak, and sweet beard is the greatest picture of a Jedi I've ever seen.
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  30. - Top - End - #270
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    Default Re: Edge of the Empire General Discussion Thread

    Quote Originally Posted by Jigawatts View Post
    As someone who prefers d6 and Saga,I found something I love about this game.

    The artwork of the male guardian with the blue lightsaber, armor, cloak, and sweet beard is the greatest picture of a Jedi I've ever seen.
    The artwork for FFG Star Wars I have to say has been pretty amazing, I also like how they portrayed the male Twi'Lek for Warrior in F&D, I know he's iconic but at least this one didn't look like Bib Fortuna.

    I would also love to see a Mystic sourcebook sooner than later.
    A changling, a mage, a demon and a werewolf dressed like ninjas riding velociraptors, either that's awesome or we may have jumped the shark.

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