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FFG's Star Wars RPG beta (discuss)

Started by Shawn Driscoll, August 17, 2012, 04:19:38 PM

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Rum Cove

Thanks for passing that along.  Now I can ignore the rest of this thread.

Skywalker

Quote from: Ghost Whistler;574889From rpg.net where someone hath the rules

Er? Why would points go to the other side? Is that how the force works?

Actually, I quite like the sound of that, though it will depend on seeing the mechanic in full. If PCs are quick to use the Force to overcome adversity then it is a move toward the dark side i.e. quick, seductive and more powerful.

Ladybird

Quote from: Ghost Whistler;574889From rpg.net where someone hath the rules



Er? Why would points go to the other side? Is that how the force works?

It's an alright mechanic, but it's a "winds of fate" mechanic, not a "lure to the dark side" mechanic.

Better would be:

"The player can just state that they succeed at any one skill check (Basic success, whatever that equates to in the system). In exchange, the player gets two Dark Side points. The GM can spend them at any time to have the character fail in any way the GM decides at a skill check. A player with DS points cannot use the autosuccess rule until they are spent.

GM Advice: Make hard and direct moves, but don't kill the PC as that is boring. Use your tokens to fuck their life up; the players asked for this, remember, so give it to them. You can't use DS points to ruin an autosuccess."
one two FUCK YOU

Skywalker

Yeah, I gotta agree with that. There is potential in that mechanic, though the washing back and forth without more is lacklustre.

PaladinCA

Saga Edition works quite well for me, even with some of its shortcomings.

It was the first Star Wars RPG that captured the Force correctly (for the most part). At least the way that I see it.

I have little interest in paying for a beta test.

I have zero interest in specialty dice mechanics.

I don't care much for split core rule books covering different PC themes.

So I guess I can skip this.

Shawn Driscoll

#125
Quote from: Ladybird;574877I'm sure it works at your table, and I'm trying to understand in good faith what you're doing, but it really does sound like you're letting players talk you into giving them extra character points, because they have a good backstory. Could my 21-year-old who is already a master of combat get extra points to spend on his fighting skills? His millionaire parents were killed by thugs, and he's used their fortune to walk the earth, seeking the tutelage of the mightiest warriors and rogues alive.

I'd give you the extra points without that backstory.  If your character is 21-years-old on some other planet, but on Earth his age comes out to be 90 years of age, then I would like to read the backstory because that kind of stuff interests me and I can customize NPCs to match.

In Star Wars, Jedi seem to be able to jump around and swing dual lightsabers with ease and pull walls and ceilings down on people with their minds, regardless of how old they are.  A half-nekked blue chick is rather young, while Yoda is an old fart that barely walks upright.  Yet both would be a tie in a fight for minutes at a time in battle.  Yes, minutes.  Maybe longer.  Because in the prequels, fights are dragged out far too long.  But that is the Kill Bill style of combat now.  I prefer the older Star Wars movies where combat lasts only as long as the hallway being run through and how quick an airlock opens.


Quote from: Ladybird;574877I'm not actually objecting to giving characters varying power levels; obviously your table is happy with it, and unlikely to care what a Man From The Internet says. I just don't see the need to quantify exactly how much more powerful some party members are than others; I don't see a real reason to use GURPS for that game (Or even assigning a character points limit), instead of something lighter or more freeform, or just saying "take what you feel the character needs" and trusting your players to be reasonable.

I put point limits on what players can use for their character attributes, skills, and personal property.  But I don't let the players jumble all their points together (playes can't give up all their intelligence points to receive more points for how strong The Force is with them, for example).

If I don't use point limits, a crooked player will buy everything in the Basic Set for their character.

stouty

Quote from: chaosvoyager;574742And that's exactly what Edge of the Empire claims to do, which you have a problem with, which doesn't make sense. Unless you handle Degress of X differently.
I handle it that way. I just don't need custom dice to do it. I don't see the need to shell out cash for custom dice when the same effect can be replicated with your average, plain, old, boring, non-custom dice. Of which I have way too many already.

I see though I haven't been clear, mea culpa. My big gripe isn't so much the mechanic as the "use our special awesome dice" thing. Could have done the same thing with regular dice. Maybe, as someone suggested, it's a form of anti-piracy. I don't know. I just know I don't want to deal with the special awesome dice.

Cheers,
stouty

Shawn Driscoll

Quote from: PaladinCA;574965I have little interest in paying for a beta test.

I have zero interest in specialty dice mechanics.

I don't care much for split core rule books covering different PC themes.

So I guess I can skip this.

Agree with this.

RPGPundit

Given who's going to make it, this will be total ass.

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flyingcircus

FFG makes some really good stuff, high quality, I don't see it being a flop.

I have the book and it's not what everyone's been saying it is, most everyone on the forums have been wrong in more ways than one.  It reads great and looks fun so far.
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This Guy

Quote from: flyingcircus;576333I have the book and it's not what everyone's been saying it is, most everyone on the forums have been wrong in more ways than one.  It reads great and looks fun so far.

How's the space combat?
I don\'t want to play with you.

Piestrio

Quote from: flyingcircus;576333FFG makes some really good stuff, high quality, I don't see it being a flop.

I have the book and it's not what everyone's been saying it is, most everyone on the forums have been wrong in more ways than one.  It reads great and looks fun so far.

Care to enlighten us on how everyone is wrong?

Some details?
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Ghost Whistler

QuoteVigilance & Cool: This is the Initiative system for EotE, and represents the two different states that things can generally occur in. Vigilance is essentially a rating of how constantly paranoid and alert your character is, whereas Cool is how well they handle sticking to a plan for the long haul. Different characters can be using a different stat in the same conflict.

Presumably this is based on the stance system in WFRP3.

I don't know what to make of this. Need more information. It could be interesting to see a 'customised' approach to initiative, if that's what this is, and if it works.
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flyingcircus

Haven't got to space combat yet but the character creation is nice.  It doesn't use cards or fiddly little trinkets like WHFRP3E like some have said around the net on forums (not just here, I should have been clearer) and you can play as a failed Jedi or Padawan or a Dark Jedi (if your GM permits), these things have been said did not exist in the game, that you would end up having to wait until book 3 to play Jedi, well yes Full Jedi as this book takes place after the Jedi order purge, so most True Jedi are goners anyhow.  From what I have read so far in combat, it kinda reminds me of Traveller with the Range bands, which from the side bar says Space combat uses the same Range Band system only with a different and larger scale.  Ground/Personal combat range bands consist of Engaged, Close, Medium, Long & Extreme.  I am just getting into the combat section but so far it looks pretty easy.

I got the Star Wars Dice App for my Ipad yesterday as well and it is worth the $4.99 you basically get a full set of dice plus your basic D&D dice as a bonus so its good for any game, quick to setup a pool of dice and roll right on the Ipad, really nice.
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flyingcircus

#134
Quote from: Ghost Whistler;576458Presumably this is based on the stance system in WFRP3.

I don't know what to make of this. Need more information. It could be interesting to see a 'customised' approach to initiative, if that's what this is, and if it works.

Basically you roll Cool if you know or expect combat, it is also to remain calm to spring into action for a gunfight, quick draw or spring an ambush.  Vigilance is for if you may expect combat in a dangerous area but don't know the who, when, how or why's of the situation or either an Ambush or you or both parties are Surprised in the GM's decision.  If nobody really knows or the GM can't decide, intiative automatically defaults to Vigilance rolls for all.  I actually like it from a GM perspective.
Current Games I Am GMing:  HarnMaster (HarnWorld)
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RPGNet the place Fascists hangout and live.
"The multitude of books is making us ignorant" - Voltaire.
"Love truth, pardon error" - Voltaire.
"It is dangerous to be right when the government is wrong" - Voltaire.