|
Post by Art Teach on Jun 28, 2014 9:38:02 GMT -6
A thread for questions and answer about the game. Suggestions to improve go in the other thread, this thread is for clarifications of existing rules.
Also since in space combat you are basing the difficulty of gunnery checks on range, and not silhouette, how are you eventually going to handle the talent "Trick target"
Silhouette can upgrade and downgrade the gunnery check. You just have not faced anything much larger than your ship. Once you fire on a silhouette it goes
Within 1 silhouette up or down- no adjustment, target 2 silhouette larger- downgrade difficulty 1, target 2 silhouette smaller- upgrade difficulty 1D, Target 3 silhouette smaller- upgrade 2D, Target 4 or more silhouette smaller- upgrade 3D
Up till now we just haven't had a big difference in the size of ships.
We need to know the Destiny pool at the start of an adventure because some Talents (dead to rights) allow you to expend them
You have 2 destiny points at the start of each mission. It is near impossible to do the destiny points pool as a normal crew would because destiny points would be 300. So dead to rights can be used twice per mission by a crew member. If I use a destiny point against you then you will receive an extra point to use later. Right now Alta used a destiny point and Stev used one so I have 2 dark side destiny points I can use. If I use one on Gorak he would then gain another point. I just haven’t used one. I hoping you all use more so I have a big pool of darkside to use in the final mission. Extra points accumulate, but you cannot keep the original 2 from one mission to another.
Some adversaries come with destiny points, but again if I use one against a character that character receives an extra destiny point.
|
|
|
Post by swartzgraf on Jun 28, 2014 22:49:05 GMT -6
Speaking of silhouette I looked at our ship stats and see we are a 7? I thought we were a 5? I don't have as much info on game as maybe the rest of you but we are in capital ship land a small vessel. Even a Marauder which is about 200m long and has a hanger for 12 is listed as a 5, very comparable I think. A Neb-B around 350m is a 6 with much larger hanger and more guns. Thinking of gunnery and us getting hit. Big is bad it seems for hitting and getting hit. Just a question as I am still learning the game and rather spend my time doing the role stuff, I do look stuff up in the SW universe as I enjoy it. Having trouble finding anything set up for this system but figure it has to be close to D6 and D20 and the great site wookiepedia.
Had no idea what a destiny point was as well. So kind of a boost, or catalyst for a talent?
|
|
|
Post by kinnison on Jun 29, 2014 2:24:07 GMT -6
Destiny points can be used several ways. To upgrade one of your characters skills. upgrade the difficulty of an opposing NPC. Activate special Talents. or create a "Dues ex Machine" element. example "Oh I am glad we packed away these respirators" or "We actually found a map of this mine we are going into"
Players use "Light side" destiny points, when used they turn into "Dark side" destiny points that the GM can use for NPCs the same way as players.
as far as the Silhouette, it has been noted it is a rather abstract concept in the game. But I agree, a Nebulon B at 300 meter length and Silhouette 6, the Vindicator at 600m and Silhouette 7 (from AoR beta core book) and the Lancer class frigate, 250 meters and Silhouette 5 (also AoR beta). doesn't make sense that the Farstar at 213 meters length should be at Sil 7. Silhouette 6 is a bit much, and Silhouette 5 seems a bit small.
|
|
|
Post by Art Teach on Jun 29, 2014 16:15:04 GMT -6
Mechanics of Sil 7. The 7 is a trade off in trying to match the original FarStar. To have enough hanger space for the 8- sil 3 X-Wings, 6- sil 2- Defenders, 1- sil 5- Muvon, 1- sil 4- Aegis, and the fact that is a later adventure it takes on another vessel I needed a sil 7 FarStar to make it legally fit within the mechanics of the game. It came down to if I am giving the advantage of the hanger capacity of a Sil 7 I should also give the disadvantages to firing with the Sil 7. So I would agree that by length it is a sil 6, but that would go against the game rules on hanger space.
Narrative of Sil 7. So I think the greater silhouette is due to the extra armor, and hanger space placed on the vessel. It is also 215m long where a CR-90 Corvette is only 150m long. It has 6 levels and 2 of the levels are extra tall for hangers/ storage. It is a wide/thick ship that is easy to target.
Does that make sense why I picked sil 7? Should we ignore the hanger rule and change it to Sil 6?
Great answer to the use of Destiny Points. Again you start with 2 each mission, if I do use one against you that adds 1 to your player that he can use later.
|
|
|
Post by kinnison on Jun 29, 2014 23:36:55 GMT -6
Silhouette mechanic mainly applies to size. For a ship like the Far star a lot of new superstructure was added on to make a hanger bay. the Farstar used to be a a CR-100 without a hanger bay, but was overhauled to have one. Retrofitting to me means cutting a hole in the hull and gutting the interior to hold another vehicle I really don't think the rules for capacity on Page 271 in the core book applies.
Silhouette 6 is fine for me.
|
|
|
Post by Art Teach on Jun 30, 2014 13:56:06 GMT -6
Sil 6 it is!
|
|
|
Post by @IsNotABomb on Oct 21, 2014 19:14:01 GMT -6
Force and Destiny's beta got dropped some time ago. Are we allowed to utilize the beta material for playtest purposes?
|
|
|
Post by Art Teach on Oct 21, 2014 22:52:16 GMT -6
Yes, F&D is sitting on my desk right over there (you can't see but I'm am pointing at it.) I have not read through the updates to it yet, but if there is a rule you want use I can download and look it over. The Morality rules has some really great ideas that flow from it's use. I really like Obligation and Morality. I kind of like Duty, but don't find it useful like the other two.
|
|
|
Post by @IsNotABomb on Nov 3, 2014 23:23:13 GMT -6
Are we allowed to take specializations outside of our 'source material?' Vandal, for example is using the Heavy, a Hired Gun specialization, could she later specialize into a Force Sensitive Emergent rather than an Exile or perhaps take the Recruit class present in Age of Rebellion? Or is she restricted to Edge of the Empire careers and specializations? On the subject of that, Emergent, Exile and Recruit have talents that give you class skills. Some of them are useful for non-combat oriented class.
Let's take Lydia for example. As a Hired Gun she gets Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light) and Vigilance. As a Monster Truck--I mean--DAS HEAVY she gets Gunnery, Perception, Ranged (Heavy) and Resilience.
All in all? Very strong mix of combat skills, because she has all of them except for Lightsaber at her disposal. That's actually really useful after accounting for a majority of the weapons being usable.
So... Recruit has, at Rank 1 Basic Combat Training (Brawl and Ranged (Light)), and Tactical Combat Training (Melee and Ranged (Heavy)), now yes--there are only 5 EXP each. You know what the problem is? I have all of those. So that bars me from them because I can't actually skip them. But I really don't want to waste the 10 EXP in order to get the goodies--Toughened and Second Wind (which are f@#!ing awesome and practical.) Can we rule that those can be skipped if you have the relevant skills similar to picking up something that doesn't have ranks, or will we have to work around the web?
|
|
|
Post by Art Teach on Nov 4, 2014 18:03:22 GMT -6
Yes, You can cross over from one book to another. Mix specializations from all three "games". i would think you have a prerequisite skill from another specialization you should be able to count it and skip that step in the tree. In college if you double majored in chemistry and biology they will not make you take the same chemistry class twice to have it count in each major. I would not think you need to pay for the same talent twice.
What do you all think?
|
|
|
Post by @IsNotABomb on Nov 5, 2014 18:12:20 GMT -6
Sounds fair. Also, what year are we in?
|
|
|
Post by Art Teach on Nov 5, 2014 18:19:17 GMT -6
(43:04:13 Imperial Dating System) which is 8 years After Battle of Yavin. The Farstar mission began 08 days ago. This is just 1 month after Han Solo married Princess Lea and just a year before the Heir to the Empire trilogy.
|
|
|
Post by @IsNotABomb on Nov 5, 2014 23:53:46 GMT -6
Acquisitions seem to be a bit... difficult given the roving nature of the adventure. This gives a sort of starved vibe which I'm sure is at least partially intentional--most of us are assumed to be enlisted and thus paid by our masters. Some, such as *clears throat dramatically* will likely be unable to steal equipment that he can actually use. This presents a problem when he needs to upgrade to a real *clears throat dramatically again*.
Basically the acquisition of electrostaves and slicer kits, lightsaber parts--things we'll likely not find on the field or will be similarly not be purchasable--what's the status with those? Also, for those who are putzing with Force and Destiny, there are no rules for the synthetic crystals, since a force user can actually attune a fake crystal which will basically function like a real one. Otherwise Ilum crystals or anything similar becomes prohibitively expensive and also really rare, for like... no reason.
This is mainly a concern of outfitting in the long term. I've had some occasions in the past where we've gotten starved on loot to the point where most of us were using our starting gear until endgame, and that was when we could get a freaking rifle... which a few of us actually killed each other for.
I would know. I had to two-man with the one who actually walked away from that scrap. Then looted the rifle when he got sniped.
|
|
|
Post by Art Teach on Nov 6, 2014 7:07:56 GMT -6
You may loot clear cut bad guys and keep whatever you find. The party has gained loot that way. The most common thing is the mission will be equipped by the ship. If you look at past missions they have received some very hard hitting weapons (e-webs, missile launchers, tank busting ion cannons). To gain equipment personally assigned to you see the quartermaster (he is a droid part of the original ship droids) and ask for equipment from the list. He will fulfill any reasonable requests. Also you could see Lohkhar the Finder he tends to have everything or can find it. Last you will eventually have downtime on the planet and the ship is paying you salary so you will receive those credits to spend. So steal it, have it assigned, ask for it, trade for it, or buy it are all options for acquiring equipment.
|
|
|
Post by @IsNotABomb on Nov 10, 2014 19:26:50 GMT -6
Looking at DAS ARSENAL. I'm noticing that Carbines are listed as light. Are they WAI, is it a typo, or are they usable with either Ranged (Light) or Ranged (Heavy)?
|
|