|
Post by Art Teach on Jul 8, 2014 22:22:09 GMT -6
My AOR CRB arrived and my AoR GM screen. The rule book is pretty sweet. It even has Kal'Shebbol on the map and a mention of the Graveyards of Alderaan (one of my favorite WEG adventures). The GM screen is exactly the same as EotE so it doesn't feel worth the money for the short adventure and 2 pages of new rules. They are really beautiful books the artwork is outstanding and the design blends artwork and information well.
|
|
|
Post by kinnison on Jul 9, 2014 0:31:26 GMT -6
I hate you
My LGS (local game store) has not gotten theirs yet, has not earned Favorite status. Making a trip to Milwaukee via Madison this weekend. Might have to stop at two of my most FGS (one of them is the famous 'Pegasus Games') and see if they have it.
I want the new GM screen, because I am some ideas for Squadron rules I have been working on, and waiting for these rules to come and some playtesting before i "publish"
|
|
|
Post by Art Teach on Jul 9, 2014 7:47:04 GMT -6
The rules are pretty thin but have some nice ideas about using leadership advantages and threats. It is not the level of rules you gained with the rivals article from the EotE GM screen. The adventure looks promising and the cutaway map of the Frigate is really nice.
|
|
|
Post by kinnison on Jul 12, 2014 15:54:03 GMT -6
got the GMK. And read the "Squad(ron) rules" here are some of my thoughts and impressions.
Basically using Leadership as a universal skill, and the only things the Minions really add is a boost die on certain skills based on the "formation", and as blaster sponges to soak up hits for the Leader. Granted you get some new options to spend icons, but not much else.
Kind of hoping for more, but I think the person writing the rules didn't want to make it OP.
Not much difference between 1 minion, and 11 minions except more wounds
|
|
|
Post by kinnison on Jul 12, 2014 15:55:04 GMT -6
got the GMK. And read the "Squad(ron) rules" here are some of my thoughts and impressions.
Basically using Leadership as a universal skill, and the only things the Minions really add is a boost die on certain skills based on the "formation", and as blaster sponges to soak up hits for the Leader. Granted you get some new options to spend icons, but not much else.
Kind of hoping for more, but I think the person writing the rules didn't want to make it OP.
Not much difference between 1 minion, and 11 minions except more wounds
Did a quick read of the adventure, and it looks like a really fun one that could easily be fleshed out more and run into several sessions. Might use it in the future for my campaign
|
|
|
Post by Art Teach on Jul 13, 2014 11:16:47 GMT -6
I was hoping for a way to play out large scale background battles. It is just a few ideas on using leadership in combat with minions.
I saw some previews of pages from Wizard of the Coast for the DnD player's handbook and they are adopting the FFG Star Wars and Pathfinder way of making the art really integrate with the text on the page. The Tiefling page has a 2 page splash artwork across the top that is really nice.
|
|
|
Post by kinnison on Jul 14, 2014 12:40:04 GMT -6
The AoR beginner game has some guidlines on "Command points" that can be used to add or remove forces. I was hoping it was going to be expanded more in the AoR core book
|
|
|
Post by Art Teach on Jul 14, 2014 23:23:43 GMT -6
Exactly, AoR should be a great big book of war. From squads to armies and skirmishes to entire battlefronts it should cover it all. Maybe in Force and Destiny, they can make an entire book and not have Jedi or Sith.
|
|
|
Post by kinnison on Jul 19, 2014 13:04:27 GMT -6
The FFG adventure "Operations shadowpoint" which follows up on the AoR beginner game has some ideas on mass combat. Command points ,and how to handle the battle more abstractly
|
|
|
Post by Art Teach on Jul 20, 2014 8:29:44 GMT -6
I just looked it over and it has a nice idea for basic narration with some mechanics to add chance. If it is fleshed out a little more I think it will work well. I do like that they give options from concrete to abstract and from rolling everything to the GM just deciding the outcome. It then allows for everyone's style of play to be considered.
|
|
|
Post by @IsNotABomb on Oct 15, 2014 13:25:47 GMT -6
To be fair, the system itself deals mostly in abstracts rather than axioms, leading to a much more fulfilling narrative. The focus is more on roleplaying rather than rollplaying.
|
|
|
Post by Art Teach on Oct 17, 2014 6:43:56 GMT -6
I realize that is the focus. I just think if was designing a game now I would take the DnD 5e idea of a modular or sliding set of rules that allow a little shifting of styles from abstract and narrative to concrete and tactical. A system like 4e dnd can lose players when it forces you to be to tactical. The Cortex system (which I loved) lost me with Cortex Plus because it became so abstract. The basic rule mechanic of FFG Star Wars can be used in a very tactical way or abstract. I think it would open up the game to more players if they made a few options that fall into the more concrete and detailed style of roleplaying. Personally, I think have a variety of styles used in a campaign keeps it from becoming the same old, same old.
|
|