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Post by WildKnight on Jan 7, 2013 21:55:08 GMT -5
The following things are determined by your species - Wound and Strain Threshold, which are essentially hit points and emotional hit points. Final Brawn Characteristic is added to Wound Threshold, Final Willpower Characteristic is added to Strain Threshold
- Starting XP with which to customize your character
- Special Ability, usually a free rank in a particular skill
- Starting Characteristic ("Ability Score") ratings
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Post by Manah on Jan 7, 2013 21:58:26 GMT -5
Does C-3PO have an obligation to be annoying?
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Post by WildKnight on Jan 7, 2013 21:58:47 GMT -5
Does C-3PO have an obligation to be annoying? Clearly.
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Post by Brainstem on Jan 8, 2013 0:14:01 GMT -5
How do Obligations work? Are they just like MURPG Challenges, or is there a real incentive to stick to them?
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Post by Dhark on Jan 8, 2013 1:39:59 GMT -5
How do Obligations work? Are they just like MURPG Challenges, or is there a real incentive to stick to them? Sounds more like FATE's 'Trouble' aspect. It can be tagged by the GM, or possibly even a player if the situation merits...
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Post by WildKnight on Jan 8, 2013 7:24:37 GMT -5
How do Obligations work? Are they just like MURPG Challenges, or is there a real incentive to stick to them? At the start of a game, a group (regardless of size) should have a total obligation (divided amongst the group) of 60 - 70. At the start of each session, the GM rolls percentile die to determine if somebodies Obligation is active in the session. If it is, the whole group suffers a penalty to their Strain Threshold, to represent everyone worrying about the Obligation. The group can (and I believe a lot of groups will) opt to have one Obligation that applies to the whole group, rather than individual obligations. Strikes me as boring, but it is an option. If the group chose to go with the option of individual obligations, the whole group should have (at the start of the game) an equal amount of the overall Obligation. So if there are 3 players and an Obligation total of 60, each player would have 20. In this way the GM can know WHOSE obligation he triggered with his roll at the start of the game. For instance, if he rolls a 24 at the start of a session, he knows that it's whoever had 21-40. 8) Incentives can be increased in play (i.e. the group finds themselves in need of something very difficult to come by, they can accept additional obligation to acquire it...) and decreased (i.e. the group pays off Jabba or... y'know... kills him...). So basically, yes, there is a real in-game reason for Obligations to exist. Mechanically speaking; when Han got frozen and hauled off to Jabba, that was an example of Obligation going over 100. When that happens in the game, everybody takes a penalty to Strain, and nobody can spend any XP to improve until the Obligation is brought down, and they can't really focus on other adventures. It's a pretty cool mechanic.
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Post by roxolid on Jan 8, 2013 12:24:32 GMT -5
Have seen it, don't own it, and yes that release schedule - drip feeding the various books, and for a price that makes the eye water suggests they are either taking the piss with pricing or have to pay a wheelbarrow full of cash for the license. They do the same thing with the Warhammer RPG as far as I can tell (though the price put me off that).
FFG seems to cater for the discerning, cash no object gamer rather than trying to sell loads of games. I'm not sure Star Wars is worth dropping all that cash on. The Saga book goes for bonkers money (though one went for £24.50 plus post today which was cheap for a mint copy) whilst the d20 and d6 stuff is still easy ish to get hold of, barring the odd bidding frenzy. Revised and expanded goes silly on ebay, particularly. I don't have all the splatbooks, but have the core D6 (all three editions), D20 (1e and 2e) and Saga core books so for the sake of completing the set I haven't totally ruled out a second hand purchase of the FFG version.
For me, the D6 R&E book scratches the Star Wars itch but I am interested to know what you get for your money with the FFG game. Pics?
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Post by roxolid on Jan 8, 2013 12:32:44 GMT -5
Just trying to get my head round this. There was a $50 'beta' version in softcover, then That came out (beginner box) for £23 or thereabouts. In the beta do you get all the rules, or just a few, and what does it cover, fluff wise? Still for sale, or the beta testing all done now?
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Post by WildKnight on Jan 8, 2013 13:23:50 GMT -5
Just trying to get my head round this. There was a $50 'beta' version in softcover, then That came out (beginner box) for £23 or thereabouts. In the beta do you get all the rules, or just a few, and what does it cover, fluff wise? Still for sale, or the beta testing all done now? I swear I read somewhere that the beta book was $50, but the price tag on mine says 30, so I must be wrong on that. The Beta has all of the rules (in Beta test form), but very little artwork, etc. The charts are there but they're all barebones, they haven't been prettied up at all. The beta test is, I believe, closed, but you can still find the book on Amazon and elsewhere (or could yesterday when I looked). The Beginner Box looks to be a good investment, I've purchased one if only for the dice and maps it comes with, but as with most beginner games, it only gives you pre-gen characters, doesn't tell you how to create your own, or give you the rules for anything not directly included in the adventure...
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Post by WildKnight on Jan 8, 2013 21:25:42 GMT -5
Just finished the beta book. Ship combat is going to be the place where my GMing attempt(s) fall apart completely, I can tell already... but overall, the game looks pretty solid. It might bog down with moderately large groups (more than 5 is probably pushing it)
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Post by Black Sam on Jan 9, 2013 1:52:47 GMT -5
I own the Beginner box and have test ran part of it. Unlike the Beta book, it is limited like WK said, no chargen rules or anything, which is mildly annoying. But that's not the purpose of the set -- it does a good job of teaching you to play by playing. I ran it without any preparation, and things went as smoothly as they would playing any board game for the first time.
My appetite has be whetted to see the real core books. Yeah, splitting them up like that is obnoxious -- I hope they turn out to have a good reason (like buttloads of material.) FF has a reputation for putting out fun, quality games, and although I was very skeptical of this one, it's winning me over.
One thing specifically I like (though my buddy found it offputting) was that the dice are not only read for success or failure, but advantages and complications that may result despite success or failure, which requires lots of creative interpretation on the fly. If you're not good at that, this might not be the game for you. It suits me just fine.
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Post by WildKnight on Jan 9, 2013 7:44:36 GMT -5
One thing specifically I like (though my buddy found it offputting) was that the dice are not only read for success or failure, but advantages and complications that may result despite success or failure, which requires lots of creative interpretation on the fly. If you're not good at that, this might not be the game for you. It suits me just fine. I would have vastly preferred if this was handled more "free form" or at least with something a little simpler. It seems like deciding what your Advantages are going to be spent on is going to eat up a bunch of time.
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Post by Kaimontfendo on Jan 9, 2013 16:06:18 GMT -5
My buddy shelled out cash for the Beta Book, and has been trying to build characters for it. Personally, I'm disappointed with how limited it is. If I want to have Jedi (or Sith, or any other Force-Users) show up in a campaign, there's very, very little to work with for building them. I'm not one of those "I always play Jedi, because they're THE BEST!!" guys, but I would like to have the option. (The idea of waiting until they publish their Jedi book doesn't appeal to me. It just makes the system seem horribly incomplete.)
When I've tried reading it, and wrapping my head around it, I don't understand all the silly symbols. Why couldn't they just use the normal dice I already have?! Sure, there's the chart, but that makes it take longer.
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Post by roxolid on Jan 9, 2013 20:24:20 GMT -5
They use funny dice because if you lose them or want more (and you will) there's only one place to get 'em.
Gimmick, then.
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Post by WildKnight on Jan 9, 2013 20:35:30 GMT -5
They use funny dice because if you lose them or want more (and you will) there's only one place to get 'em. Gimmick, then. There is actually a mechanical reason that it's preferable, but I would say that "profit" is 75% of the reason.
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