Thanks for the clarification Fizz, good to see we had it 99% right.
Passing items between heroes?
A bit of Thread Necromancy here : I hadn't considered
- multiple use
- or "relay-race" hand offs
Those make my original suggestion ... untenable. I could add a clarification, but since the rules are meant to be elegant, what we already have in the rules seems just fine. (See Fizz's Mar 17 post, above.)
Since, to my knowldge, the campaing is not competitive game play like Skirmis, the rules can be bent like any good RPG. As the "GM" for our game, I have ZERO issue with the Rebel players passing off supply cards they get from a trunks durring the mission so long as they are adjacent to each other and spend an action to do so. It's a cost benifit they have to choose. I don't see how it breaks the game in anway so it's fine with me. That sort of tweak on the rules is not someting that should be black and white IMO. Now, handing off guns and other things in a three person game might be a sort of cheap way of playing and would not make for a fun game so I would not be down with that. For 99% of the rules, stick with the RRG, but if you just cite the RRG religiously all the time, you probbaly need to have a little more fun.
On one of Jarrod's class cards, there are these words,
'Move up to two spaces. Then, you may exhaust your Vibro Claws to perform an attack with that weapon. Then, perform an attack with a different (Melee) weapon.'
So, I think that trading class cards is just plain stupid because they are pretty much their own abilities, and it isn't like you paid for it!
Edited by player3366711Not enough information
1 hour ago, player3366711 said:So, I think that trading class cards is just plain stupid because they are pretty much their own abilities, and it isn't like you paid for it!
(This is very old thread.)
You cannot trade class or reward cards between heroes.
3 minutes ago, a1bert said:(This is very old thread.)
You cannot trade class or reward cards between heroes.
Yes, that is what I was demonstrating.
I don't think anybody questioned Class cards in general, the question was about equipment that also happens to be a class card.
Personally (house rule), I go with the approach that trading any items (weapons, armor, mods) between missions is fine regardless if they're a her's heirloom or bought traditionally.
In missions only supply cards can be traded, when adjacent and at a cost of an action.
Edited by Kraemet39 minutes ago, Kraemet said:I don't think anybody questioned Class cards in general, the question was about equipment that also happens to be a class card.
You said it. If it is both an item card and a class card, it cannot be traded, because class cards cannot be traded.
(So, if you allow trading class cards - whether item cards or not - that's a house rule.)
41 minutes ago, a1bert said:You said it. If it is both an item card and a class card, it cannot be traded, because class cards cannot be traded.
(So, if you allow trading class cards - whether item cards or not - that's a house rule.)
Yup, I edited my post to clarify that I didn't mean it as an interpretation of the rules.
But I wonder if the rules don't allow it because there's a good reason, because it is there as a precaution for possible future class weapons, or because it was just too specific an exemption to put into the rulebook without bloating it. Passing items in-mission is prohibited because it breaks some missions and allows game-y behaviour, but exchanging weapon between heroes seem fine to me, is there actually a scenario where this might be too strong?
20 minutes ago, Kraemet said:but exchanging weapon between heroes seem fine to me, is there actually a scenario where this might be too strong?
Give Trophy Armor (+4 Health, 3XP) or Black Sun Armor (+3 Health and block or an evade for 3XP) to Jarrod having Mechanical Master and Mutual Progression and he becomes quite undefeatable with the normal methods.
Murne with Lead from the Front could do well with a number of starter weapons of other heroes, not needing to spend any credits.
Other than that - starter weapons are probably not considered when looking for unwanted interactions, so weapons might interact with class cards of other heroes.
Edited by a1bert2 minutes ago, a1bert said:Give Trophy Armor (+4 Health, 3XP) or Black Sun Armor (+3 Health and block or an evade for 3XP) to Jarrod having Mechanical Master and Mutual Progression and he becomes quite undefeatable with the normal methods.
Other than that - starter weapons are probably not considered when looking for unwanted interactions.
Too many heroes now to remember all their skills
and
I don't even know the heroes from HotE and Bespin . But still, giving someone your 3xp equipment card means your hero is 3 xp weaker now, the equivalent of spending a significant portion of credits on a single hero's equipment - especially since you have Laminate Armor (Tier 2, 700cr, +3 Health, exhaust for block). The class card armors seem somewhat cheaper, but not significantly so I think.
I had a quick look at all the class cards an I didn't see any that would significantly differ from the stuff you can buy during the upgrade stage. Didn't look at reward cards, though.
17 hours ago, Kraemet said:But still, giving someone your 3xp equipment card means your hero is 3 xp weaker now, the equivalent of spending a significant portion of credits on a single hero's equipment - especially since you have Laminate Armor (Tier 2, 700cr, +3 Health, exhaust for block). The class card armors seem somewhat cheaper, but not significantly so I think.
True, but I don't think it necessarily balances out like that.
Imagine if you had Gideon and Shyla on the same team.
For 1XP, Shyla could presumably buy Responsiveness and give it to Gideon.
Now, Gideon has increased ability to recover strain, frankly invaluable for him, and worth far more than the 1XP Shyla sacrificed for him. And I know we're mostly talking XP cards that are weapons/equipment, but the point still stands I think. Given the different builds of the characters, they have different needs, so the net cost of XP isn't the end all/be all of balance.
Though it would still be an interesting house rule!
Edited by subtrendy2