Thoughts on the Adversary Decks

By jrl755, in Star Wars: Edge of the Empire RPG

They just weren't what I was hoping for. I wish they had included the dice pools. If you're interested, I wrote a short review here. What does everyone else think?

That doesn't bother me, figuring out the dice pools is second nature by now. And it would be pointless for minions because you have to calculate the pool based on the group count anyway, and it changes as minions are dropped.

I think the cards are great, and I hope they release more.

As whafrog said, I'm not bothered by the lack of a visual pool. I'm usually the GM, so having character sheets with the pool on them is great for my players (shout out to OggDude, I love that generator to death), but having something infront of me that gives me the numbers is enough for my use. I have honestly considered the adversary decks, at least once I've padded my shelf with more of the books. This is mostly due to the fact that with my players they get as much value from the books as I do, while only I'd get value out of the decks.

I think the Adversary Decks are one of the best, most helpful products they've released. It has 90% of the bad guys I need, all the relevant information, and I can pull them out without taking up valuable table space with a giant book or re purposing my tablet that's already running my adventure notes and/or MY character.

Plus, I get to just throw the astromech card at my group (physically, not metaphorically) when they take along their plucky NPC and let them deal with his stats and abilities.

My only wish is for a fourth deck, one that has the F&D cool dudes, Gamorrean Guards, Tusken Raiders, and Battle Droids.

...a fifth deck with stock ship stats would be pretty awesome too.

Edited by What

I only have two problems with the adversary decks:

  1. They don't list the characteristic with the skills, and
  2. There aren't more of them.

The first one's a comparatively minor issue, and both will be solved with time: I'm sure they'll make more, including Force adversaries and maybe vehicles as well, and sooner or later I'll memorize the controlling characteristic for every skill.

As a new-to-the-system GM, I can appreciate how much dice pools would help. As an experienced GM from other genres, I love the cards. I have several towns and villages populated by nothing but names pointing to those cards. I want more, will buy them when/if FFG publishes them.

And as I run more sessions, assembling dice pools gets easier, and I'm beginning to get a feel for what characteristic goes with which skill. I'm also getting tired of explaining what Skulduggery means, but that's a totally different issue. :)

I tend to agree with the OP. I was clamoring for them and excited when FFG finally made them but the people designing them should have studies a little Tufte on the presentation of useful information. As a result I didn't bother and just use OggDudes tools (Thanks).

The cards are useful but they could have been designed better with all of the important combat data on the front using the symbols so they can be seen quickly from a distance without having to calculate on the fly.
Shrink the picture down to the top half of the card rather the 2/3s and there should be enough room.

Meanwhile, we do have Salith’s cards that have recently been updated. They should cover all known NPCs from all known officially published materials from FFG. Well, at least the non-beta materials.

See the “Compiled Resources Thread” for more info and look for posts from Salith.

The beginner game adventures, including the two continuation adventures, had dice pools for the skills in adversary stat blocks. They were very handy, which is why I included them in my GM Tools stat blocks and encounters, and I'm just not sure why FFG decided against doing that for the core game and adversary cards. I personally think that including the dice pools should be their standard for adversary blocks.

It was also one of the reasons I hesitated buying the adversary cards. I ended up getting them :) with the intention of seeing how well they work for ad hoc encounters. Generally, I just whip up an encounter using my program, and will even make "generic" encounters that way, just in case the group comes across some stormtroopers, or Imperials, or thugs, or whatever. But I can't think of everything my group might want to do, which is why I want to see how the adversary cards work out. I don't currently have a laptop to use during our games, and my computer and printer are both upstairs. So, stopping the game to "quickly" generate an encounter would actually take too long to do (I also have a 15 year old printer, which takes awhile to print).

I still haven't used the adversary cards (I haven't even opened them yet), so I'm not sure how they'll end up working when I do have an ad hoc encounter (or if I feel like creating a completely random encounter by just shuffling the decks and picking a card or two). I really like having dice pools with the skills, which probably means I've become lazy ("What's the characteristic for Perception again?") :) but still, they'd be really nice to have for official publications.

I just got them. The only thing I don't like so far is the characteristics on the front. I would prefer they were on the back.

I'll probably end up using them this weekend when I GM. I'll give a more detailed review then.

I love them. Have them all and am using them in my games. Brilliant assistive tool.

I want more. I absolutely love them. I deal out the cards in front of me that I'll be using for the session, and keep the others to the side in case I need to escalate or roll with things.

I want one for Force and Destiny now.

Oh these things are great! As a DM with a group that can never truly be predicted I think they are fantastic. If they decide they the conversation with that one random person warrants a fight, I have stats on hand if it turns ugly. It gives my players the ability to be perfectly spontaneous and I can still be prepared enough to not delay the flow of the game. It has also helped me to see how the regular denizens of the galaxy stack up stat wise to the player characters and helped me to balance encounters.

I want one for Force and Destiny now.

I would like three for Force and Destiny, please and thank you.

I love them and use them for every session. My group is very unpredictable and I don't want to be flipping through a stack of books to find stats. I might want a vehicle from Book A, a minion from Book B and a Rival from Book C. With the cards, I can quickly fan through the deck and find what I need.

My only complaint is there isn't more. I would love a couple more NPC decks, a deck of just creatures, a deck for planetary vehicles and a deck for common space vehicles. I would also like to see print on demand decks for each book that I can just sort the different groups. I would also like gear and weapon decks.

I think they're very useful. I have the rebels/Imperials set and can't track down the other two here in the UK, otherwise I'd ****** them up. I'd love to have an equivalent for D&D - it would make running those adventures much more palatable.

Edit: for some reason my tablet is ****ing the word s n a t c h. Go figure.

Edited by Pac_Man3D

I think they're very useful. I have the rebels/Imperials set and can't track down the other two here in the UK, otherwise I'd ****** them up. I'd love to have an equivalent for D&D - it would make running those adventures much more palatable.

Edit: for some reason my tablet is ****ing the word s n a t c h. Go figure.

I purchased my from Games Quest. They are based in the UK and they delivered them to me on the continent. So I suppose that should work for you.