Help with RPG

By Jkeller01, in X-Wing

So any one got good , link for anyone that has used x-wing for a good rpg exp based system thank you in advance

Someone in my local meta put together a very bad one, so i've got some thoughts to share with you about it.

An RPG of X-Wing shouldn't be PvP like the game proper. You cannot build a system like that where XP is linked to what the ships want to do without becoming increasingly unwinnable for the losing players.

X-Wing has aspects of Combat, Maneuvering, and Progression (in the form of point-based upgrades) built directly in, as well as a previously established (and richly embellished) world.

To turn it into an actual RPG, you need to figure out how to take these broken wings elements and learn to fly turn them into a fully-fledged game system.

Not exactly a simple endeavor.

My take: Use each ship as a class.

However, each class should come with different perks and leveling abilities outside of simple points.

Example:

TIE Fighters are less effective than TIE Defenders, as far as starting stats go.

Moreover, even the most expensive TIE Fighter is less effective than the least expensive Defender.

However, for the sake of variety, we do not want only Defenders and Phantoms rolling around, so Fighters should be rewarded in some fashion.

Now, TIE Fighters already have built into their stats one such buff; they gain Pilot Skill for 1/2 the points of any other ship.

In an RPG, that means that a TIE Fighter makes a superb ship for the early levels, as you'll still be at a points advantage when you upgrade into another ship.

See the process, though? You've got to make every ship attractive to play, and the best ways to do this are through giving each ship something unique.

I did a set of campaign systems with experience, upgrades, the chance to get new abilities, you can find it by searching on here but its not a 'role playing game' conversion.

Your best bet for that would be to buy the star wars RPG and just use xwing to settle space ship combats.

I've also thought about doing an rpg version. I decided that each person gets 24 points when starting their career. Also when first starting can only choose a rookie xwing, bandit z95 or binayre pirate and academy tie fighter. I chose 24 points so that it means as a rebel you could take an xwing with a 3point astromech or some torpedoes or mod while also giving the empire the ability to take 2 tie fighters or 1 with some upgrades (however that would prolly not be the best idea) also allows scum to field 2 z95s or rebels too. Xp gains go something like this:

1.) each hit that sticks +1 xp

2.) a hit that destroys a ship an extra +1 xp for instance attacker rolls 2 hits,

Defender has 1 hull left and rolls 1 evade and a blank. This leaves 1 hit that sticks to the target for 1xp however this hit also destroyed the target so it gets an extra 1 Xp for that too equating to a total of 2 xp for that hit.

Each player keeps track of their hits and at the end of the game total up their xp gained. This can be used to upgrade their ships to a new class if they have enough points or if they want to keep using tie fighters could use the points to gain a bettter pilot.

The only thing I hadn't decided was how to handle munitions. In the end I decided that once you bought the munitions they were yours and were refilled at the start of every game. I chose this method because cannons can be just as powerful and don't need to be refilled and thought this would be unfair.

Those are the rules I came up with, kept it simple. Others I've read incorporated pilot ejecting and half points to refill munitions or half points to trade in upgrades and stuff. I decided to just keep things simple tho. Not sure if it's broken as I havnt tested it yet. But I've thought about things a lot and feel it's pretty balanced. It would be difficult for someone just starting to jump in with someone who's already had 4 rounds on their career but that's any RPG. Also considered locking ships to certain levels and adding a leveling system with your XP. For instance lvl 2 requires 30 XP, lvl 3 requires 50 xp, lvl 4 requires 80 etc. To be granted access to a ship at lvl 3 you would calculate your total XP. So if you had an xwing worth 21 points and an astro worth 3 points you would need 6 XP more in order to reach lvl 2. Basically you calculate your total worth to see what lvl your at. With this method I just needed to figure out how much XP each level needed.

It's important to make a distinction between a campaign system with xp and gradual upgrades in ability for the same pilots over multiple games and integrating x-wing into some kind of RPG system with a GM and players and more open ended player decision making.

I'm not certain which the OP was talking about.

To be honest? Buy Imperial Assault or Edge of the Empire. If you're determined to use X-Wing which really isn't suitable then you can't do it on an individual ship basis: use a squadron and upgrade that between missions.

So the bulk of this was thought up by the guy running our group but here's our approach. It's a long read you've been warned!

We each started in either Z-95s or Tie Fighters as PS1s. Our group leader ran the first mission and then it rotates to anyone whos wants to DM each week until everyones had a chance and new round. Each weekly mission is only 60 min and played on a 3x3 board, more time & a bigger board didnt work out so well and we still wanted time for standard games.

Each mission you earned:

+2 XP for having your ship intact

+1 XP for completed the objective

+1 XP for each enemy ship destroyed, +2 XP if it's cost was 50 or more

Fleeing the board results in no points gained but nothing lost

+2 XP to DM a game

+3 XP to create an adventure

Only non-named uniques and generics Ships/Upgrades were available to us. (So no IGs, Falcons, Outrider Title, Soontir or R2-D2s, yet EI, Bodyguard or Lone Wolf were ok the reasoning was they exist in this world and we could run into them later). The one modification rule was removed, but other restrictions still apply, so you could fly ship with Shield, Hull and Stealth Device but only one copy of SU, HU or SD. This was done to help keep the PCs alive while still presenting a risk each mission.

Ships could be purchased/traded for a value of cost of generic minus PS. Hence Zs/Tie Fighters are 11 XP, X-Wings are 19 XP, Outrims are 26 XP. (Note regardless of generic ship no one has an initial EPT but it could be purchased). Increasing your PS by +1 is 5 XP each time.

Upgrades could be purchased for the cost of the card (remember no named unique crew or droids)

Ordnance was replaced each mission so if you bought Proton Rockets you started every mission with them.

Any upgrades purchased but not used are saved in your hanger, thus you can buy Ion torpedoes, Proton Torpedoes and Ad. PT and each mission can choose with ones you will take.

With the exception of EPT slots/EPT/Pilot Abilities/PS levels, all ships & upgrades can be traded in after each mission for example if I have an PS1 X-Wing + Hull Upgrade + Proton Torpedoes (26 XP) I can trade it in next mission for a PS1 Starviper + Autothrusters but if I increase my PS or buy a EPT/Pilot Ability these points can not be traded.

An EPT slot must be purchased for 3 XP first. This is a one time cost, then the EPT may be purchased for it's normal price

So VI costs 4 XP ( 3 XP one time cost for the slot, 1 XP for VI) new EPTs maybe purchased but only one EPT is allowed so the previous EPT/XP spent is lost.

Pilot Abilities may be purchased for 5 XP but you must be the same PS as pilot, PS 8 for Howlrunner's, PS3 for Tarn's or 9 for Han's reroll. Like EPTs new abilities may be purchased, it replaces the current one and the XP is lost.

For every 5 missions completed with your ship intact you gain +1 XP you can gain this multiple times with different ships and after 15 Missions you can create your own Title card (must be within reason and agreed upon by the group) It cannot mimic another Pilot abilities and its main focus is to provide one of the named Crew/Droid/Title ability.

Well thats cool and all but what happen when I roll like crap and get blown up?

If you are destroyed roll two attacks on double crits you die otherwise you ejected: (leave your base on the table) if an ally ends turn touching your base you are rescued (you do not count as an obstacle) If you are left create a new PC (hey maybe that can be next week's mission to save you).

When creating new PCs you start with the XP = Current PC with the lowest XP score or receive one free Tie Fighter/Z-95 + 1/2 XP earned with your previous PC whichever is higher.

Obviously the A-Wing & Interceptor Titles are out of date so I changed them and added two new mods

Titles:

A-Wing Test Pilot: When flying and only when flying A-Wing gain and free second EPT slot

Royal Guard Tie: While flying an Interceptor your 2nd, 3rd, 5th & 6th modification each cost 1 XP less

Modifications:

Enhanced Hull Upgrade: +1 to your Hull Value Cost: 6 XP

Enhanced Shield Upgrade: +1 to your Shield Value Cost: 8 XP

In conclusion with Pilot Abilities no longer being ship specific as well as the Title allowing you to make your own card, many checks and balances are removed this should things interesting, keep in mind as a DM the opponents can reap the same benefits.

A few of my favorite combos are:

E-Wing+Dark Curse's Ability+PtL+Stealth Device+Sensor Jammer+TItle (Mimicking R2-F2)

Thats no rerolls or Focui used vs. -1 hit and 5 Green Dice

Tie Bomber (Or Tie Punisher now) +Nera Daniel's Ability+Deadeye+Fully Loaded

No one within range 3 is safe

Hope this helps its not as confusing as it seems.

I've cooked up my own RPG system and so far, things are going well. Story wise, my 3 players just escaped Hoth with a corvette in tow, but it is now seriously damaged and they must perform missions to try to fix it and rejoin the rebellion. Here are some bullet points of the mechanics that I use:

- Players are commanders who are also pilots with their own abilities (that I made), but they rarely enter the battlefield itself (unless the mission requires it).

- Each round, a series of posssible missions are presented and the players and each picks one, which is then played with the DM individually (the others can play regular games with other players).

- Between each mission, a player can do a combination of 3 actions: intelligence gathering, resource gathering or recruiting pilots.

- Each generic pilot that survives a mission can become a generic named pilot (with an elite pilot slot + elite point reduction cost).

- When generic pilots are destroyed, they can be ok (roll a blank), injured (hit) or die (critical hit).

- Named pilots are the same, except they can't die; only get critically injured and taken out of the campaign.

The best thing that I'm looking forward to, however, is the intelligence gathering: if my players don't to it, not only will they not know what they will be up against, but enemy upgrade cards will be kept face down until used. That will be a lot of fun for me as a DM :)

Also each mission that is done successfully, failed or simply not taken have impacts on the story.

I'm working on a campaign mode based on FFG's own Descent game. 2-4 heroes cooperate thru several missions against an Enemy player. The missions can be lost or won by either side, having consequences. The difference between this and a normal RPG is that there is not impartial DM. The Enemy player plays to win.

It can be a Rebel, Imperial or non - aligned campaign. The heroes earn XP, prestige, credits, ships and hardware, and even Force sensitivity. The Enemy earns event cards, named characters and resources to use against the heroes during missions.

We have a Google Doc where we keep all these rules.

Edited by Azrapse