Aiming to Disarm

By HanShot1st, in Star Wars: Edge of the Empire RPG

Or haver them switch to unleash try disarming that.

One reason why I like characters who are dangerous due to skills/powers, instead of gear. Gear can be taken away, but a skillful/Forceful character is just as deadly, even if their butt nekked. :D

Nothing wrong with equipment imho. Jango is disarming Kenobi on Kamino too, but gets disarmed then his jetpack gets blown up, but he still has his grappling gun to ensnare Kenobi who then stupidly rolls a Triumph AND despair and decides it would be a good idea to keep Fett from the platform. "Oh, not good" could have been from his player when he realized what GM George wil make out of that despair. Anyway, Fett burns in this encounter through equipment super fast, but he is full of that anyway and has enough tricks in his sleeve to best Kenobi after losing his Blaster, his Jetpack, running out of missiles and having to cut Kenobi loose from his rope. He still has his starship runs with it. Time to spend those credits from his last job for new equipment.

BTW. If you are really in the mood for getting drunk, watch all 9 star wars movies again (I count the the two clone wars ones here too) and drink each time someone gets disarmed a shot. Drink two shots or a beer each time someone gets literally disarmed two shots. (The imperator failing his influence check on Luke in RotJ, but having enough advantages to make him at least throw away his weapons counts for a shot.) You will end up so drunk. ;-)

Oh I didn't say there is anything wrong with equipment, I just personally prefer characters who don't focus/rely on them to be effective.

It's partly due to my years of playing D&D, and my disgust with the gear-centric loot mongering of that game line. How my other party members would be talking about what gear they were going to get, and I'm over here trying to think about the story and plotline, only to have that gear eventually replaced for one with better stats in a few levels. I personally feel it detracts from the story, when your attention is redirected to your stuff. Now sure, not everyone behaves like this, but I've seen it enough over 2.5 decades of gaming that it is a trend, and I like to avoid it. So I tend to play characters who internalize their capabilities, like martial art monks, or wizards, or jedi, or whatever. I don't have to worry about loot, and I don't have to worry if that loot is (invariably) taken from me at some point. I don't have to worry about how to get my shoulder mounted howitzer cannon through the metal detector at customs, as my "howitzer" is the fact that I can summon fiery death from above with a magic spell or whatever. It just makes things easier for me, and lets me enjoy the story more.

Edited by KungFuFerret

Now you get me into an interesting position. I despise D&D as a system (though the latest edition should be better, while still suffering from all the DnD tropes) and I criticize FFG SWRPG for having a lot of those tropes. For example are within the crafting system in SM there are options to create items funny little items with extra success and advantages, etc and I think this whole system is very item centric.

BUT at the same time crafting, streetwise, negotiation checks, tons of different planets for different goods, gadgeteers, modders, riggers, scientists, the narrative technician signature abilities (play A-Team monate theme now) … it all there to support characters and story, instead of distracting from story and plotline, those elements are integrated as their own stories and parts of the plotline. So I think it is unfair to blame certain elements for the shortcomings of own particular system of dungeon crawling +1.

So I guess I am fully with you when you say character abilities are best coming from within the character, but consider the ability to smooth talk yourself into the position to acquire gear or resources, the ability to build custom gear out of scap, the ability to modify your starship or armor or weapons way beyond the standard specs all abilities who are internalize. Take away the equipment of a technician and see if he cares when he has a few hours to prepare himself. His new gadgets and weapons might be even better suited for the encounter than his old.

Though not getting your shoulder mounted howitzer through security is indeed a problem which comes up with our astromech, and don't get me started on that military grade A-Wing, hurray for slave circuits or droid autopilots. Having your ship ready can be sometimes really a problem. You see, as Ace I am currently rather bias, even when I usually play indeed a lot of mages, though even those tend to create simply their own tools and artifacts. So I guess I clearly have some preferences of my own and seem to prefer characters who are able to prepare themselves and adapt easily to different situations.

Now you get me into an interesting position. I despise D&D as a system (though the latest edition should be better, while still suffering from all the DnD tropes) and I criticize FFG SWRPG for having a lot of those tropes. For example are within the crafting system in SM there are options to create items funny little items with extra success and advantages, etc and I think this whole system is very item centric.

Well it's a book about the career that's all about tinkering with and building things, so I don't see whats wrong with the book being filled with that kind of content, that's kind of the point. That's like criticizing a book about being a pilot ace, having pages and pages of stuff about piloting :D It's kind of the point!

BUT at the same time crafting, streetwise, negotiation checks, tons of different planets for different goods, gadgeteers, modders, riggers, scientists, the narrative technician signature abilities (play A-Team monate theme now) … it all there to support characters and story, instead of distracting from story and plotline, those elements are integrated as their own stories and parts of the plotline. So I think it is unfair to blame certain elements for the shortcomings of own particular system of dungeon crawling +1.

I....I'm not 100% sure what you are trying to say here? I'm sorry but the structure of this paragraph is a little too fuzzy for me to really understand the point you are trying to make. It seems like you are saying that there are plenty of ways to use those gear options to enrich a story. I agree, I never said it was impossible to do so, I've simply said in my experience it tends to turn the focus of the game away from the game and put it more on acquisition of loot, instead of telling a fun, compelling story. And if your game system hinges on gear and combat (like D&D does), then it becomes the driving force for a lot of players. The gear doesn't become things like "Excalibur, given to me by the Lady of the Lake! Bestowed upon me with the blessing of the Heavens to bring justice and peace to the lands!" No, instead it's "I got a +3 Sword of Stabbiness! This is +2 better than my +1 Sword of Stabiness!" There is no story investment in the gear for D&D. It's just an object to hold bigger numbers, so you have bigger numbers than you did before, and bigger is better.

Now, can you use items to tell fun stories? Sure you can, I've done it myself. I made a character who was a potion maker, and I modeled him after Egg Shen from Big Trouble In Little China. His entire schtick was to make little concoctions that he would drink to give him slight edges in combat. His entire concept hinged on him always tinkering with bottles of various liquids, some bubbling, some smoking, etc. I never worried about the potions, beyond the "I'm going to try and have a potion for every occasion" type of thing. Beyond that, it was simply a fun way for me to roleplay Egg Shen, and have him be useful in a group. But aside from that very specific example, I just don't like characters who require gear, or, perhaps it's better to say, I don't like game systems that require the constant acquisition of gear in order to be relevant. If I'm going to have a magic sword (or lightsaber), i want that thing to be significant not something I trade off as soon as something with a +1 stat above regular comes along. Or, better yet, don't bother with the gear at all, and just play the character.

So I guess I am fully with you when you say character abilities are best coming from within the character, but consider the ability to smooth talk yourself into the position to acquire gear or resources, the ability to build custom gear out of scap, the ability to modify your starship or armor or weapons way beyond the standard specs all abilities who are internalize. Take away the equipment of a technician and see if he cares when he has a few hours to prepare himself. His new gadgets and weapons might be even better suited for the encounter than his old.

Right, but you've kind of proven my point for me? You gave an example of a technician who lost all his stuff. Well that's ok, because his talent is to make stuff he needs from whatever's around him. He can totally MacGyver his way out of problems. That's something you can't take from him. But that also sounds like the kind of character, who doesn't focus his time on acquiring loot.

Though not getting your shoulder mounted howitzer through security is indeed a problem which comes up with our astromech, and don't get me started on that military grade A-Wing, hurray for slave circuits or droid autopilots. Having your ship ready can be sometimes really a problem. You see, as Ace I am currently rather bias, even when I usually play indeed a lot of mages, though even those tend to create simply their own tools and artifacts. So I guess I clearly have some preferences of my own and seem to prefer characters who are able to prepare themselves and adapt easily to different situations.

Right, but as a Pilot, if they take your ship from you, you are still dangerous if you find yourself in another ship. Just look at Po Dameron from Awakens. He got kidnapped by the First Order, and stripped of all his stuff.....until he got into the TIE fighter. Then he is just as dangerous as any other time, because his skills are being used. It doesn't matter that he lost his blaster, as it was probably standard anyway. And it doesn't matter that he lost his personal X-Wing, get him behind any cockpit, and he's a lethal threat.

That is the kind of character I'm talking about. HAVING gear isn't so much the issue. Sure everyone's got at least some stuff, it's the narrative drive/focus to get gear, simply to upgrade existing gear, that annoys me.

If you've built a story all about acquiring some legendary item, like an ancient lightsaber, or some badass old ship that was lost in the depths of space, cool. Rock on, enjoy that plot, because that's a cool plot. But if the player who just got that legendary item, then says "ok so, when can I get the +2 version of this weapon? Because I really want to be even more awesome!" That's when my brain starts to twist and writhe in frustration. :D

Sorry about the grammatical mess.

And thanks to make sense out of my mess, outside of my complains about SM you seem to got what I meant.

Anyway, back to SM. My problem with SM is that the whole book focus less about innovative invention and gives you tons of +1 and +2 versions of those weapons and gear. That was the moment when my brain started to writhe in frustration and agony about the SM content. There is a lot to like about SM, but gear in general, not only limited to SM tends to be often simply +1 items in this system. In general the system has this odd obsession with throwing for everything boost dice around. Got a personalized toolset? +1 boost dice! Got a handbook to use? One difficulty downgrade! Got that Supreme Bacta Tank of Success in your medical lab? +1 Success and +2 Advantages.

It's kind of silly to feel the need to attach values and bonuses to all those things and SM is a special offender in this regard, bringing the +2 version of weapons and even gadgets and tools. I call it the DnD inheritance problem, but maybe I am just unfair to american systems there.

Edited by SEApocalypse

Sorry about the grammatical mess.

And thanks to make sense out of my mess, outside of my complains about SM you seem to got what I meant.

Anyway, back to SM. My problem with SM is that the whole book focus less about innovative invention and gives you tons of +1 and +2 versions of those weapons and gear. That was the moment when my brain started to writhe in frustration and agony about the SM content. There is a lot to like about SM, but gear in general, not only limited to SM tends to be often simply +1 items in this system. In general the system has this odd obsession with throwing for everything boost dice around. Got a personalized toolset? +1 boost dice! Got a handbook to use? One difficulty downgrade! Got that Supreme Bacta Tank of Success in your medical lab? +1 Success and +2 Advantages.

It's kind of silly to feel the need to attach values and bonuses to all those things and SM is a special offender in this regard, bringing the +2 version of weapons and even gadgets and tools. I call it the DnD inheritance problem, but maybe I am just unfair to american systems there.

I don't have the book, so I can't really speak about the pros/cons of it. But mechanics, gear mechanics I mean, are a part of the game. there's no way around it. And there is a major part of the community that wants to know how to build their own stuff. And to build your own stuff, you need stats. It's just how it is.

From what I recall of the talk with the guy who spearheaded the book, most of that stuff was to answer the question of "So what do we do with the advantage/triumph/threat/despair results on these crafting rolls?" So, they added in these little +/- 1 things to reflect that.