Negative Nelly!

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

(thugs rolled double triumphs, then the PC rolled double despairs...GM heaven!)

So spill - what happened? How'd it go down?

There are mechanics I won't use though, no matter what I've tried I haven't really changed my opinion on them since the first year:

- If space combat is not a chase, it's clunky and confusing, and it's just irritating to track all the benefits and penalties.

- Move still blows. My players have started using it, and if I let them use the normal Move tree they'd be doing ridiculous things in no time.

Yes and yes.

I just don't bother with space combat RAW for the simple fact it just doesn't flow like personal combat. Mine is limited to chases with a few shots exchanged before the jump to hyperspace.

I've never used Move RAW and won't.

There are mechanics I won't use though, no matter what I've tried I haven't really changed my opinion on them since the first year:

- If space combat is not a chase, it's clunky and confusing, and it's just irritating to track all the benefits and penalties.

- Move still blows. My players have started using it, and if I let them use the normal Move tree they'd be doing ridiculous things in no time.

Yes and yes.

I just don't bother with space combat RAW for the simple fact it just doesn't flow like personal combat. Mine is limited to chases with a few shots exchanged before the jump to hyperspace.

I've never used Move RAW and won't.

It is assumed that you allways move, fly up and down, spin and circle. It is all flavour. Move as in fly/drive is only meant to keep track of the distance between you and your oponent. Pretty much work the same as regular combat for us.

That said, there are a lot of fun stuff you can come up with and play around with when it comes to vehickle combat and chases. It`s all good :)

There are mechanics I won't use though, no matter what I've tried I haven't really changed my opinion on them since the first year:

- If space combat is not a chase, it's clunky and confusing, and it's just irritating to track all the benefits and penalties.

- Move still blows. My players have started using it, and if I let them use the normal Move tree they'd be doing ridiculous things in no time.

Yes and yes.

I just don't bother with space combat RAW for the simple fact it just doesn't flow like personal combat. Mine is limited to chases with a few shots exchanged before the jump to hyperspace.

I've never used Move RAW and won't.

It is assumed that you allways move, fly up and down, spin and circle. It is all flavour. Move as in fly/drive is only meant to keep track of the distance between you and your oponent. Pretty much work the same as regular combat for us.

That said, there are a lot of fun stuff you can come up with and play around with when it comes to vehickle combat and chases. It`s all good :)

We mean the Force Power.

Gotcha. thanks for clearing it up :) Haven`t used that power in game thus far. Don`t know if it will ever come up in my game. What`s wrong with it? Shouldn`t it be mostly narrative most of the time anyway?

You can do too much for too little xp invested too soon.

Aww, Marcy, you just got me liking Astrogation because of the more esoteric aspects it has...

I think I agree with 2P51; it needs more uses. I do like the tie-ins to some of the Force powers - maybe it should be a universal 'Navigation' skill? But even in the skill description, it says it's a dull affair usually delegated to droids...

Some of the specs do feel odd, in the sense that they are not standard skills for a typical science-fantasy pulp story. Propagandist, Analyst, Scholar and Strategist, for instance. I don't feel they are bad, per se, but these are roles more typically used by NPCs. The ones doing behind the scenes work, managing high-level strategy and digging up information in movies are normally NPC tasks, while the PCs are sneaking around, shooting stormtroopers and sometimes using face skills. There's nothing wrong with them as such, but filling the Sharpshooter tree will be more useful in most games than filling the Scholar tree.

(In fact, I play a GMPC in the AOR game, just so they have someone to handle all the red tape and bookkeeping, someone who does all the secretarial and number-crunching while the PCs are off shooting stormtroopers...)

For a "classless" system the book model really focuses like a laser on the meaning of your Career in the splat books, presuming you picked your Career based on all sorts of story, character and narrative reasons when likely you picked a starting spec based on the Skills and Talents it offered up to realize your character concept. Yeah, there's some connection there but it's not as deep as the Career books make of it.

Maybe you picked the Seeker: Ataru Striker spec because you want to play a Jedi good at Ataru, so 90% of the "fluff" material in the Seeker book is useless to you. Maybe you picked Bounty Hunter: Gadgeteer because you're making a armored trooper similar to clone troopers (yes, the BH book isn't out yet but it will likely follow the same model where most of the fluff of the book is about bounty hunting).

Hey, I'm not going to apologize for wanting the errata on the Sentinel. The error was pointed out on the day the book dropped; that was two years ago, and they've still done nothing to address it.

Huh? What error was this?

Oh, and Droids. If we can have 5 subspecies of Nikto, then why not the five classes of Droids?

Classes of droids are a holdover from the WEG system. In this, those classifications would just be the career/specialization a droid took. Medical droids - Took something like Doctor. Translators/Protocol droids - maybe Politico. Engineering droids (think the RX series) - Mechanic, Gadgeteer, etc...

Huh? What error was this?

Most of the Sentinel stats are copy/paste from the Lambda shuttle. Among other things, the crew, passengers, EC, and armament are all wrong.

Oh, the ship, not the career!

That explains why I didn't know about it; ships are not something I really delve into with Star Wars.

(thugs rolled double triumphs, then the PC rolled double despairs...GM heaven!)

So spill - what happened? How'd it go down?

The scene was a dark street with some toughs on speeders harassing the Enforcer PC. The first skimmed past in a game of chicken, but a good Coercion roll (but with threat) made the thug swerve...but not without causing some strain. The second speeder shot past, swinging their chain to little effect and with the thugs ending up scattered and groaning in the street. The third speeder was ridden by the "leader" and he wasn't going to take that...so he shot forward, with his henchman on the back swinging the chain. Double Triumph!

Though it seems a bit tame, I used the double Triumph to crit+10. They've been relatively crit-free for a while, and I really wanted something flavourful...and I got it with a result of 106. So the Enforcer's Brawn dropped from 4 to 3.

The Enforcer jabs with his truncheon, a solid hit and, due to one rank of Adversary and one DP flip on my part, Double Despair! The chain from the thugs ends up knotted around his neck (upgrade difficulty of the next attack), and he can't remove it without taking a couple turns, where it hampers whatever he does for the next few rolls. Meanwhile the Enforcer's PC friends finally arrive from the end of the street, plugging the two thugs with quick blaster fire. The remaining thug, the first to play chicken earlier, decides to hightail it out of there, so the PCs all leap on the now stolen speeders and give chase, with the Diplomat PC Inspiring them all with his Rhetoric. There is no time for anything else, so the Enforcer finds himself careening through the streets with the chains still wrapped around his neck flapping in the wind ...a "chainaclava" if you will... threatening a swift decapitation should anything go awry. Once they finally ran down the remaining thug, it became a great prop for the ensuing "information retrieval"...

Edited by whafrog

Found out first hand why space combat often doesn't work... In order for it to be good you need a gm that understands the rules and at least one or two players that really truly understand it too. It doesn't work if players are thinking they understand the game because they understand 'regular' combat.

Al in all, most complaints thusfar are pretty much nitpicking (mine included) just goes to show it is an amazing game...

True dat.

Yes, I am well and truly Gangsta. Werd.

Edited by Absol197

Please note that my problem with the smuggler is purely semantic. It is the scoundrel career. Charmer? Not a smuggler. Thief? Not a smuggler. Gambler? Not a smuggler. Yet they are all scoundrels.

It is smuggler and all those specs are smugglers if that was the starting career. Why? Because it is Star Wars. If it was a generic scifi game I would absolutely agree with you! :)

Edited by RodianClone

I can't but agree with our duplicate rodian: "Smuggler" is just so archetypically Star Wars that, given the choice between calling the career "Smuggler," "Scoundrel," or something else illegal-sounding, I would have to go with Smuggler every time.

Almost sounds like they should edition the game and make some improvements....

:D

I've got to go with Han:

"Scoundrel? Scoundrel! I like the sound of that."

Almost sounds like they should edition the game and make some improvements....

:D

No no no please no! At least not until I get my Mystic book in this edition!

As minor as my complaints are with this system I really don't want them to do a new edition. It would have to be an amazing upgrade to warrant the cost.

Edited by Jedi Ronin

No more editions please! This is perfect for what it intends to do and that is emulating Star Wars!

I play alot of other game systems. This system and the rules scream and underline rebel era star wars! The choices some of you promote and the rules you would change would make sense in more generic games, but not in a specific fiction emulator like this. I do not feel restricted by the rules either, you can do alot with this narrative game.

Edited by RodianClone

I can't but agree with our duplicate rodian: "Smuggler" is just so archetypically Star Wars that, given the choice between calling the career "Smuggler," "Scoundrel," or something else illegal-sounding, I would have to go with Smuggler every time.

Keep in mind this is an MMO. There is no social role-playing (aside from what players make up in chat). A smuggler in this game is just a dude shooting people with one or two blasters, and maybe healing people by throwing a grenade that spews out medical Kolto gas.

Even the storyline for that class, from what I recall, never has you actually "smuggle" anything. You shoot stuff, interact with lowlifes, and fly a freighter around.

The only reason the class is called "smuggler" is because that's the role assigned to Han Solo, and he was one of the most popular characters in the franchise. So it has to be shoehorned in somehow. Despite the game taking place thousands of years before Han was born.

Lots of stuff is illegal in the Empire. You'll probably end up smuggling something at some point, knowingly or not, no matter what you do, when you fly around with a ship in space... In my campaign, the players are technically all smugglers, even if only one of them has the career :P

Edited by RodianClone