Species balance

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

Master Plo could survive in a vacuum without a suit and kotor had a power to breath poison with no problem. That doesnt mean most characters have that ability. To most players its a quick 1 shot kill akin to playing D&D with jason foxx in the comics where his sister spends a long time making a character and she enters a cave and he says rocks fall on you and you die. Not the sort of GM I would ever play with twice.

You flip a destiny point and just grab your reserve breather, besides destroying an important piece of gear requires a triumph to begin with.

If you want a cheap one shot kill you go in with a vibro axe and 5 ranks of lethal blows. ;-)

Losing your breather is inconvenient, but no way in hell a player character will just die because he might or might not take a single breath of toxic air. It star wars for pete's sake, you get thrown in lava and just need a few cybernetic upgrades. Lungs can get replaced, bacta is a heal all, cloning tech is avaible to grow new limbs and organs, etc

The assumption that a broken breather is automagical lethal is questionable.

To most players a broken breather is the loss of two maneuvers next turn to pull the reserve breather out and not even a destiny point needed as most players will indeed think about bringing spares of a piece of gear required for breathing.

The Species are not balanced at all. Especially since forged in battle when the force jump became a species ability.

Force jump does not cost strain, however it is an extremely powerful ability and I feel like 3 strain is too cheap for it.

Force jump does not cost strain, however it is an extremely powerful ability and I feel like 3 strain is too cheap for it.

Do they get it as action or maneuver?

Besides, Jetpacks cost a few credits and bring even more mobility. ;-)

Not to derail, but Brad, I also was inspired by that Besalisk art. It's one of my favorites in FFG's library.

Maneuver and iirc they can move vertical as well ie the move power and a few upgrades, costing 3 strain per use. As for the jetpac it can break, and has a cost and strangely is only in the edge core book.

Maneuver and iirc they can move vertical as well ie the move power and a few upgrades, costing 3 strain per use. As for the jetpac it can break, and has a cost and strangely is only in the edge core book.

Rebels get jump boots, same thing, easier to hide, but just 35m max attitude. And while jetpacks have some downsides too, they still run on planetary scale rangebands, meaning to maneuvers bring you into any range desired.

I think most of the imbalance is in racial traits. For example Togruta vs. Twi'lek. They have the same number of total stats + a bonus skill, they have the same amount of starting XP, Twi'leks get one more bonus Strain Threshold, but the racials, good grief, Togruta generate two boosts when they assist instead of one, Twi'leks reduce setbacks from hot or dry conditions by 1. You can assist people any time anywhere, with just about any skill, so that's a pretty nifty bonus. How often do you encounter hot or arid environments that impose setbacks on you though? Even if you're on a hot planet, is your DM going to think about imposing setback on every other check?

How often do you encounter hot or arid environments that impose setbacks on you though? Even if you're on a hot planet, is your DM going to think about imposing setback on every other check?

There is nothing preventing you as a player from asking the GM if there is a heat penalty in this case.

This is also, part of the issue in general with all of the remove setback die talents if the player or GM does not remember to have the setback dice, they are not at all useful. So you either need to start asking as a Player or if you are a GM think of ways to make these talent relevant.

How often do you encounter hot or arid environments that impose setbacks on you though? Even if you're on a hot planet, is your DM going to think about imposing setback on every other check?

There is nothing preventing you as a player from asking the GM if there is a heat penalty in this case.

This is also, part of the issue in general with all of the remove setback die talents if the player or GM does not remember to have the setback dice, they are not at all useful. So you either need to start asking as a Player or if you are a GM think of ways to make these talent relevant.

"Hey GM, is there a penalty here that I can ignore that will screw over everybody else so I can look cool?"

"Hey GM, is there a penalty here that I can ignore that will screw over everybody else so I can look cool?"

My players do this to each other all the time; but they're all close friends, so nobody is bothered by it.

How often do you encounter hot or arid environments that impose setbacks on you though? Even if you're on a hot planet, is your DM going to think about imposing setback on every other check?

There is nothing preventing you as a player from asking the GM if there is a heat penalty in this case.

This is also, part of the issue in general with all of the remove setback die talents if the player or GM does not remember to have the setback dice, they are not at all useful. So you either need to start asking as a Player or if you are a GM think of ways to make these talent relevant.

"Hey GM, is there a penalty here that I can ignore that will screw over everybody else so I can look cool?"

Seeing as that is kind of the point behind those talents, basically.

Those talents are there for the GM AND players to be creative about the scene. Adding environmental effects, lighting conditions, hindering terrain, and/ or demeanors are all good things. Without these being added in regularly, those talents amount to nothing more than an XP tax that needs to be taken to get deeper in the tree.

This means a combination of the following needs to occur regularly at the table:

1) The GM needs to provide adequate setbacks for the check(s)

2) If they do not, then the players need to suggest something, if failing to do so is habitual for that GM

3) Find another work around*

*In my game, because I do not have a stable player base and I have a hard 3 hour time limit for the session, if I do not add a setback to the roll a player may add 1 boost for every 2 (round up) setback dice they would ignore.

Setback dice boost dice and using destiny points should flow very regularly in the game. There should be ample oppertunities for hot and cold skills seeing in darkness etc.

How often do you encounter hot or arid environments that impose setbacks on you though? Even if you're on a hot planet, is your DM going to think about imposing setback on every other check?

There is nothing preventing you as a player from asking the GM if there is a heat penalty in this case.

This is also, part of the issue in general with all of the remove setback die talents if the player or GM does not remember to have the setback dice, they are not at all useful. So you either need to start asking as a Player or if you are a GM think of ways to make these talent relevant.

Yea, when I'm DMing the game I notice that it's very difficult to build a good difficulty for tasks. A really good difficulty should have a base difficulty, upgrades and setbacks in it, but when you're trying to keep the game moving it's easier to just say "Hard" or "Daunting" than "Average with upgrade and two setbacks for low light and high winds"

Honestly it takes practice and its very important to let your players add conditions as well using advantage.

For example players are fighting in a sewer shoots at an enemy and hits with 3 advantage player says the shot went through the enemy and clipped a steam pipe,

which now obscures everyone vision. 2 setback to everyone in the encounter as steam fills the tunnels.

Or the very common player misses the enemy completely and gets a few advantage and says I accidentally hit the lighting power supply plunging the room into total darkness 2 setback to everyone.

Spending a destiny point to change the facts is also a part of the game people forget about but it is very good for including players in the world building.

When you design a set combat try and think of the scene as having components such as

1. (Smell)particularly nasty smell in the rancor's lair (players with breathing maks or sealed suits ignore

2. (Sight) Sight impairment darkness, smoke, , blinding strobes

3. (Sounds)sounds like a ship taking off close to you or a busy marketplace or a concert

4. (Weather) not just hot or cold planets but fights taking place in a burning building or a crumbling starship or an engine room

5. (Hazards) put in pits acid rain flowing lava innocent bystanders etc

Almost no combat scene should be run without some of the above effects. Try writing out your set encounters ahead of time and give your players the feel of the terrain and conditions.

Also my general rule is 90% of the time a setback is right 10% of the time an upgrade is right. Upgrades are where you really see the need for dramatic failure.