I got Star Wars X-wing a week ago. How do you combine EOTE With X-wing?(By the way I know there's been a thread about this. I just can't find it!)
X-Wing
You don't unless you want to give yourself a tumor....
3 minutes ago, Hockeymaster164 said:I got Star Wars X-wing a week ago. How do you combine EOTE With X-wing?(By the way I know there's been a thread about this. I just can't find it!)
I generally put the minis on the table during space combat instead of tokens, to symbolize the enemies
Apart from that, there's not much to do with them I'm afraid.
6 minutes ago, 2P51 said:You don't unless you want to give yourself a tumor....
It's naat ah tuuma!
Here ya go:
And also:
And the more "official" take on the matter, an article that the above thread is talking about: https://www.fantasyflightgames.com/en/news/2016/6/24/were-going-in-full-throttle/
Having been a major contributor of the aforementioned thread, the easiest thing is to not try to combine the two.
The Mini's are cool and can be placed to help you and the players understand the spacial relations of the different ships in spaceship combat.
But, by general consensus, the two rule sets are not compatible.
I also have more experience playing both games now and . . . DON'T! Just DON'T!!!
It is kind of nice to show the end position of the ships each turn and thats basically it. That way it is for example to remember who has GtA on whom, distances to each other and if there are any cases going on in the middle of battle, etc
Combining both? HELL NO.
You could naturally abandon the RPG rules completely and just play a round of X-Wing, assigning some special abilities and effects to your abilities and that's it, but I would argue that just playing Heroes of the Aturi Cluster would be more fun. ;-)
An easy resolution could be, when players arrive at space battles, use X-Wing rules, and upgrade a few stats if players have the apropiate skills.
You can use both games, but my opinion is you've essentially tossed out all the Talent trees and Careers that have anything to do with ships.
35 minutes ago, 2P51 said:You can use both games, but my opinion is you've essentially tossed out all the Talent trees and Careers that have anything to do with ships.
I would not call it tossing out, but rather advancing the system, it not rocket science to translate the talents to something useful in X-Wing. But it certainly it is tossing how the whole regular space combat rules and basically re-writing a ton of talents into a complete different rule set. This requires a lot of testing, dedication and begs the question why not rewrite and streamline the rest of system while you are at it. Personally I would start with tossing at the talent tree's for real. All of them. *g*
Edited by SEApocalypse2 hours ago, Hockeymaster164 said:..... How do you combine EOTE With X-wing?...
You think about it... go and have a lie down.. maybe have a cold shower.
Then you make a decision: Either play EoTE OR Xwing! You silly boy/girl...
Seriously though, too much bother IMO.... the fighter ships alone in Edge are like paper planes....
Edited by ExpandingUniverse5 hours ago, ExpandingUniverse said:IMO.... the fighter ships alone in Edge are like paper planes....
And the Laser Cannons are like roman candles.
It IS possible to just use teh models. My brother and me did a test yesterday evening, having a 3 X-Wings with the Starfighter Ace-Rival (Rebs and Imps card set) flying against 2 groups of TIE-Pilot Minions (same card set) of each 5 TIEs.
We just set them apart on the player map, representing, what we deemed "short" distance. Then we just played it out like in the rules: rolled initiative, came out like this: first two turns Rebs, then Imps, then Rebs, then Imps again.
Remember we only used the RAW for the RPG, no fancy shmancy X-Wing hybrid rules. Whenever someone flew a maneuver, we'd set the ships accordingly, what we deemed appropriate. When the Imp Minions flew defensive, they scattered, when they stayed on target, they grouped tightly. But we never bothered with the templates, we just set them on a place of what we deemed fitting. It worked out quite nice.
The Impd won eventually, since strength is in numbers. We might try again, document it and post it here tonight, with a more "themed" squaron, also using a PC we created and more ships.
That is of course only if you guys are interested.
You can also run it with each player character pilot has 2 minions attached via squadron rules. And even have them running PC built R2 units. That will give you 12 x-wings. Throw 4 tie aces each with 2 minions attached via squadron rules and see how it goes.
7 hours ago, Daeglan said:You can also run it with each player character pilot has 2 minions attached via squadron rules. And even have them running PC built R2 units. That will give you 12 x-wings. Throw 4 tie aces each with 2 minions attached via squadron rules and see how it goes.
gonna try that
On 2/27/2017 at 0:38 PM, awayputurwpn said:Here ya go:
And also:
And the more "official" take on the matter, an article that the above thread is talking about: https://www.fantasyflightgames.com/en/news/2016/6/24/were-going-in-full-throttle/
Thanks!
I'm quite new to the Star Wars RPGs, but I have done similar rule cross-overs in other RPGs. While most here seem to think it's a bad idea combining X-wing and EotE, I find it to be a fun idea. I've played some X-wing and a teeny-tiny bit of EotE, so I'm probably not using the correct terminology. But I hope that you get my point anyways.
I'm assuming that the PCs have one ship that they all travel on.
In short, what I would do would be something like this:
- Change as little as possible in the X-wing core rules.
- Pick a pilot card from X-wing that represents the PC pilot best (or create a custom pilot card for the PC).
- Pick a ship that matches the PCs ship (or create a custom one).
-
Make sure all the player characters can contribute in the battle by rolling relevant skills or use appropriate abilities from the RPG and let those rolls give bonuses to to their ship in the X-wing-game. Reward clever/fun ideas. Here are some examples of what the PCs might do:
- An engineer might decide to try to boost the ships Shields, to let the ship 'heal' a shield token,
- A gunner might roll some observation skill (or something like that) to get a target lock token in the X-wing game.
- A social PC might have some morale boosing skill/ability that could add a dodge token (I know you can shake him!).
- A mechanic might try to repair the ship to remove damage or critical damage cards.
- A force sensitive character might try to sense what the enemy will do next, and allow the players to look at one of the other ships manouver dials before setting their own.
- So try to translate most (all) things the PCs decide to do into tokens, dice etc in X-wing so all the players feel involved and useful, not just the pilot. Try not to give the players a limited set of actions that they can do, instead let tthe players decide what to do and translate it 'on the fly' into X-wing appropriate bonuses. Obviously failiures could give drawbacks instead, especially on critical failiures.
- Remember that you're playing the RPG primarily. If a player wants to do something cool try to incorporate that in a cool way in the X-wing battle and while you keep the core rules of X-wing, do not let that limit the players creativity. Instead try to reward their ideas (if they are successful) with bonuses in the X-wing rules and bend the X-wing rules if appropriate.
Hope some of these ideas are useful.
There are a lot of differences between X-Wing and this RPG.
In X-Wing, if you die, that’s not a problem because you’ll be magically resurrected the next time you put your fleet together for your next battle. In the RPG, if you die, that’s a much bigger problem.
That’s just one example of many, and not even the tip of the iceberg.
Simply put, these two games were never designed to be played together, and the harder you try to force them together to try and make that happen, the more likely you are to be unhappy with the results.
The threads linked above have a very extensive examination of why this is the case. Ignore at your own peril the wisdom of others who have tried to go down this path before.
20 hours ago, k7e9 said:I'm quite new to the Star Wars RPGs, but I have done similar rule cross-overs in other RPGs. While most here seem to think it's a bad idea combining X-wing and EotE, I find it to be a fun idea. I've played some X-wing and a teeny-tiny bit of EotE, so I'm probably not using the correct terminology. But I hope that you get my point anyways.
I'm assuming that the PCs have one ship that they all travel on.
In short, what I would do would be something like this:
- Change as little as possible in the X-wing core rules.
- Pick a pilot card from X-wing that represents the PC pilot best (or create a custom pilot card for the PC).
- Pick a ship that matches the PCs ship (or create a custom one).
- Make sure all the player characters can contribute in the battle by rolling relevant skills or use appropriate abilities from the RPG and let those rolls give bonuses to to their ship in the X-wing-game. Reward clever/fun ideas. Here are some examples of what the PCs might do:
- An engineer might decide to try to boost the ships Shields, to let the ship 'heal' a shield token,
- A gunner might roll some observation skill (or something like that) to get a target lock token in the X-wing game.
- A social PC might have some morale boosing skill/ability that could add a dodge token (I know you can shake him!).
- A mechanic might try to repair the ship to remove damage or critical damage cards.
- A force sensitive character might try to sense what the enemy will do next, and allow the players to look at one of the other ships manouver dials before setting their own.
- So try to translate most (all) things the PCs decide to do into tokens, dice etc in X-wing so all the players feel involved and useful, not just the pilot. Try not to give the players a limited set of actions that they can do, instead let tthe players decide what to do and translate it 'on the fly' into X-wing appropriate bonuses. Obviously failiures could give drawbacks instead, especially on critical failiures.
- Remember that you're playing the RPG primarily. If a player wants to do something cool try to incorporate that in a cool way in the X-wing battle and while you keep the core rules of X-wing, do not let that limit the players creativity. Instead try to reward their ideas (if they are successful) with bonuses in the X-wing rules and bend the X-wing rules if appropriate.
Hope some of these ideas are useful.
Yeah unfortunately as we have noted this is not actually possible. In many ways the 2 systems are kind of actively hostile to one another. You are better off using the miniatures like they are character models for denoting location. Nothing more.
6 hours ago, Daeglan said:Yeah unfortunately as we have noted this is not actually possible. In many ways the 2 systems are kind of actively hostile to one another. You are better off using the miniatures like they are character models for denoting location. Nothing more.
Ok, as I said I only have a little experience with EotE, so I was just going of experience with other games and cross-over-conversions I've done.
6 hours ago, k7e9 said:Ok, as I said I only have a little experience with EotE, so I was just going of experience with other games and cross-over-conversions I've done.
There's no harm in trying. You may find that it works OK for you and your group. For me, the cost-benefit analysis isn't favorable; it's too much work for something that I'm not going to be happy with in the end.
On 3/7/2017 at 11:43 PM, k7e9 said:Hope some of these ideas are useful.
The problem (well, one of the many problems) that you'll run into is that one combat with even just a small handful of ships will take you all evening. More importantly if you are not the pilot, you'll be sitting on your thumbs waiting for a window to do something.
And then there's the problem of how do all those talents - a not insignificant resource expenditure from the players - translate into X-Wing? How does my Engineer's Hold Together work? Gives the pilot a stress, I guess - but then my Fine Tuning to reduce the system strain does what? I see all kinds of now-useless talents in the Smuggler: Pilot tree. Since there's no Setback/Boost mechanic, how do you deal with blues and blacks? What about Skilled Jockey? Dead to Rights? Full Throttle? Natural Pilot? What about your politico straining out the TIE Fighter minions with Scathing Tirade? Commander and their leadership talents and/or rolls? Hell, what about the Force?
And those are just the starship/vehicle related trees I quickly checked.
What if they've upgraded the ship in any way? You can add way more stuff via the hard points than one can add on via the accessory cards. And there's a greater variety of stuff to add on too.
But really, it comes down to that my RPG combats are super quick and I've had X-Wing sessions that stretch on for 4 hours (not counting set up and breakdown time). If I want X-Wing, I'll play X-Wing. If I want to Role Play, I'll role play.
Edited by DesslokOn 2017-02-27 at 7:25 PM, Hockeymaster164 said:I got Star Wars X-wing a week ago. How do you combine EOTE With X-wing?(By the way I know there's been a thread about this. I just can't find it!)
One take on using X-wing with Star Wars RPGs (in this case AoR, but should apply to EotE as well): https://www.fantasyflightgames.com/en/news/2017/4/3/from-one-chance-to-the-next/
On 2/27/2017 at 0:30 PM, TheMOELANDER said:I generally put the minis on the table during space combat instead of tokens, to symbolize the enemies
Apart from that, there's not much to do with them I'm afraid.
This is how I use them. I have tried hybrid rules but they generally bog down the session too much. Even a low point x-wing game is going to take longer than a typical SWRPG space combat and that's not taking into account different players roles, optional rules and familiarity with x-wing. We enjoy the visuals and leave it at that.
On 3/9/2017 at 4:54 AM, bradknowles said:There are a lot of differences between X-Wing and this RPG.
In X-Wing, if you die, that’s not a problem because you’ll be magically resurrected the next time you put your fleet together for your next battle. In the RPG, if you die, that’s a much bigger problem.
That’s just one example of many, and not even the tip of the iceberg.
The answer to this one has already been put forth in the RPG. What happens when a ship's HT is reduced to 0? It's disabled, and for all intents and purposes eliminated from the field. You can apply the same effect to the mini game. A ship isn't destroyed, it's disabled and removed from the game. Allies win, they recover you and continue on. Bad guys win, you get captured, same as the RPG.