Failed rolls should still count towards materials cost, thats why orokos is important
Duel in the Valley of the Jedi: Taking Ebb/Flow for a spin
What's everyone's thoughts on unofficial species? I'm happy sticking to printed material, there is enough unbalance from FFG as it is
I think the elimination rounds should be high vs. low, so 1 vs. 8, 2 vs. 7, etc. The goal is to let the best builds go into the final rounds. And of course the occasional upset victory would be fun to see.
Also, I think an Extreme range start should be a possibility. Maybe something like 25% chance for each of Short, Medium, Long, and Extreme.
I'm inclined to only book legal species.
I think other unofficial species should be included only by consensus.
I had removed Extreme because some combats would have 2 rounds of movement before anything happens. If it's Long, and you win Initiative, you can move straight to Extreme if you want. I included Long because Ranged characters who loose initiative at Medium or less will get smacked down hard by a Melee character. As soon as that Ranged character Disengage to Short though the pain will begin.
But if you say I cannot be an evil murderous ewok I will be royally pissed.
5 minutes ago, Rostek Horn said:
I think the elimination rounds should be high vs. low, so 1 vs. 8, 2 vs. 7, etc. The goal is to let the best builds go into the final rounds. And of course the occasional upset victory would be fun to see.
I'm definitely happy to go with the consensus on this, I don't mind how it's done really.
Just now, TheShard said:But if you say I cannot be an evil murderous ewok I will be royally pissed.
I knew you would want to play an Ewok! I'm still so disappointed they're not official yet.
I know they are such a wealth of story possibilities!!!!
Yub yub, commander!
3 hours ago, Richardbuxton said:Scar talents for the losers sounds fun. I had considered an xp prize for the winners in each round but discarded it because it would only widen the gap not keep the game competitive. But a small talent for loosing is not bad.
Do it like racing. You get good enough and you move to the next league.
Also loser gets a smaller purse so to speak. Like say winner gets 20 and loser gets 10
Edited by DaeglanOoh, winners get credits, losers get xp! Probably needs some testing so I think a simple first Championship then we can revise and tweak from there.
I'd be very hesitant to give awards to characters for winning matches. I'm interested in this in a large part because I'd like to see different character builds fighting on an even playing field, so any type of noticeable advantage would throw the balance off. Scars would probably be fine if they were assigned due to the narrative, since they'd tend to be largely flavor changes.
But the "everyone fights everyone" model is awesome. It allows for a sort of meta-strategy: do you make a generalist build who has a fair chance against all opponents, or a focused build who can take down certain types of enemies?
7 minutes ago, Rostek Horn said:I'd be very hesitant to give awards to characters for winning matches. I'm interested in this in a large part because I'd like to see different character builds fighting on an even playing field, so any type of noticeable advantage would throw the balance off. Scars would probably be fine if they were assigned due to the narrative, since they'd tend to be largely flavor changes.
But the "everyone fights everyone" model is awesome. It allows for a sort of meta-strategy: do you make a generalist build who has a fair chance against all opponents, or a focused build who can take down certain types of enemies?
Your thinking exactly what I am. I want to see a level playing field where character flexibility is as important as outright destructive capacity. Some battles will be won in a single round or 2 because a player focused on offence. Others will last much longer.
This whole project is very intriguing to me, to see the different approaches people take with their character design.
2 minutes ago, Richardbuxton said:Your thinking exactly what I am. I want to see a level playing field where character flexibility is as important as outright destructive capacity. Some battles will be won in a single round or 2 because a player focused on offence. Others will last much longer.
This whole project is very intriguing to me, to see the different approaches people take with their character design.
Yeah, I'd love to see people build endurance style characters based on absorbing/avoiding damage, recovering strain, healing, and slowly wearing down their opponent.
Also, we should at some point expand this to 2v2 matches. You could make a Soresu Defender who protects a ranged Hunter or Gadgeteer, or go all out offense with a pair of Ataru Strikers, or any number of interesting combinations.
Oh...the crafting rules will be in use. I'm out.
2 minutes ago, HappyDaze said:Oh...the crafting rules will be in use. I'm out.
You think min maxing a characters ability to craft is a good way to win a dual? Honestly 4 Mechanics and and 5 Intellect won't get you very far at all, and 18k doesn't give you many chances to actually make anything game breaking. Probably the best they could do is something Tanky with a Soresu.
1 hour ago, HappyDaze said:Oh...the crafting rules will be in use. I'm out.
You do realise that a 4 yellow 1 green pool vs 3 purple has a chance of 60% to even get advantage of which 50% of the time they do its going to be 2 or less. Although it also has a 30% chance of a triumph.
http://game2.ca/eote/?montecarlo=100000#proficiency=4&ability=1&difficulty=3
To me crafting only gets OP once you start reducing the difficulty with the templates, which takes multiple rolls and time invested.
Even a simple check rarely will get more than 4 advantage
http://game2.ca/eote/?montecarlo=100000#proficiency=4&ability=1
1 hour ago, HappyDaze said:Oh...the crafting rules will be in use. I'm out.
I definitely won't be using them. I never roll a die if I don't have to
Bird in the hand, and all that.
2 hours ago, awayputurwpn said:I definitely won't be using them. I never roll a die if I don't have to
Bird in the hand, and all that.
Im also with you on that, the bought stuff is good, crafting can be patchy as you can equally get a load of success and still end up with threat the above example showed that hard difficulty and with 5 mechanics and 4 intellect still leaves you a 40% chance of getting the bare template or worse. I personally do not like those odds for the xp, money and time spent. That is assuming you succeed the check, one of the crafter types that can switch success for advantage though is excellent but then, they should be, but crafting your own stuff is going to leave you deficient in things not to do with crafting. As Mr Buxton said, it might suit a Soresu Defender but that is about it.
And if that is wrong and crafting your own brings major balance issues then that is an important thing to prove.
7 minutes ago, Richardbuxton said:So, if credits are given between Heats what is a reasonable value? Some concepts will need none and therefore any money is a bonus, others could need thousands to replace arrows and grenades?
Otherwise its simplest to say everything returns to starting after each fight.
What about preventing players from modifying talent and skill purchases after the championship begins? I guess we need a copy of each character sheet kept somewhere so they can be compared for discrepancies?
I would handwave repairs, and reimburse credits to PCs whose items are lost or destroyed during fights.
As for the possibility of changing things...mayyybe we could just adopt the honor system? As a GM that's how I do it with my players. They take their character sheets home, and I rarely look at them. Works for us.
Why don't you just have a set amount of money to use, and just have them buy stuff each time that way we don't have to track repairs?
Edited by TheShardWhat's easiest, Money for repairs or a pure reset to the start? If we ignore the story in between fights, pretend it's street fighter with unchanging characters, that seems simplest and least limiting.
what happens to the poor bugger who has his precious 8000cr rifle sliced in half by a crazy Lightsaber wielding freak?
1 minute ago, Richardbuxton said:What's easiest, Money for repairs or a pure reset to the start? If we ignore the story in between fights, pretend it's street fighter with unchanging characters, that seems simplest and least limiting.
what happens to the poor bugger who has his precious 8000cr rifle sliced in half by a crazy Lightsaber wielding freak?
Anakin lost his lightsaber in Episode II, but he had a new one at the outset of TCW. I'm a fan of handwaving. It's Star Wars, and we don't really have any between-action jobs or ways to earn money or resources. I think we can preserve verisimilitude so that it doesn't have feel like Street Fighter (not that there's anything wrong with SF, but get it out of my Star Wars!) if the player doesn't want it to. Some narrative freedom with some handwavium should be fine, IMO, when it comes to "resetting" a character's gear loadout.
And yes, that would be easiest.