How important is gear?

By Forgive, in Genesys

I ask "how important is gear...to your campaign?" I mean, should i consider the minutia of itemized lists? Should I work with generalization? Should I just assume?

The way I'm used to doing games is itemized, count encumbrance, ensure I's are dotted, etc. I think this method, story point to correct oversights when in need.

Generalizations would be: I have a pack of survival gear (instead of I have a pack with item x, y and z.)

Assumption would be: You are going to survive the wilds, lets assume you have what you need, ignore encumbrance and lists....

Anyhow, I ask because the characters in my game will end up in a massive storm needing to survive after a crash on an alien world. I wrote up a list of gear that will be scattered from the crash and available for them to scavenge, but don't want to bog the game down....

I think "the right tool for the job" is always important. You can't weld without a welder.

I don't think that equipment should be core to developing characters in most cases. A Jedi needs a lightsaber at some point. A cyborg needs cybernetics. But having to constantly find equipment that is one step better than what the character has is no fun. Generalizations are great! A toolkit has all the tools you need for almost any mechanics check.

Star Wars goes for something of a mix. Encumbrance is not counted all the time, only when it adds to a scene, and a lot of gear options are provided in kits; medkit, survival kit, mess kit, tool kit, etc. On the other hand, there are some specific pieces of gear for specific situations or offer unique utilities.

I'm considering keeping gear at a minimum to prevent the bloat that comes with having 22 pieces of gear on hand.

One large weapon, one small weapon, one set of armor and 3 pieces of gear should be relatively fine to track.

20 hours ago, Forgive said:

I ask "how important is gear...to your campaign?" I mean, should i consider the minutia of itemized lists? Should I work with generalization? Should I just assume?

The way I'm used to doing games is itemized, count encumbrance, ensure I's are dotted, etc. I think this method, story point to correct oversights when in need.

Generalizations would be: I have a pack of survival gear (instead of I have a pack with item x, y and z.)

Assumption would be: You are going to survive the wilds, lets assume you have what you need, ignore encumbrance and lists....

Anyhow, I ask because the characters in my game will end up in a massive storm needing to survive after a crash on an alien world. I wrote up a list of gear that will be scattered from the crash and available for them to scavenge, but don't want to bog the game down....

The question really is, how do your players like it. If your group (mine included) likes notes, arrows, quivers and keeping track of that stuff then include it. If it helps the story then include it, but if it detracts from fun then get rid of it. The Triumph and Despair mechanic can fill in for having or not having items once you train your players.

My group has learned to use a Triumph on a search, "Hey would you look at this 50' of rope and a grappling hook, just what we needed to get across that 30' chasm". They have also learned that I use Despair to say that "When you are climbing across the chasm, the rope breaks".

General rule intuited from star wars:

  • if it's essential to the task: No dice.
  • If it's useful, but not needed: 1 blue
  • If it's the very right tool for the job, but not essential to the task: 2 blue.
  • High Quality tools: plus one blue or +1 advantage (by tool and/or situation)

So,Fredo got hit... his medic needs to first aid him. Some various situations, and the calls I made at the time.
Surgical kit for basic first aid - 1 blue.
Full medbay, 2 blue.
Advanced Field Medical Kit: 2 blue.
Medscanner and first aid kit, 2 blue. (They synergize)
3 medkits: Plus 1 blue die.
Advanced medscanner and advanced field medical kit: either one is +2 Blue, but combined, probably only +3 Blue.

Is there a maximum amount of blue die you can add to a roll. Typically I rarely go past two, but would like to know your thoughts.

49 minutes ago, gandalf9700 said:

Is there a maximum amount of blue die you can add to a roll. Typically I rarely go past two, but would like to know your thoughts.

Not that I'm aware of, but I am contemplating a 4 dice cap on all Boosts/Setbacks, derived from the Defence limit.

5 minutes ago, Grimmerling said:

Not that I'm aware of, but I am contemplating a 4 dice cap on all Boosts/Setbacks, derived from the Defence limit.

That's not a bad suggestion; doesn't seem balanced to cap one but not the other.

Then again, it does allow for and encourage the party to band together and throw everything they can into one critical skill roll.

Sometimes it's good to favor the players for the sake of Rule of Cool...

1 hour ago, DarthGM said:

Then again, it does allow for and encourage the party to band together and throw everything they can into one critical skill roll.

Sometimes it's good to favor the players for the sake of Rule of Cool...

Congratulations on your players. At my table it's more like: "I assist with that check!", "So do I!" etc. for every single check.

I even had to rule that normal droids won't assist, if the risk is too high (i.e. challenge die), to encourage ranks in Astrogation, Computers et al.

Edited by Grimmerling
22 hours ago, gandalf9700 said:

Is there a maximum amount of blue die you can add to a roll. Typically I rarely go past two, but would like to know your thoughts.

I've had a few get stupid... I've houseruled in SW that no more help than your skill, and helpers need to be skilled. mostly to prevent running up to 12 blue again.

Not a typo. I had a roll hit 12 blue. And not ones I could avoid. 3 aims (had the talent allowing a third aim), 3 helpers, 5 blues accumulated by everyone spending advantage and/or threat, and 1 from the weapon's options.

Note that while there's a cap on defense (4) in SW, there's not a cap on black dice...

Did Genesys have a role for only one assist, or did I make that up?

Edited by CitizenKeen
On 12/10/2017 at 10:02 AM, CitizenKeen said:

Did Genesys have a role for only one assist, or did I make that up?

It does indeed, though it mentions the rule can be waived if circumstances allow (GM permitting).