Question for those who've switched to Genesys vehicle rules.

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

I know it's been discussed that the vehicle rules presented in the Genesys core rulebook makes vehicle combat a bit more dynamic. This is mostly because of the rules of Acceleration/Deceleration and being able to get to max speed in a single turn while still "moving", making "Fly" irrelevant. I know there's also discussion on how this makes certain Talents irrelevant too. In the campaign I run, we don't have really any pilot focused characters, but I was wondering if anyone perhaps had taken note of what Talents lose their usefulness when switching to these rules?

I wish I was home but I'm visiting kin folk. I just finished my Star Trek Genesys campaign doc and had ported/adjusted Talents for piloting. I also made my own genre changes of ditching armor and defense with shields being the Soak. So I had to morph quite a bit.

6 hours ago, 2P51 said:

I wish I was home but I'm visiting kin folk. I just finished my Star Trek Genesys campaign doc and had ported/adjusted Talents for piloting. I also made my own genre changes of ditching armor and defense with shields being the Soak. So I had to morph quite a bit.

I'd be very keen to see this if you're willing to share.

SiA :)

Some was written down, some I didn't. The engineer PC is a busy position, Strain gets used for power, all systems require it. You aren't depleting your pool but if your ship has 50 Strain, X goes to each shield facing you raise, X for each weapon bank armed, X for character Maneuvers, and so on. Every crit inflicts Strain so as your pool goes down you have less, so doing that Strain roll each turn is important.

Crits inflict casualties which pile up Setbacks, so a medical character can work on ship combat triage and getting crewman back to their stations.

There's damage control like fighting fires, which are in my own crit chart.

The helm and other non shooty positions can make competitive rolls as Actions against opponents with their own successful results charts. Gives them a reason to get as many successes as they can.

Then a buncha Talents I had to redo, or plain ol make.

I didn't convert all Talents, there is so many there just wasn't a need. Skilled Jockey stayed the same for instance, but Tricky Target turned into a ship version of Side Step.

The competitive ship combat rolls for all the positions provide a pretty good avenue for being good at whatever position as additional successes are needed for the win, as opposed to just succeeding. So many of the Skills make so little use of multiple successes I kind of surprised myself I had never thought to just use more competitive checks.