Hello everyone, I've not been on the forums in a while since I unfortunately can't get a group together where I live to play the game, but the recent rumors have prompted me to return to ask some questions.
I remember when FFG lost the IP to another system I enjoyed, rogue trader, and then later seeing the price for the core book shoot up hundreds of dollars on the secondary market, so I have purchased the three core books to make sure that doesn't happen to me, but now I have another problem, mainly, which supplements are worth getting based on having additional subsystems that build on the game.
I already know I want to get books like special modifications for having actual rules on building things in the game, but I have no idea what other subsystems there are in the other supplements and would appreciate any help people can give me on that front. I'll be editing this post whenever someone tells me of a subsystem in order to keep a running list.
What subsystems (additions to the rules) are in each supplement?
What do you mean by “subsystem”? E.g., the crafting rules for various things are spread over a bunch of different books. And that’s just the crafting rules.
Just now, bradknowles said:What do you mean by “subsystem”? E.g., the crafting rules for various things are spread over a bunch of different books. And that’s just the crafting rules.
crafting rules are certainly one of the things I mean, but I suppose I mean what additions to the rules are in each book. I'll amend my title to make it make more sense.
Just now, Norr-Saba said:crafting rules are certainly one of the things I mean, but I suppose I mean what additions to the rules are in each book. I'll amend my title to make it make more sense.
There are a wide variety of additional rules that are spread over various books — squad combat rules, mass combat rules, enhanced ship rules, etc....
The Adventure Module books don’t tend to have much in the way of new rules, but many of the books dedicated to particular careers do. And there are new species that are spread all over the place.
IMO, FFG has done a really good job of spreading out the new/enhanced/alternative rules all over the various books in the system. So, it becomes a matter of which rules and types of games you’re interested in, and if you can guarantee that you will never ever be interested in anything else.
You can buy as few or as many books as you like, it all depends on your interests.
2 minutes ago, bradknowles said:There are a wide variety of additional rules that are spread over various books — squad combat rules, mass combat rules, enhanced ship rules, etc....
The Adventure Module books don’t tend to have much in the way of new rules, but many of the books dedicated to particular careers do. And there are new species that are spread all over the place.
IMO, FFG has done a really good job of spreading out the new/enhanced/alternative rules all over the various books in the system. So, it becomes a matter of which rules and types of games you’re interested in, and if you can guarantee that you will never ever be interested in anything else.
You can buy as few or as many books as you like, it all depends on your interests.
I understand all of that, but thank you for demonstrating the point. The additional rules are spread across all of the books, but I can not of course buy them all. That is why I am trying to compile a list of which books have which additional rules so that I can decide which ones I want to buy.
one thing I will advise is getting the 6 career books for the core you plain to run as they spread very useful rule for the setting in each
after that it becomes much simpler to give ideas on stuff you may be missing
I also did this for Races, Specializations, and Force Powers. I really need to fully finish going through the last few books and then maybe I'll just post all the spreadsheets in a thread.
Also, that list I posted isn't exhaustive. I left out the "running campaigns for x" for each class since that's a given in each book. I just listed the things that I thought would be universally useful for a GM.
16 minutes ago, Weyoun42 said:Also, that list I posted isn't exhaustive. I left out the "running campaigns for x" for each class since that's a given in each book. I just listed the things that I thought would be universally useful for a GM.
You should include GM screens. Edge has Enhanced nemesis rules, Age has Squad/Squadron rules. F&D lightsaber construction rules.
Onslaught at Arda1 has mass combat rules.
Friends like these has Mandalorian species rules.
Chronicles of the gatekeeper has Wards Foresight force power
4 hours ago, Weyoun42 said:Well, I'm almost done (got distracted before I finished the last couple of books), but I was just working on this last week.
This is a godsend, thanks so much! I'm in the process of simplifying the game, going through each talent and either making them adjust a stat or dice pool, or merge them into the skills. Pulling together all these charts was somewhere on my ToDo list, but I was dreading it...not so much now
2 hours ago, Daeglan said:You should include GM screens. Edge has Enhanced nemesis rules, Age has Squad/Squadron rules. F&D lightsaber construction rules.
Onslaught at Arda1 has mass combat rules.
Friends like these has Mandalorian species rules.
Chronicles of the gatekeeper has Wards Foresight force power
better lightsaber crafting is in EV and I think the Age info is in other books also but I think the edge info is ONLY in the GM screen
I'd add Showdowns and Shootouts from p. 85 of Fly Casual.
And Droid Phalanxes from p. 133 of Rise of the Separatists.
Also, the AoR Game Master's kit also includes the rules for Fighting in Squads and Squadrons (in addition to RotS book).