In the book it references poisons as item that players can obtain. I could not find any list or price for the poisons. I have a bounty hunter interested in using poisons but don't really have enough information on types, cost and effects. Will there be clarifications on this?
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In the book it references poisons as item that players can obtain. I could not find any list or price for the poisons. I have a bounty hunter interested in using poisons but don't really have enough information on types, cost and effects. Will there be clarifications on this?
Poisons are discussed on pages 171-172, and the costs can be found on page 182.
-EF
Great questions, guys! Keep 'em coming!
I'm going to post a generic clarification, here, in response to questions I've read, and more than a couple emails and PMs I've gotten.
1. The designers and developers cannot speak about, or to, any product (or potential product) that hasn't been officially announced. Not even a "yeah, we're thinking about this or that". They can't even confirm or deny their existence. [shrug] It just is what it is. So it's highly unlikely we're going to take up time for a question with a KNOWN foregone "no comment" answer. ![]()
2. We're not going to ask them about PDFs. It's already been answered.
3. We're getting some very meaty questions, here - and keep them up! But the intent of this episode is for us all to have the chance to have real rules questions that don't have answers, or have conflicting/confusing answers, to be asked. So... please understand that questions which "aren't really questions" - and are more of "I would have designed this differently" - are going to be moved to the bottom of the list. ![]()
Thank you all! And keep 'em coming!
Edited by GM ChrisEDIT: Redundant, never mind.
Edited by VenthracShips with speed 3-4 don't list rules about getting to long distance, only to get to medium (2 maneuvers).
Ships with speed 5-6 can get to long distance with 2 maneuvers.
Sooooo... how do ships at 3-4 get to long distance? They don't? How do I role play this? Do I basically say that for 2 maneuvers they get to medium distance, then NEXT turn Long distance is now Medium so they can get there with 2 maneuvers?
Why don't the various Force Power "Control Upgrades" have distinctive names to differential them from each other?
(This seems to be the only area in the game where that happened.)
Ahhh... I had another question...
Will there be a GenCon Beta release of the next Star Wars core rulebook?
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Will there be a book on Criminal Syndicates and other Guild-like Organizations as well as how to create and run your own?
That's not a bad idea...the book might present several canonical syndicates at different levels of influence, plus some original ones (probably on a sector or smaller scale), plus of course the creation guidelines.
I know... this has always been one aspect of Star Wars that has always left me kinda ... Idk what the word is really, but I feel like its just never really been touched on in the way it should. Having a full sourcebook devoted to this would be totally amazing and I'd love it. It would be a huge help.
Ahhh... I had another question...
Will there be a GenCon Beta release of the next Star Wars core rulebook?
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We'll see, I guess. I won't be surprised if the answer is "no," unless Age of Rebellion is going to have some radically different features.
Can we have an official alternate ruleset that will allow us to use our Star Wars miniatures/action figures? I'm all for narrative but I want my mini action!
Are there any plans to release the adventures from the Beginner Box and the Beta book as separate purchases? I'd love to run my groups through them, but don't want to have to buy the BB just for the adventure.
I understand that, fluffwise, this new line was designed with the original trilogy in mind, and I'm all for that, but I wonder if when designing the crunch you guys thougth about the other eras of the franchise, and the different feel they have, or if the rules are more focused on the cinematic style of the classic movies. For example, and I'm sorry if I'm stepping into unreleased content territory here, but the lightsaber duels from TESB and ROTJ have a somewhat different feel than those of the prequels. Was the game designed to encompass both styles of play?
This is from a discussion on the forums. The books do not explicitly say that you can or cannot raise you force rating above the 1 pt that is granted to you by the Force Sensitive Exile specialization. I am curious if you are able to. I assumed that you treated it just like another characteristic that was raised at 10 pts per rank.
Thanks - you guys ROCK!
Nevermind! Force Rating is listed as a Talent. Question solved.
Edited by FreeXenonHow do you go about assigning difficulty to adventure challenges in a level-less game?
As initiative rolls are Simple Cool or Vigilance checks, should Advantage/Threat and Triumph/Despair be spent as with normal checks?
As initiative rolls are Simple Cool or Vigilance checks, should Advantage/Threat and Triumph/Despair be spent as with normal checks?
This is already covered in the rules. Read the skill descriptions for Cool and Vigilance and you'll see the relevant details.
Why the need to charge 50 XP just to get the Force Exile spec and basic powers?
Why does the only attachment for bludgeoning weapons require two hard points, when none of the three weapons has any HP?
Why the need to charge 50 XP just to get the Force Exile spec and basic powers?
Why does the only attachment for bludgeoning weapons require two hard points, when none of the three weapons has any HP?
Because The Force?
This may have been in reference to the other thread on Force Rating.
I had 50 pts to incorrectly raise Force rating from 1 to 3 as a characteristic. in addition to purchasing the Force-sensitive Exile spcl for 10, the Move power for 10, for a total of a 70 pt investment.
I have since corrected that with the knowledge Force Rating is listed as a Talent which has things make more clear.
Because The Force?
Shush, adults are talking.
This may have been in reference to the other thread on Force Rating.
I had 50 pts to incorrectly raise Force rating from 1 to 3 as a characteristic. in addition to purchasing the Force-sensitive Exile spcl for 10, the Move power for 10, for a total of a 70 pt investment.
I have since corrected that with the knowledge Force Rating is listed as a Talent which has things make more clear.
Yeah, at chargen you're looking at 20 for the spec, and 10 per basic power. Of which Move was improved, Influence is rather pointless, IMO, and Sense basic is king.
Because The Force?
Shush, adults are talking.
Riiight
As initiative rolls are Simple Cool or Vigilance checks, should Advantage/Threat and Triumph/Despair be spent as with normal checks?
This is already covered in the rules. Read the skill descriptions for Cool and Vigilance and you'll see the relevant details.
Sorry buddy but I can't see an answer to this question, it mentions successes generated but not advantage?
As initiative rolls are Simple Cool or Vigilance checks, should Advantage/Threat and Triumph/Despair be spent as with normal checks?
This is already covered in the rules. Read the skill descriptions for Cool and Vigilance and you'll see the relevant details.
Sorry buddy but I can't see an answer to this question, it mentions successes generated but not advantage?
Read the 2nd to last paragraph of the Vigilance skill description. I'm too lazy to type it all out ![]()
Why the need to charge 50 XP just to get the Force Exile spec and basic powers?
Why does the only attachment for bludgeoning weapons require two hard points, when none of the three weapons has any HP?
Maybe because they haven't added Blunt Weapons with Hard Points yet?
Why the need to charge 50 XP just to get the Force Exile spec and basic powers?
Why does the only attachment for bludgeoning weapons require two hard points, when none of the three weapons has any HP?
Maybe because they haven't added Blunt Weapons with Hard Points yet?
Then why not save them for whatever supplement that is going to have such weapons?