First rules supplement - Enter the Unknown

By player266669, in Star Wars: Edge of the Empire RPG

Mixed feelings about this, splatbooks being a perennial source of Power Creep, Analysis Paralysis and Random Game Design. For now, just going to trust they know what they're doing and hope they've the perspicacity for solid integration with the core books.

That's a is a Chiss on the Cover!

:o

That Chiss is bananas, B-A-N-A-N-A-S...

I'm hoping for some more robust trading rules. I think one of the more overlooked concepts for this game is having a group of legitimate businesspeople just trying to make an honest buck (in a very dishonest world).

I'm hoping for some more robust trading rules. I think one of the more overlooked concepts for this game is having a group of legitimate businesspeople just trying to make an honest buck (in a very dishonest world).

I've seen many a gamer looking to wring old-school Traveler-style gaming out of EotE. This would be the perfect opportunity to support that.

Talking to a friend today we deicded a scavenging system allowing you to break down gear for mods would be a great addition. It might show up in the Bounty Hunter (Gadgeteer) or Technician (Outlaw Tech) books.

Talking to a friend today we deicded a scavenging system allowing you to break down gear for mods would be a great addition. It might show up in the Bounty Hunter (Gadgeteer) or Technician (Outlaw Tech) books.

Scavenging: Each skill point in Mechanics lets you break down an item into a fraction of its value in raw materials. A 1 point Mechanic breaks down a 100 credit item into 20 credits worth of parts, a 2 point into 30, 3 into 40, and so on (adjust to taste). Raw materials now substitute for credits when building an item -- spend raw materials equal to the new item's purchase price.

How 'bout that?

Talking to a friend today we deicded a scavenging system allowing you to break down gear for mods would be a great addition. It might show up in the Bounty Hunter (Gadgeteer) or Technician (Outlaw Tech) books.

Scavenging: Each skill point in Mechanics lets you break down an item into a fraction of its value in raw materials. A 1 point Mechanic breaks down a 100 credit item into 20 credits worth of parts, a 2 point into 30, 3 into 40, and so on (adjust to taste). Raw materials now substitute for credits when building an item -- spend raw materials equal to the new item's purchase price.

How 'bout that?

I like it. We were contemplating something similar though I'd like to see a section of weapon components. One example we discussed was attempting to break down a heavy blaster and you fail but with advantage. Turns out, while most of the components are useless, you were able to salvage the Xciter which can be modded onto another gun to increase its strength. Basically, parts on some weapons can be mods to enhance others.

I would keep scavenging away from being a talent and instead just an action that anyone can attempt. Those PC's with high skill in Mechanics are certainly going to have an easier time than someone untrained, and I'd make their rewards from doing so greater than for an unskilled success.

E

I like the idea of scavenging and trading. Traveller seems to be, at least to me, a close cousin to EOTE. Having each book come out with more rules, not to necessarily make the system more convoluted, but add in more variety is a good thing.

I would keep scavenging away from being a talent and instead just an action that anyone can attempt. Those PC's with high skill in Mechanics are certainly going to have an easier time than someone untrained, and I'd make their rewards from doing so greater than for an unskilled success.

E

Definitely not a talent but an ability with a Mechanics check, sure. Anyone can scavenge, but if you aren't good at mechanics, odds are decent you may just aim that blaster the wrong way while in hyperspace.... Leave it to the professionals.