Don't Skimp on Gear Details

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

I'm going to start my foray into the fora by bringing up a complicated subject. You're welcome.

A lot of characters in the Star Wars universe are defined by their possessions. The most obvious example is Han Solo — he had a distinctive blaster, along with his ship. Every Jedi and Sith has a custom-made lightsaber, or has borrowed a unique model from someone else. While other characters just use whatever incidental items they pick up as needed, the rest rely on gear that stands out and is a part of them.

Please don't ignore this. It adds a lot to a character's image when he has a reason to specify the type of blaster in his hand — it's one thing for a smuggler to have a heavy blaster pistol, but it carries a lot more weight when he goes through the trouble to say he has a DT-57.

I'd like to see an add-on book that deals exclusively with the gear chapter. This may include minor variations on a weapon's stats for certain models (the DT-57, for instance, might have a slightly better crit rating and require more negative dice to run out of ammo). A lot more illustrations would be a must; half the work's already been done there, thanks to Wookieepedia.

In addition, this would be a prime opportunity to account for different eras of play. The biggest difference is in the Old Republic era — at the beginning of that period, the ubiquitous blaster was an experimental piece of tech, limited to military units. Most people carried street-legal pulse-wave pistols, or sonic pistols that had the advantage of bypassing lightsaber blocking.

The previous Star Wars RPG had a sourcebook specifically for that period, and even brought up things like this, but didn't have any rules to back it up. Bugged me the whole time.

I doubt things like that will happen, since the game is designed not to get bogged down in minutiae, and the weapon stat scales are broad enough to cover most brands of weapon within the generic stat line, and if not, that is what mods help with.

I for one don't want supplements filled up with ever so slightly different weapons based on different models or brands, I'd rather new rules that expand the development choices for characters, such as new careers and specialisations, or new starships, etc.

The ever expanding list of equipment and weapons in particular is something I dislike with most RPGs, and I hope EotE is different, and focuses on characters rather than equipment.

When it comes down to it though, what makes Han's blaster unique? Is it because it's a DL-44, or becaues he modified his dl-44 with a scope, and who knows what else. If you want a custom/unique weapon, use the hardpoints to upgrade it.

I would prefer, rather than dozens (if not more) of weapons with minor differences, the space in books to be used for more modifications.

I would go so far as to list different weapons manufactuers as a template, giving bonuses on certain modifications. For example, a manufacturer could have an extra hardpoint, but the rarity is increased. No more than that though.

Also, what is to stop you from using the stats for a heavy blaster pistol and instead of writing "heavy blaster pistol", writing, Dt-57? As soon as you start introducing more weapons with slightly better stats, players will go for the one that is mechanically better. Far better to take the base stats and apply some modifications - the superior quality is a good one.

I doubt things like that will happen, since the game is designed not to get bogged down in minutiae, and the weapon stat scales are broad enough to cover most brands of weapon within the generic stat line, and if not, that is what mods help with.

Okay, I can't but agree with this. Good point.

If they start to expand into different eras, I'd at least like to see alternate price/rarity tables for existing items.

When it comes down to it though, what makes Han's blaster unique? Is it because it's a DL-44, or becaues he modified his dl-44 with a scope, and who knows what else. If you want a custom/unique weapon, use the hardpoints to upgrade it.

I would prefer, rather than dozens (if not more) of weapons with minor differences, the space in books to be used for more modifications.

I would go so far as to list different weapons manufactuers as a template, giving bonuses on certain modifications. For example, a manufacturer could have an extra hardpoint, but the rarity is increased. No more than that though.

Also, what is to stop you from using the stats for a heavy blaster pistol and instead of writing "heavy blaster pistol", writing, Dt-57? As soon as you start introducing more weapons with slightly better stats, players will go for the one that is mechanically better. Far better to take the base stats and apply some modifications - the superior quality is a good one.

Exactly - more mods are more important, really, than more base stats, given that one heavy blaster pistol isn't much more different to another, except when it comes to modifications.

Mods are what make items different. An E-11 is a blaster carbine, so what makes it different from a different kind of blaster carbine are the attachments and mods put on it.

I really like the fact that they didn't do all the slightly different weapons. I'd much rather have more modifications than a bunch of different blasters or melee weapons that are only a little bit different. Completely new weapons should only be introduced if they are significantly different from what currently exists.

Start a thread to show exampples of customized weapons or examples of weapons from wookiepedia. Stuff that is more specific to the era of your game if you want. The weapons can be built or modified of the current ones.

From watching the movies I don't see that Han's blaster is significantly different to other heavy blaster pistols. Nor do there appear to be any significant differences besides blade colour amongst the various light sabers. We know that Mace Windu's saber has a purple blade because the actor requested a different colour so he could pick himself out in the battle scenes.

I am not in favour of endless charts and tables of ever so slightly different guns and bits of equipment. At the level of granularity of th ega me rules it just doesn't fit. Do you differentiate between Zeiss and Bushnell binoculars in your games? If I say a given pair is 10x30 vs 8x40 does this mean something without googling it?

I am all for your character staring down the sights of her signature Taldosian Arms FB-37 Bantha Stopper instead of a generic "blaster rifle" but I don't think it needs special game mechanics.

How many models of land speeder, swoop bike, data spike, can opener, etc are you going to mechanically differentiate? Adding or subtracting or up or down grading even a single die is a big shift in this game. Much bigger than the +/-5% common in d20 games. Even in that game is a particular item really 5% better? That is what +1 means after all.

I do agree that cost, rarity, and even basic stats for equipment in other eras should be different. At least where they differ substantially in functionality.

There is more difference between a Model T and any model year 2013 automobile than between a Model T and a Model A, or a Honda Accord and a Volkswagen Jetta.

I like the basic idea the OP had. No need to change the stats or anything complicated like that, but we have breathing room within the system.

Details are great. There are a ton of resources out there though, so having people use those to pick which model of heavy blaster they are using is a good idea. Having a Jedi sketch what his lightsaber looks like adds that much more to the game.

If someone wants to have a CR-22, let them, but charge them extra for the scope, forearm grip, and strap.

I like the basic idea the OP had. No need to change the stats or anything complicated like that, but we have breathing room within the system.

Details are great. There are a ton of resources out there though, so having people use those to pick which model of heavy blaster they are using is a good idea. Having a Jedi sketch what his lightsaber looks like adds that much more to the game.

If someone wants to have a CR-22, let them, but charge them extra for the scope, forearm grip, and strap.

Agreed!

I went back and looked at the old Arms & Equipment guide from d20 Star Wars. Looking at the Heavy Blaster pistols you have:

BlasTech DL-44

BlasTech DT-12

BlasTech DY-225

BlasTech T-6

Caliban Model X

Merr-Sonn Power 5

SoroSuub Model Kylan-3

SoroSuub "Renegade"

SoroSuub Security S-5

The damage is pretty consistent all the way across the board. 3d8 +/- 1-3

The main differences are flavor text and mods, both of which could be handled with EotE. I do think that narratively it is much cooler for my smuggler to personalize his weapon, give it details like, and mod it up (maybe even name it :)

But again, I think this can be handled with narrative text and the modification system instead of having a bunch of different stat blocks.

Having just wrapped up a Shadowrun game, this post makes me shudder. I'm definitely on board with the whole hero/item association though. I'll just skip the charts for now :)

This idea seems like it is something that is more for the Roleplaying side of the game and less mechanics. If the players want that special unique weapon by all means let them have that unique weapon but just make sure that if it's unique because of mods make them pay and work for those mods. Aesthetically though, they sure can say their blaster is pink with purple polka dots and I'd let them have it. Could be a conversation piece with NPCs.

Aesthetically though, they sure can say their blaster is pink with purple polka dots and I'd let them have it. Could be a conversation piece with NPCs.

I actually did a lot of research on wookiepedia leading up to our game because I didn't want a generic "blaster". I wrote down all the blasters that had pictures that I liked then I went back through my list and trimmed it down. Right now I'm looking at six blasters on my list, one of which is actually a light blaster- for those moments when you need something bigger then a hold-out.

Will any of these have different stats? No. But they allow me to envision something in my characters hand. Hell, when our scholar and thief needed weapons I recommended a KYD-21 light blaster for the former and a Model Q2 hold-out for the later. They took me up on this recommendation and now when I think of their characters fighting I know what they are fighting with.

One of the major problems with have actual different stats for different types of weapons is that you inevitably get "splatbook creep", where inevitably one random item in a splatbook, which has some difference for the sake of being different, just ends up being better (or worse) for no particular reason (I am looking at you vibro-rapier from the d6 pirates splatbook). Also, in the scale of this game it is difficult to make enough difference while at the same time not making too much difference.

Aesthetically though, they sure can say their blaster is pink with purple polka dots and I'd let them have it. Could be a conversation piece with NPCs.

I actually did a lot of research on wookiepedia leading up to our game because I didn't want a generic "blaster". I wrote down all the blasters that had pictures that I liked then I went back through my list and trimmed it down. Right now I'm looking at six blasters on my list, one of which is actually a light blaster- for those moments when you need something bigger then a hold-out.

Will any of these have different stats? No. But they allow me to envision something in my characters hand. Hell, when our scholar and thief needed weapons I recommended a KYD-21 light blaster for the former and a Model Q2 hold-out for the later. They took me up on this recommendation and now when I think of their characters fighting I know what they are fighting with.

sign of a good player imo. Contributing to the collective suspension of disbelief and group vision at the same time.

My personal opinion is that about 2 or 3 different versions of each type of weapon (blaster pistol, heavy blaster, etc.) with slightly different stats (for example, one blaster has less damage but one additional hardpoint) is plenty enough. For further customization options we have modification rules.

And pictures of them are great, since it lets the players visualize what they're holding rather than just look at a set of stats on paper.

I think it would be nice to see an equipment-guide type book, not just with weapons but with all sorts of useful gadgets and gear. West End Games' Star Wars line had some really excellent ones, I'm going to have to modify some of those into EotE stats one day.

I would love to see a resource book with a lot of new equipment, weapons, ships (with layouts), armor, etc.

I'd hate for it to all be statted slightly different. I get the desire for it, I really do. Everyone having the same exact blaster is kind of boring. But the modifications available in this game allow for people to customize and upgrade their weapons in different ways which can provide a lot of variety.

Such a book could show several types of each weapon though so you could choose the style you wanted to expand on.

My personal opinion is that about 2 or 3 different versions of each type of weapon (blaster pistol, heavy blaster, etc.) with slightly different stats (for example, one blaster has less damage but one additional hardpoint) is plenty enough. For further customization options we have modification rules.

And pictures of them are great, since it lets the players visualize what they're holding rather than just look at a set of stats on paper.

I think it would be nice to see an equipment-guide type book, not just with weapons but with all sorts of useful gadgets and gear. West End Games' Star Wars line had some really excellent ones, I'm going to have to modify some of those into EotE stats one day.

The Essential Guide series was amazing for this. Ignoring the now horribly out of date Guide to Characters, the Vessels and Vehicles, Weapons and Technology, and Droid guides are amazing. Every thing covered in the books gets a full page write up about it and a technical drawing, showing what the different parts do. Of course, they came out in the late 90's, so they're missing everything from the past 15 years and aren't in print anymore.

The drawings from the Equipment section of the EotE core book are in fact the drawings from the Essential Guide to Weapons and Technology for the most part.

i want mods, i want rare weapons, that my players can look at and go, i want that item one day, a gear book would be awesome, also a spaceship book, with all kinds of stuff, i want a blackmarket book,

imho gear is half of every rpg out there,

I personally don't believe having multiple different stat blocks for weapons which are a gnats whisker difference from one another, too much gear bloat imo. However, if you look at the description for many items in the core book, it gives you examples of each type (some more than others) which you can mark down as the type you have. The Heavy Blaster pistol for example had the Blastech DL-44 and the Merr-sonn model 434 as available models.

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i want mods, i want rare weapons, that my players can look at and go, i want that item one day, a gear book would be awesome, also a spaceship book, with all kinds of stuff, i want a blackmarket book,

imho gear is half of every rpg out there,

The thing with this system, though, is that the difference between one model of blaster pistol and another is purely fluff and flavor, because the game isn't about minutiae, and I think it should stay this way.

The old OCR/RCR system had the Arms and Equipment Guide, which would stat out things like a dozen different heavy blaster pistols based on make and model, and it just got asinine. "Hey, this model gives a +3 bonus to damage in exchange for having a slightly worse Break DC! Awesome!" (Find me one group of players that has ever had the Break DC of their weapon come up in play at all. Seriously.)

As mentioned above, the book already suggests different models, such as the DL-44 and the Merr-Sonn 434. Feel free to call your heavy blaster pistol whatever you like, but giving them different damage or crit values is going to make for a bookkeeping nightmare and a door to encouraging player min-maxing.

The thing with this system, though, is that the difference between one model of blaster pistol and another is purely fluff and flavor, because the game isn't about minutiae, and I think it should stay this way.

The old OCR/RCR system had the Arms and Equipment Guide, which would stat out things like a dozen different heavy blaster pistols based on make and model, and it just got asinine. "Hey, this model gives a +3 bonus to damage in exchange for having a slightly worse Break DC! Awesome!" (Find me one group of players that has ever had the Break DC of their weapon come up in play at all. Seriously.)

Yep, the AEG was the worst piece of garbage I ever bought in RCR. While it did have some interesting new weapons and stuff, nine tenths of the book was the same old gear with tiny tweaks.

As mentioned above, the book already suggests different models, such as the DL-44 and the Merr-Sonn 434. Feel free to call your heavy blaster pistol whatever you like, but giving them different damage or crit values is going to make for a bookkeeping nightmare and a door to encouraging player min-maxing.

Sure, most of the time it's just come up with a name and use the baseline stats. But, something I like to do with players who want unique weapons is to give them the option to locate slightly more expensive models that have inherent attachments or weapon qualities. My favorite thing is a specific weapon model that has an attachment that normally wouldn't fit in the weapon -- it's built that way, rather than using an after-market upgrade. Like I'll let a player pay some extra to get a combat knife that has a laser-forged mono-molecular edge (which is an attachment that normally wouldn't fit without the Tinkerer talent). Generally these kind of weapons have zero hardpoints left; they're high quality jobs that don't really allow for modification.

This makes a good use of a triumph or heavy advantage on the roll to locate and purchase a weapon. You pay a little more, but you get something that isn't normally available.

Are you a necromancer, because you dredged this thread back from the dead.

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