AoR Feedback

By Kharhaz, in General Discussion

Greetings everyone!

My group and I have some questions and various comments I wanted to get some feedback on.

1. Ace: Gunner is a crazy powerful combat spec and leaves very little to be desired from the soldier career.

So this spec has arguably more offense, defense, and versatility than any of the soldier specs. Enduring is better than the armor in commando, precise aim and brace essentially says no defense for you, true aim is amazing, barrage makes him a rather competitive sniper, and lets not forget the all mighty jury rig which he has two of.

Sharpshooter only has the edge by way of deadly accuracy, lethality (which does not mtter 4 out 5 times) and sniper shot (if you can even call it an edge. See below), which as the "best shoot you in your plastic boy face" spec is rather disappointing.

In short you can make a better soldier of fortune with Ace: gunner than any of the soldier specs. Gunner never needs to sit in a cockpit or turret and he is one of the best ranged fighters in this game and EoE.

***Off topic***

What am I missing with sniper shot? The blaster rifles have a range of long, making this ability only really useful for extreme range shots and to allow long shots with shorter range weapons. Meaning I can range long with a carbine or pistol to compensate for having a low encumbrance. Is there anything I am missing with this trait? 2 difficulty upgrades, for 2 strain, makes this ability borderline awful IMO.

2. Nothing in the book specifically states that you can not have both, but from reading the description in AoR, are you allowed by RAW to be an exile and emergent? Can that even make sense in a story aspect?

I think you CAN be both but there is no need. You have access to all of the force powers with just one of those Force Specializations.

The question arose when trying to decide if the system of either EoE or AoE was designed to have a force rating of 3. I assume so in that the trait force rating is ranked but I figured I would ask anyway.

Right now, the only way to get a Force Rating, and increase it, is by taking Force specs. So the maximum Force Rating a character can have right now, incorporating both specs, is 3. Once F&D releases we may see more options.

I was actually very curious as to what people thought worked well/was balanced from AoR based upon their own playtests. At present, I am considering allowing my EotE players access to some of the AoR material, but would rather avoid broken or buggy talents/specialisations/etc that would require work to amend with the updates/final publication.

I just dug through AoR (updating my cheat sheets) - none of the 7 or 8 new talents is mechanically out of line with the prior ones.

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Commander allows that extra blue for discipline actions for 24 hours- it's more of a paper hassle than anything. But it's very thematic.

Coordinated Assault is nerfed by being a one-turn duration - it's also only +1 advantage. Still, that's a lot more crits for a maneuver.

The others are just variants on extant talents (moving them to new attributes/skills.

I too worry that the Gunner compares too favorably to the other combat specializations, especially since it can be a cheap buy-in to allow your hotshot pilot to also be the total badass gunbunny.

Gunner also has a lot of talents that sound like they'd be good, yet which by RAW aren't even usable with starship weaponry, which might be something to hopefully clear up during the beta as well.

The question arose when trying to decide if the system of either EoE or AoE was designed to have a force rating of 3. I assume so in that the trait force rating is ranked but I figured I would ask anyway.

To elaborate on what mouthymerc answered, Force Sensitive Exile specifies that if a being " already has a Force rating of 1 or higher, it does not increase ", which seems like forward-planning for Force Sensitive Emergent which I understand has the same rule; as such the only way to get FR 3 would be to get both specializations (FR 1) and then buy the Force rating increase talent in both (+1 each).

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Are there rules for when this can be used? Is it a free action, or does it use up your PC's Action for a round? Do you need to be close to them to administer, or can your character merely apply it by yelling "Walk it off you p**sy!" from across the battlefield?

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Are there rules for when this can be used? Is it a free action, or does it use up your PC's Action for a round? Do you need to be close to them to administer, or can your character merely apply it by yelling "Walk it off you p**sy!" from across the battlefield?

I believe the mere use of a skill would be considered an Action. Using Medicine on another would require the Medic to be able to check out the wound. So that tells me, you have to be Engaged and have to focus on the subject. I don't see that as being out of line.

I just dug through AoR (updating my cheat sheets) - none of the 7 or 8 new talents is mechanically out of line with the prior ones.

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Commander allows that extra blue for discipline actions for 24 hours- it's more of a paper hassle than anything. But it's very thematic.

Coordinated Assault is nerfed by being a one-turn duration - it's also only +1 advantage. Still, that's a lot more crits for a maneuver.

The others are just variants on extant talents (moving them to new attributes/skills.

Incite Rebellion is very potent.

I would like to see coordinated assault be turned into a suppression fire concept myself. (A maneuver that makes the tactician's next attack that round give the +1 bonus to anyone else that attacks that target this round. Something like that)

Form on me is crazy good! All my friends engaged with me ignore shield facing is how you win dogfights.(especially if your squad has a gunner or two)

True, but I believe it was phrased as being a check made when someone's about to suffer the Injury, not after the fact.

Form on me is crazy good! All my friends engaged with me ignore shield facing is how you win dogfights.(especially if your squad has a gunner or two)

Engaged with you? In space combat? Engaged isn't usually used in space combat, but if you want to take the risk of some Blast weapons taking out the whole flight, go for it.

Form on me is crazy good! All my friends engaged with me ignore shield facing is how you win dogfights.(especially if your squad has a gunner or two)

Engaged with you? In space combat? Engaged isn't usually used in space combat, but if you want to take the risk of some Blast weapons taking out the whole flight, go for it.

That's suppose to be close not engaged and I didn't say it was not without risks, timing is important with any tactic.

Even so the ability to gain the advantage, have your squad close to you, open fire, and still have the option to field command them out of harms way, next round, is very cool! (Both abilities are in S.Lead)

Is it "unbalanced" ? Probably not but it does raise the bar of synergistic traits from what is in EoE. Could be that EoE is a game with more of a group of scoundrels feel, then an organized unit or team dynamic. I think it is a great trait and adds loads of fun to the game.

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Are there rules for when this can be used? Is it a free action, or does it use up your PC's Action for a round? Do you need to be close to them to administer, or can your character merely apply it by yelling "Walk it off you p**sy!" from across the battlefield?

I believe the mere use of a skill would be considered an Action. Using Medicine on another would require the Medic to be able to check out the wound. So that tells me, you have to be Engaged and have to focus on the subject. I don't see that as being out of line.

You believe wrongly.

It's an out-of-turn incidental. In other words, when a buddy takes a critical. Limited to once per session.

Page 100.

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Are there rules for when this can be used? Is it a free action, or does it use up your PC's Action for a round? Do you need to be close to them to administer, or can your character merely apply it by yelling "Walk it off you p**sy!" from across the battlefield?

I believe the mere use of a skill would be considered an Action. Using Medicine on another would require the Medic to be able to check out the wound. So that tells me, you have to be Engaged and have to focus on the subject. I don't see that as being out of line.

You believe wrongly.

It's an out-of-turn incidental. In other words, when a buddy takes a critical. Limited to once per session.

Page 100.

"Walk it off p**sy!"

That shall forever be the new name of the abiltity

The closest "unbalanced" is It's Not That Bad - prevents an ally's incoming crit on a diff 3 Medical roll, once per session. It doesn't look all that thematic, but at least it's only once per session.

Are there rules for when this can be used? Is it a free action, or does it use up your PC's Action for a round? Do you need to be close to them to administer, or can your character merely apply it by yelling "Walk it off you p**sy!" from across the battlefield?

I believe the mere use of a skill would be considered an Action. Using Medicine on another would require the Medic to be able to check out the wound. So that tells me, you have to be Engaged and have to focus on the subject. I don't see that as being out of line.

You believe wrongly.

It's an out-of-turn incidental. In other words, when a buddy takes a critical. Limited to once per session.

Page 100.

"Walk it off p**sy!"

That shall forever be the new name of the abiltity

Already got my felt tip ready, to doodle over my beta book with the aforementioned ability name change. :D (I jest... I'd never write in my book! :P )