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Star Wars: Edge of the Empire
Roleplay adventures on the fringes of the Star Wars galaxy
Moderator: FFG_Sam Stewart Topics: 247 | Posts: 2837
What will Age of Rebellion be like?
Published on 24 January 2013 - 07:02:23
Page 3 of 3 (33 messages) « First page... 2 3
Reply #31 | Published on 04 February 2013 - 19:04:27

Enough about nit-pciking a really small part of this question.  I think the following are the big things I want to see in the AoR system:

Expanded Command and Leadership

Rules for PCs commanding soliders in groups from the size from fireteams (2-4 troopers) to companies (~ 100-200 men), allowing full PC groups to run large battles.  Similarly, PCs should be able to run starfighter squadrons or capital shipts in small to medium conflicts, or play important command roles in larger conflicts.  This could simply rules on how to direct groups of minions, or how groups of minions can be used to enchance a PC's or Nemesis' rolls.  Really, I think that there should be rules for improving your unit (ground or space) akin to character development, in other words, a character's unit should be another aspect of that player (see Rank Advancement below)

Capital Ship Rules and Expanded Starship Combat

This was explicitly listed in what was discussed at the In-Flight report at the announcement.  Pretty much subsumed in waht was stated above.  But I'd like to FINALLY get a ruleset for a Star Wars RPG that makes this $hit work on scales that we see in the movies.  From the Falcon's escape from the Death Star to the Battle of Endor.  I don't think one dedicated SWRPG system has provided a way to let the players feel like Luke at Yavin or Lando at Endor, much to the detriment of those games.

Special Operations and Resource Combat

You can do this in any setting, really, buy I'd like to emphasis placed on it in the AoR system.  Rules governing the effects of sabotage and supply line disruption in the abstract narrative setting that we have currently.  I want the players to be able to decide how to tackle an enemy, instead of the GM saying "Your CO says you have to do X to give us a chance to win" and having these rules would be part of such a system to d

Rank Advancement and Guidelines

Similar to the way Obligation can be used as a resource in some cases, I'd like to see a way to spend XP to advance rank and gain some benefits, like increasing the size of your unit that you can command, resources (weapons, armor, gear) available to your unit. Information about rank and command structure in various branches of the Imperial and Rebellion military forces should used to "fluff" and support this material.

I think those are my big ones.  Yeah, get new careers and crap in there, but stuff like that and stack blocks are just gravy, the mechanics are the real meat of the system.

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #32 | Published on 04 February 2013 - 19:29:58

LethalDose said:

Capital Ship Rules and Expanded Starship Combat

This was explicitly listed in what was discussed at the In-Flight report at the announcement.  Pretty much subsumed in waht was stated above.  But I'd like to FINALLY get a ruleset for a Star Wars RPG that makes this $hit work on scales that we see in the movies.  From the Falcon's escape from the Death Star to the Battle of Endor.  I don't think one dedicated SWRPG system has provided a way to let the players feel like Luke at Yavin or Lando at Endor, much to the detriment of those games.

This. 

THIS.

THIS.

Why… are these boards… so… slooooooow?

Reply #33 | Published on 05 February 2013 - 07:02:23

LethalDose said:

Rank Advancement and Guidelines

Similar to the way Obligation can be used as a resource in some cases, I'd like to see a way to spend XP to advance rank and gain some benefits, like increasing the size of your unit that you can command, resources (weapons, armor, gear) available to your unit. Information about rank and command structure in various branches of the Imperial and Rebellion military forces should used to "fluff" and support this material.

I think those are my big ones.  Yeah, get new careers and crap in there, but stuff like that and stack blocks are just gravy, the mechanics are the real meat of the system.

-WJL

Nice ideas here.

   

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"I dont need a medal, God knows what I did" - SGT William Hisle, WWII, after receiving a letter regarding a belated recommendation for the Medal of Honor. A hero twicefold, he threw the letter away. RIP Grandfather.

 

Page 3 of 3 (33 messages) « First page... 2 3

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