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Now I want my copy even more… I have lost contact with the tracking, last registered 28 august some sorting facility… should be here soon I hope!
"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."
Sam
With the clarification on starting credits and the addition of rolling one d100 to determine pocket change, can an update be done to the SW Dice App to add a d100 die to the RPG dice. Then we wouldn't need to carry around one die for that one time roll.
Thanks for all the hard work you all have been doing, the game is so Epic and a blast to play. I can't wait to see the final product!
Shawn
"You're lack of faith is disturbing" ~ Vader
Darth_Dogg said:
Sam
With the clarification on starting credits and the addition of rolling one d100 to determine pocket change, can an update be done to the SW Dice App to add a d100 die to the RPG dice. Then we wouldn't need to carry around one die for that one time roll.
Thanks for all the hard work you all have been doing, the game is so Epic and a blast to play. I can't wait to see the final product!
Shawn
The starwars dice app has percentile dice you can use.
KommissarK said:
Solid changes all around.
Personally I would have liked to see something more on defenses in general (I recognize the game is tooled in such a way to strongly tend toward success). It just feels that any time you are being attacked, there is very little you can do to prevent that. And if its a serious foe, most of the weapons can take down a capable PC fairly quickly.
I actually found the lack of "defense" against ranged attacks to be pretty balanced and exciting. Players run for cover which (contrary to what most people seem to "see") matches the movies pretty well. I vote for keeping the to-hit mechanics as they are. 
Without Signature
My compliments to the designers for hearing and responding to the fans and beta testers. I enjoy very much the direction the game is going and appreciate the attention given to updates. Keep up the great work!
Without Signature
GoblynByte said:
KommissarK said:
Solid changes all around.
Personally I would have liked to see something more on defenses in general (I recognize the game is tooled in such a way to strongly tend toward success). It just feels that any time you are being attacked, there is very little you can do to prevent that. And if its a serious foe, most of the weapons can take down a capable PC fairly quickly.
I actually found the lack of "defense" against ranged attacks to be pretty balanced and exciting. Players run for cover which (contrary to what most people seem to "see") matches the movies pretty well. I vote for keeping the to-hit mechanics as they are. 
Oh certainly, Its just I'm not sure how useful 1 setback die is as a means of "defense."
KommissarK said:
Oh certainly, Its just I'm not sure how useful 1 setback die is as a means of "defense."
Hmmm… yeah, maybe upping that to two would be useful. Hits were pretty rare in the one session I played, but how much of that was due to the single setback die is arguable.
Without Signature
KommissarK said:
GoblynByte said:
KommissarK said:
Solid changes all around.
Personally I would have liked to see something more on defenses in general (I recognize the game is tooled in such a way to strongly tend toward success). It just feels that any time you are being attacked, there is very little you can do to prevent that. And if its a serious foe, most of the weapons can take down a capable PC fairly quickly.
I actually found the lack of "defense" against ranged attacks to be pretty balanced and exciting. Players run for cover which (contrary to what most people seem to "see") matches the movies pretty well. I vote for keeping the to-hit mechanics as they are. 
Oh certainly, Its just I'm not sure how useful 1 setback die is as a means of "defense."
Dropping prone while behind cover will give you a second as well. That, and running away is an option. There is lots of running away from blaster fire in the OT. :P
Inksplat said:
KommissarK said:
GoblynByte said:
KommissarK said:
Solid changes all around.
Personally I would have liked to see something more on defenses in general (I recognize the game is tooled in such a way to strongly tend toward success). It just feels that any time you are being attacked, there is very little you can do to prevent that. And if its a serious foe, most of the weapons can take down a capable PC fairly quickly.
I actually found the lack of "defense" against ranged attacks to be pretty balanced and exciting. Players run for cover which (contrary to what most people seem to "see") matches the movies pretty well. I vote for keeping the to-hit mechanics as they are. 
Oh certainly, Its just I'm not sure how useful 1 setback die is as a means of "defense."
Dropping prone while behind cover will give you a second as well. That, and running away is an option. There is lots of running away from blaster fire in the OT. :P
And systems that don't default everything to "stand and fight" is better in terms of storytelling, in my opinion. Sometimes running away (or surrendering) makes for a great story!
Without Signature
Thinking of it, in both A New Hope and Empire, I don't think they ever -don't- run away, except for the Death Star attack run.
Inksplat said:
Thinking of it, in both A New Hope and Empire, I don't think they ever -don't- run away, except for the Death Star attack run.
Han chases down the stormtroopers… but then proceeds to retreat. Han, Chewie, and Luke stand out in the open in the Detention Center, but they had the advantage of surprise. Other than that, though, you're right. This has been one of my soap boxes for years. People define "being heroic" in RPGs as being able to stand out in the fray of bullets taking multiple hits and shaking them off like nothing happened. And somehow they think that's emulation of the source material. But that just doesn't jive with what we see in the movies.
Without Signature
Yeah, the only real "stand and fight" moment was Han, Luke and Chewie's attack on the detention center, but even then they are forced to retreat as more troops arrive.
BTW, I think the defense mechanic works just fine as is.
Yancy
Without Signature
Gallandro said:
BTW, I think the defense mechanic works just fine as is.
Especially when you take into account how easy it is to dole out setback dice to your opponents through use of Advantages, or even to give yourself a boost to Defense on a particularly good roll.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
Donovan Morningfire said:
Gallandro said:
BTW, I think the defense mechanic works just fine as is.
Especially when you take into account how easy it is to dole out setback dice to your opponents through use of Advantages, or even to give yourself a boost to Defense on a particularly good roll.
Yessss! I know I personally found the level of lethality to be quite satisfying. I think the players got a feeling of danger, knowing that a couple blows could take them out, but nobody actually had been taken out. There was, I think, only one significant strike on a player and it wasn't fatal by any stretch. Maybe one crit on a player and it wasn't noteworthy. I think the result of the crit caused a destiny point to flip over to the Dark Side.
All in all, the combat system added a good mixture of excitement and tension.
Without Signature
GoblynByte said:
Yessss! I know I personally found the level of lethality to be quite satisfying. I think the players got a feeling of danger, knowing that a couple blows could take them out, but nobody actually had been taken out. There was, I think, only one significant strike on a player and it wasn't fatal by any stretch. Maybe one crit on a player and it wasn't noteworthy. I think the result of the crit caused a destiny point to flip over to the Dark Side.
All in all, the combat system added a good mixture of excitement and tension.
Indeed, and especially when compared to the "fuel tank of hit points" approach that most d20 games took, namely D&D 4e (which caused fights to really drag on) and to an extent Saga Edition (though the presence of the Condition Track helped mitigate that).
I got the chance to play in a (sadly) short-lived Babylon 5 campaign using the 2nd edition produced by Mongoose Publishing. And in most instances, if you try to stand out in the open, you are going to get dropped, a poignant lesson for the Narn Soldier/bodyguard PC that thought he could at least weather a few PPG blasts (GM had us build our characters at 6th level, and he had the most HP by far). There's a damn good reason why even the heroes of the TV series made use of cover and suppression fire in most fights.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
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