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Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

 Manchu wrote:
Excellent new article on adversaries in EotE:


Is that stuff in the new Rulebook?

   
Made in us
[MOD]
Solahma






RVA

It's from the Core Rulebook.

   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

Cool. Got it ordered, just need to wait a week or so for it to land.

   
Made in us
[MOD]
Solahma






RVA

A buddy is planning to run this soonish. I will of course report my thoughts here.

So far I have only made a character. Have to admit being intimidated by a 443-page rulebook. Chargen, however, was a total breeze.

   
Made in us
Screaming Shining Spear





Central Pennsylvania

I wonder how space combat works in the new system. I have yet to find a Star Wars RPG that captured the space system with any kind of solid rules, certainly not enough to immerse me into the 'world' of Star Wars.

All the systems had a clunky 'You rolled better, you are behind them' system that wasn't dynamic at all nor easy to illustrate to players for dramatic feel. We went so far in WEG D6 to employ the space miniature game Silent Death to generate SW ships to make players feel more connected.

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

My rulebook just arrived. While I can appreciate a good solid hardcover, I wasn't expecting it to be over an inch thick - especially after the surprisingly small, pamphlet-y nature of the "Beginner" RPG.

And I have to agree. The size of the book is intimidating, I generally don't have the time to get through books that size, what with having a job and other hobbies.


   
Made in us
[MOD]
Solahma






RVA

That was exactly my thought upon receiving the book. I was very much reassured when chargen only took ~10 minutes.

   
Made in us
[MOD]
Solahma






RVA

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=248&esem=2
Star Wars®: Edge of the Empire™ Specialization Decks, available through Print on Demand, provide GMs and players with a fun and easy way to manage character and NPC talents at the gaming table. New and experienced players alike will appreciate these handy reference cards, and GMs will love being able to keep the action moving. You’ll have the text of your talents at your fingertips, leaving you free to focus on the challenges at hand, while art for each talent immerses you even further into the Star Wars universe.
For everyone who like this aspect of WFRP 3E.

   
Made in us
[MOD]
Solahma






RVA

http://www.fantasyflightgames.com/edge_news.asp?eidn=4350



Suns of Fortune is your ticket to a Core World full of action, adventure, and opportunity. Known as the home of fast ships and the daredevils who pilot them, Corellia has long maintained a reputation as the birthplace of the most talented smugglers, scoundrels, and jockeys ever to fly a snubfighter or ride a tricked-out swoop.

While this reputation may be slightly—but only slightly—exaggerated, Corellia is nonetheless bursting with opportunities for excitement and adventure. Despite being located among the ancient worlds and civilizations of the galactic Core, Corellia is neither stuffy nor overly constrained with laws and regulations. Instead, its spirit of adventure thrives, drawing thrill-seekers from all over the galaxy.

Moreover, throughout the 144 pages of Suns of Fortune, GMs will find extensive details on the Corellian Sector that can help establish a rich and vibrant setting for their Edge of the Empire campaigns. Give your players the chance to win it big on Treasure Ship Row, make a fortune smuggling to Selonia, purchase one of Nubia’s amazing ships, or even pull off the art heist of the century on Aurea. The Corellion Sector is full of opportunities for your heroes to prove themselves.

You’ll also find nine modular encounters, each of which can either serve as part of nearly any adventure. These are the kinds of scenes and challenges that can crop up almost at any time, while you’re trying your hand at a game of Sabacc or stopping for a drink at the local cantina. Players may even trigger them with the specific choices they make, and they give the GM an effective response to an unplanned turn of events.

   
Made in us
Battle Tested Karist Trooper





Central Coast, California

I've played through one session (got 2/3 of the way through the one in the rulebook), and have read through most of the basic rulebook.

Overall impression is good, I eased into the custom dice mechanic fairly easily, as I own, and have experience playing and GMing their WFRPG 3rd ed. game.

For those not familiar with how the dice work, it has 8 sided difficulty and ability dice (which oppose each other). The harder a task is, the more difficulty dice (which generate varying numbers of failures) you roll...the ability dice generate varying numbers of successes and are based on the base ability characteristic (like Agility - average for a basic human is 2 across the board) for a given skill (ie. ranged - heavy). If a skill is trained one level, you upgrade an ability die to a 'proficiency' die (d12) which has a higher chance of generating a success. Difficulty dice can be 'upgraded' (or downgraded - depending on how you look at it) to a red 'challenge' die (also a d12) which can be added by the GM to represent a difficult opposed check against a skilled adversary. There are also 'Boost' dice and the opposing 'Setback' dice (D6) to represent positive/negative environmental effects like an ally pointing out a weakness in your target's defense, or the effects of cover or fog. These can generate advantages and disadvantages (and in rare cases a success/failure) respectively. Advantages can be used to trigger things like critical damage, or adding a boost die to fellow PCs for their next skill check, etc. There is also a force die (D12) used by Force-sensitive characters that generates Force points they can use to trigger special abilities...but we haven't used this yet, not having any force sensitives in our party.

I have my next session tomorrow night, and I think we're going to get to try out the space combat rules (as we ended last session acquiring a cargo ship from some unsavory smugglers) which use pretty much the same mechanic as the normal encounter rules with subtle differences.

Let me know if you guys have any specific questions and I'll do my best to answer.


Edit* I posted before reading the entire thread and see the dice mechanic has been thoroughly discussed, I'll leave it there in case it adds anything, but disregard if you already know whats going on. Offer still stands for questions, if you want a different perspective/point of view.

This message was edited 1 time. Last update was at 2013/09/12 19:31:05


   
Made in us
Regular Dakkanaut




 Manchu wrote:
http://www.fantasyflightgames.com/edge_news.asp?eidn=4350



Suns of Fortune is your ticket to a Core World full of action, adventure, and opportunity. Known as the home of fast ships and the daredevils who pilot them, Corellia has long maintained a reputation as the birthplace of the most talented smugglers, scoundrels, and jockeys ever to fly a snubfighter or ride a tricked-out swoop.

While this reputation may be slightly—but only slightly—exaggerated, Corellia is nonetheless bursting with opportunities for excitement and adventure. Despite being located among the ancient worlds and civilizations of the galactic Core, Corellia is neither stuffy nor overly constrained with laws and regulations. Instead, its spirit of adventure thrives, drawing thrill-seekers from all over the galaxy.

Moreover, throughout the 144 pages of Suns of Fortune, GMs will find extensive details on the Corellian Sector that can help establish a rich and vibrant setting for their Edge of the Empire campaigns. Give your players the chance to win it big on Treasure Ship Row, make a fortune smuggling to Selonia, purchase one of Nubia’s amazing ships, or even pull off the art heist of the century on Aurea. The Corellion Sector is full of opportunities for your heroes to prove themselves.

You’ll also find nine modular encounters, each of which can either serve as part of nearly any adventure. These are the kinds of scenes and challenges that can crop up almost at any time, while you’re trying your hand at a game of Sabacc or stopping for a drink at the local cantina. Players may even trigger them with the specific choices they make, and they give the GM an effective response to an unplanned turn of events.


It's the "modular encounters" bit I'm interested in the most. I think I'd buy entire RPG supplements that were nothing but drop-in encounters.
   
Made in us
Battle Tested Karist Trooper





Central Coast, California

Got the Beyond the Rim adventure module over the weekend and have been reading through it. I really like how it is laid out, the graphic design and artwork is superb as always. I'm getting excited to run this for our group.

   
Made in us
Hangin' with Gork & Mork






Anyone used the cards for the different classes? I was curious as to how useful they were.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
Swift Swooping Hawk





Omaha, NE

 Kid_Kyoto wrote:
West End Games d6 or nothing!

Dang that was a good system...


I loved it too!!

The only system where a Jedi could concievabley absorb the blast from the Death Star!!


-3500+
-1850+
-2500+
-3500+
--3500+ 
   
Made in us
[MOD]
Solahma






RVA

http://www.fantasyflightgames.com/edge_news.asp?eidn=4410

In the Star Wars universe, you should always be prepared for violence. From cantinas full of scum to hungry wampas looking for a snack, plenty of things in the galaxy are spoiling for a fight. Sometimes, the only thing you can do is fight back.

Dangerous Covenants is a rules supplement for Edge of the Empire that focuses on helping you fight. New specializations, talents, guns, armor, and vehicles provide a host of new options for players, while GMs are bound to find the advice on themes of cinematic combat and how to organize exciting combat-focused encounters and adventures very useful.

This book features new content for the Hired Gun career, including new Hired Gun centric Motivations, Obligations, and backgrounds. Just because a character is a fighter doesn’t mean he can’t have a deep and interesting backstory, and this book helps players create that for their characters. Meanwhile, Hired Gun characters (or any character, actually) can pick up one of three new specializations. Enforcers, Demolitionists, and Heavies offer three new choices that add a lot of variety to the Hired Gun career.

In addition, Dangerous Covenants also introduces two new, high level advancement opportunities in the form of the Hired Gun’s signature abilities. These abilities are career specific talents that a character can only access once they’ve spent a lot of time and experience investing in a specialization. In return, however, they offer Hired Guns some really potent abilities that can change the course of an entire battle.

Of course, no Hired Gun is going to head into battle without a trusty weapon of some sort. Whether you want to deal out destruction with a heavy weapon like a flechette launcher or a plasma missile, or if you’d prefer to dominate a back alley brawl with a pair of vibro-knucklers, Dangerous Covenants has you covered. In addition, the book introduces some new ships, ranging from small, single-seat starfighters to full-sized cruisers.

When it comes to GM advice and guidance, Dangerous Covenants has a whole range of suggestions. These range from practical details (if a Hired Gun is actually working as a Hired Gun, how much are jobs like protection, mercenary work, and sabotage going to pay?) to overarching campaign guidance, and everything in between.

   
Made in us
Hangin' with Gork & Mork






I want to be excited about this, but there are two other books ahead of it that they haven't released yet that I am waiting for.

Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
 
   
Made in us
[MOD]
Solahma






RVA

I feel the same way. I haven't even picked up Beyond the Rim yet.

   
 
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