Star Wars: Edge of the Empire

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Postby Greg » January 19th, 2013, 8:31 pm

I'm very excited to play Star Wars again next week.

I was impressed with each and every one of your performances playing your characters.

Cailin has a lot of practice playing a bounty hunter because of The Old Republic where she loved that character. We got to see Sam be a much more vocal and "group leading" character than usual, and he did a great job. Lincoln managed to take a non-combat-focused character and make him (it?) really stand out, even in combat. And Dan needs no explanation.

I wanted to start this thread so I could explain any rules that were unclear, as well as rules we just plain didn't get to. Surprisingly, there was almost nothing we didn't cover.

To make a skill check (attacks are skill checks too!)
Build your dice pool:
  • Gather the dice for your skill (Example: Brawl :sw_ability: :sw_ability: :sw_prof:)
  • Add the dice for the difficulty of the task. (Example: Hard :sw_difficulty: :sw_difficulty: :sw_difficulty:)
  • If it's an opposed check, use your opponent's skill, converting the normal dice to the negative versions ( :sw_ability: :sw_prof: becomes :sw_difficulty: :sw_challenge: )
  • Add any Boost :sw_boost: and Setback :sw_setback: dice if necessary. These are generally circumstantial bonuses and penalties, like D&D's +2 or -2 rule.
Roll the dice, and interpret:
  • Success :sw_success: and Failure :sw_failure: cancel each other out.
  • Advantage :sw_advantage: and Threat :sw_threat: cancel each other out.
  • If you are left with any Successes, you succeed! Otherwise, you fail.
  • Regardless of success, if you are left with any Advantage, you can spend them for neat bonuses. If there is any Threat left, the GM generally spends it to screw you.
  • In non-combat situations, success and threat oftentimes have specific ramifications for the thing being attempted. For example, Threat could indicate that someone in the cantina overheard your conversation, regardless of weather or not you convince the dude you're talking about to help out.

Combat Maneuvers
Aim: Add one Boost :sw_boost: to your next attack.
Aid: Add one Boost :sw_boost: to an Engaged ally's next action.
Guarded Stance: Add one Setback :sw_setback: to all melee attacks against you, but also to your own combat checks! (Until next EoT)
Interact with Environment: Close a door, flip a table, press button on control panel, etc.
Take Cover: Add one Setback :sw_setback: to all ranged attacks against you. Stays in effect until something changes that would break your cover (enemy moving behind you, specifically destroying your cover, etc.)
Move: This could mean engaging/disengaging an enemy, moving within Short range, or moving between Short and Medium range.
Long Move: This is one half of what is necessary to move to or from Long or Extreme range. You can start your transition from Medium to Long one turn and finish it the next turn if you want, but the first turn won't have any mechanical change.
Drop Prone or Stand: While Prone, you add a Setback :sw_setback: die to all ranged attacks against you, but add a Boost :sw_boost: to melee attacks against you. No change to your own attacks.

Combat Actions
Perform Maneuver: You can trade your Action for a Maneuver, but you can still never perform two Maneuvers in a single turn.
Activate Ability: There are many abilities that require an Action to perform.
Perform Skill Check: Pretty much all skills in combat require an Action.
Perform Combat Check: A fancy way of saying "attack". Also technically just another type of Skill Check.

Additional Combat Rules
Attacking (ranged or melee!) an enemy Engaged with an ally upgrades the difficulty of the check (one Difficulty :sw_difficulty: becomes a Challenge :sw_challenge:)

That's all I've got for now. It took as long to set up the new Star Wars dice emoticons as it did to write up this post. If there are any other rules questions I will be able to look them up and post the answers!
Greg
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Re: Star Wars: Edge of the Empire

Postby Greg » January 19th, 2013, 9:55 pm

Dice Math
I decided to crunch the numbers to get a better understanding of how the dice work.

The results are super complicated because it's not a simple problem, but here are some preliminary conclusions.

If all you care about is chance of success (advantage is ignored, as well as the extra benefits of Triumph, and the degree of success is also ignored,) then the best thing you can do is add an Ability die :sw_ability: , followed by adding a Boost die :sw_boost:, and finally upgrading a die to a Proficiency die :sw_prof:. I was expecting the upgrade to beat the Boost, but the numbers definitely show that this is not the case.

For reducing chance of success, the results are the same on the negative side: Best to add a Difficulty :sw_difficulty: , followed by Setback :sw_setback:, with upgrading a die to Challenge :sw_challenge: coming in last.
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Re: Star Wars: Edge of the Empire

Postby Dan » January 20th, 2013, 12:18 am

Ahh so increasing my strength stat would have a much better effect than training in an associated skill - makes sense. This also means that the destiny points that we kept using to escalate both sides of many rolls were affecting the roll on (by comparison) a small scale.

Lastly, nice work all around on the RP, but Lincoln really impressed me with 41-VEX. His voice was like a combo of his cameraman from Fiasco and Wall-e.
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Re: Star Wars: Edge of the Empire

Postby Harsgault » January 20th, 2013, 2:02 pm

I greatly enjoyed this session, best one since the end of the 4e campaign in my never-humble view. Lincon did a great voice job, I was reminded of the ship computer's voice from Mission to Mars. Here's to hoping that once the full rules for EotE are released they are the basis for the next long-term TK campaign.
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Postby AlchemicFox » January 20th, 2013, 5:00 pm

Finally I get a chance to actually see the game and get a feel for the rules without shelling out $30 for a beta. I just don't like Star Wars that much to blindly throw money at a product I can't even preview. The custom dice seem gimmicky and the dice pools remind me of the new Marvel RPG (which was pretty underwhelming after what I'd been told about it) but I'll give this a watch. It can't be worse than the Christmas Special.
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Re: Star Wars: Edge of the Empire

Postby lincoln » January 21st, 2013, 10:18 am

Dan inspired me to work on my Wookie, which in turn reinforced my previous statement that a person either can or can not do a proper Wookie impression (trying to improve one's Wookie impression is futile at best). My attempts to do it better failed miserably. I am no Chewbacca.
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Re: Star Wars: Edge of the Empire

Postby Kowal » January 23rd, 2013, 5:32 am

I, likewise, found Lincoln's voice acting to be both awesome and hilarious. I thought he sounded sort of like a male GladOS, which made me smile every time his character had a prominent role in the scene.
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Postby AlchemicFox » January 25th, 2013, 5:35 pm

So am I understanding that they made a Star Wars RPG that doesn't let you play as Jedi?

I can't decide if that's stupid or brilliant.
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Re: Star Wars: Edge of the Empire

Postby Kowal » January 26th, 2013, 5:31 am

It's part of a trilogy of separate books that are designed to be playable with each other but naturally are stand-alone. The only part of the trilogy thus far released is Edge of the Empire, which focuses on outcasts, criminals, and other shady people flying around the outer rim fighting gangsters.

Part two is supposed to be something like joining the rebellion, fighting imperials, with more interaction in the core worlds. Part three from what I've heard focuses on the Jedi Order, but it emphasizes that after Order 66 there really aren't many Jedi left for you to play so they should still be extremely rare.

There are some very basic rules for force powers in the full size book (which I guess is technically still in beta?) but they're for people who've received little or no actual training.
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Postby AlchemicFox » January 28th, 2013, 7:32 am

So they're also sticking with a single era? See, I find that beneficial to helping new people get into the game. The main reason I don't play something like Forgotten Realms is because I don't know all 300 novels worth of source material and really don't want to spend hours of a session being corrected by people who have. By sticking with a single time period, that makes things easier.

I'm liking the feel and tone of the RPG so far, I like how the dice determine success/failure etc, but I'm still really not a fan of the dice themselves.

...says the guy who dropped a buttload of money on d5s, d7s, d14s...
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Re: Star Wars: Edge of the Empire

Postby Diggles » February 13th, 2013, 2:07 am

My SW Saga edition GM has been trying to convert us to this system and I've been hesitant. Your guys first session gave an excellent window into the pros/cons of the system. As always TK did a great job embracing their characters. Great job by Vex who played a support role but really did add a TON of entertainment to the game (for us viewers). I laughed so hard when he stuck his finger in the blast hole to heal.

Lastly, we're all jealous that we dont have Greg as our GM's. I laugh everytime I hear you do some old crotchy man's voice and always envious of all your music/production.

The version of the dice roller you had didnt tally up the total roll? I see in the 2nd game the dice program at least totalled up the rolls, but still doesnt compute the net result...wtf?

Lastly, DAMNIT DAN! As a wookie sfx expert...NOT ALL WOOKIE CALLS HAVE ROLLING RRRR'S!!!!
http://starwars.com/play/online-activit ... /?theme=01
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Re: Star Wars: Edge of the Empire

Postby Dan » February 14th, 2013, 3:42 am

Well, the dice roller would add up how many of each die you got, but wouldn't 'calculate' it for you. It'd be nice to have as an option, but I think having everything exposed ended up being fine. It makes it easier for the triumph and despair symbols.

Lastly, DAMNIT I TRIED! Lincoln is wrong! There aren't wookiee talkers and non-wookiee talkers. I can make a couple sounds just fine but those mumbles and grunts are hard! Late at the office, I fired up a few videos, and tried making the laugh / snort sequence, and was so harrowed by what I heard my mouth make, I had to peek out into the hallway to make sure no one was in ear shot. I then went home and stared at myself in the mirror like in the end of Bullitt.

wookiee:
http://www.youtube.com/watch?v=qrzMAM20wXw

Me that night and every night since:
http://www.youtube.com/watch?v=rUIRjdJIe7c
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Re: Star Wars: Edge of the Empire

Postby Diggles » February 17th, 2013, 4:48 pm

Are you guys going to start an original campaign with EoE?

I'm trying to work out the details of a space battle for a 1shot to give my GM a chance to play. Players will need to rescue Mon Mothma (in her 20's and is the love interest of my Corellian Smuggler Captain character) as her Corvette is being tractor beamed by a Nebulon-B Frigate w/Tie Fighter escort
Seems like ALOT of prep and needing to prepare a ton of cheat sheets for all the details. My GM was touting that this system was simpler but i have a feeling its going to be WAY more complicated.

Any advice Greg?

EDIT: Also where are you getting your Starwars soundtracks? I have a few various/misc cd's but wondering if you bought some sort of collection or something.
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Re: Star Wars: Edge of the Empire

Postby Diggles » February 28th, 2013, 10:38 am

Ran my first game last nite, went pretty well considering we had never done much space combat. It was 4 PC's playing Corellian freedom fighters piloting 3 ships (2 Z-95's and 1 YT-1300 pilot/gunner) attempting to capture the new Imperial Moff and a prototype TIE Fighter. (2 wings of TIE & a Lamba Shuttle (5 crew members)). Our Era is Rise of the Empire, roughly 18 BBY

The opening attack was the YT-1300 breaking cover and making an attack run on the unware TIE Fighter Prototypes that were conducting weapons testing, and the pilot blew 1 wing up on her first attack.

After that, the shuttle responded by jamming the YT-1300 and they went basically the entire fight without getting intel from the Rebel Baseship. I also wouldnt let the those 2 PC's strategize/meta with their other 2 PC's in the fighters. Jamming could prove pretty powerful in the future, especially against craft with no support characters that can use actions to undo it. I will also probably houserule the 'Slice Enemy System's to allow an 'overload/jam' enemy sensors, so they cant get any sort of readings, setback dice to blaster attacks and unable to use guided weapons.

Near the end when the shuttle was about ready to escape and hyper out, one of the Z-95's got a triumph & despair in the same roll. So we agreed that he rammed his ship into the shuttle's engines and destroy them but blew his helm control in the process. So since he didnt have a turret based weapon, we ruled he couldnt maneuver to fire his weapons at all.

Heres what I learned:

1) Too many dice. We had a small table, so with all the need for cheat sheets and character sheets, dice were scatter all over the table. Going to assign 1 player in charge of dice using a digital dice app next time. I am going to recommend to group we move to an Avandara style system like TK did. Send dice app rolls to an external flatscreen monitor for all to see.

2) I had printed out pre-rolled & initiative and turn tracker [see attachment below for scan] for enemies (to tell which crewmembers had gone that round) but will have to modify it a bit more, due to the dynamic nature of initiative in EoE. I had also delegated this to a player but it was a bit harder for me to plan my strategy for NPC's without easily being able to see who/which crew members had already gone. BLAH THIS BOARD DOESNT SUPPORT SPOILER TAG?

3) We only had 2 cheat sheets for what you can do with advantage/trimuph, so I think EVERY player needs a copy of that and should be on top of their reference papers.

4) The strain/hull repair was a bit convoluted especially after critical hits and triumph stuff (used to knock stuff offline temporarily)

5) Unclear where a PC's abilities start/end when they have an NPC cewmember. I had the PC's in the Z-95's use an astromech's repair ability when trying to repair their craft.

6) I like the idea of Abstract combat, but in reality when managing a total of even 6 craft, it got confusing quickly. I had drawn circles on the map to represent range bands, but it still wasnt all that clear what was going on or how far away people were from another.

7) I had also prepared BONUS & SETBACK cards on 80weight cardstock paper, which worked VERY well when confuring the bonus/setbacks for people. But think for space combat may even need some sort of tracker for Evasive maneuvers, attackrun and advantage type stuff



Bonus & Setback cards, Initiative & turn tracker example
Attachments
Card Threat.jpg
Card Threat.jpg (44.72 KiB) Viewed 7411 times
Card Bonus.jpg
Card Bonus.jpg (35.63 KiB) Viewed 7411 times
Image (3).jpg
Initiative Tracker example
Image (3).jpg (781.15 KiB) Viewed 7411 times
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