|
Post by yojimbohawkins on Oct 23, 2015 6:23:55 GMT -8
There's a Force Heal power, as well as a Force Healer Specialization in Force & Destiny, a Doctor Specialization in Edge of the Empire, and I think a Medic in Age of Rebellion. They all provide talents and bonuses to medicine checks to help heal faster. The most common way players heal is through stimpacks. Found on EotE pg. 182. They're cheap (25 credits each), easy to find (rarity 1), and light to carry easily in bulk (10 of them are 1 encumbrance). They're basically healing pots with diminishing returns. After 5 uses you have to wait 24 hours for them to be effective again. 5 uses will heal 15 wounds total, and cost your player about 125 credits. Emergency Med Packs or Proper Med Kits will allow someone with the medicine skill to attempt to heal a number of wounds, and critical injuries. +1. I was about to mention these myself. During a recent F&D chargen session, I suggested getting them to the other players, and when I explained how to use stimpacks, "so it's a healing potion' was heard around the table....
|
|
|
Post by joecrak on Oct 24, 2015 5:33:31 GMT -8
A Healing potion that you can technically become addicted to.
|
|
D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
|
Post by D.T. Pints on Oct 25, 2015 6:16:59 GMT -8
A healing potion with very clearly defined diminishing returns.
A concept I really love.
|
|
tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
|
Post by tomes on Oct 30, 2015 19:22:57 GMT -8
Wow. Reading this I'm convinced that if I ever run a Star Wars game, it'll be powered by the apocalypse. :-)
The diminishing returns reminds me of "rest" in Numenera, or Biocort in Star Frontiers (you can use it once / 48 hours)
|
|
|
Post by joecrak on Oct 30, 2015 20:14:19 GMT -8
It's not so bad. But I wholly support the use of Star Wars World!
It takes away the pain of playing a force user.
Cause dear lord, point buy is ridiculous in FFG.
|
|
|
Post by ericfromnj on Oct 31, 2015 5:03:22 GMT -8
It's not so bad. But I wholly support the use of Star Wars World! It takes away the pain of playing a force user. Cause dear lord, point buy is ridiculous in FFG. You should try playing a Force User in D6...
|
|
|
Post by daeglan on Oct 31, 2015 16:22:52 GMT -8
My experience has been that crits rolled on the chart are very anticlimactic. Many of the criticals only last for the the combat and effect things you likely won't do in the combat. Against villains they are especially disappointing as a system. Against minions they are overly effective, taking out minions for free. Against rivals and up they almost aren't worth tracking or can trivialize a fight. Other than the few combat worthy criticals, they only matter to the players as a metric of long term damage. In short I feel like the wound and critical system (which can't really be separated) are poorly done in this line comparatively with WHFRP 3rd (where the narrative dice system for FFG got its start). For anyone with both systems it might even be worth it to try and integrate WHFRP's wound cards. Crits increase in effectiveness the more you are critted. So early yes they are not impressive. But as you pile them on they will be lethal. As to minions. Minions are meant to fall quickly so no they are not over effective.
|
|
|
Post by Kainguru on Oct 31, 2015 17:39:26 GMT -8
It's not so bad. But I wholly support the use of Star Wars World! It takes away the pain of playing a force user. Cause dear lord, point buy is ridiculous in FFG. Force use in Star Wars is about dedication it's not about looking cool or flash bangs . . . even the Darkside has it's own strictures. Point buy makes it what it should be . . . a considered and deliberate choice eschewing all others. Luke Skywalker, as an example, ceases to the hotshot pilot he presents in epIV once he takes on the task of becoming a true 'force user' - Wedge Antilles, the 3rd survivor of The Battle of Yavin and a non-force user, ends up being the Alliances Ace Pilot by virtue of practiced skill alone . . . I would worry about any system that made force use 'easy' for that way lies the Darkside: Luke: . . . is the Darkside stronger? Yoda: No, no, no. Quicker, easier, more seductive . . . . Aaron
|
|
|
Post by joecrak on Oct 31, 2015 21:11:35 GMT -8
It's not so bad. But I wholly support the use of Star Wars World! It takes away the pain of playing a force user. Cause dear lord, point buy is ridiculous in FFG. Force use in Star Wars is about dedication it's not about looking cool or flash bangs . . . even the Darkside has it's own strictures. Point buy makes it what it should be . . . a considered and deliberate choice eschewing all others. Luke Skywalker, as an example, ceases to the hotshot pilot he presents in epIV once he takes on the task of becoming a true 'force user' - Wedge Antilles, the 3rd survivor of The Battle of Yavin and a non-force user, ends up being the Alliances Ace Pilot by virtue of practiced skill alone . . . I would worry about any system that made force use 'easy' for that way lies the Darkside: Luke: . . . is the Darkside stronger? Yoda: No, no, no. Quicker, easier, more seductive . . . . Aaron That all said. It's also a game. And I want to recapture the awesomness of the images in my mind. And some Force Powers requiring you to have a Force Rating of 2 or 3? Dear lord. Abandon hope if you chose a non Force & Destiny career, chances are the game will be over before you get to that point.
|
|
|
Post by Kainguru on Nov 1, 2015 3:36:31 GMT -8
Force use in Star Wars is about dedication it's not about looking cool or flash bangs . . . even the Darkside has it's own strictures. Point buy makes it what it should be . . . a considered and deliberate choice eschewing all others. Luke Skywalker, as an example, ceases to the hotshot pilot he presents in epIV once he takes on the task of becoming a true 'force user' - Wedge Antilles, the 3rd survivor of The Battle of Yavin and a non-force user, ends up being the Alliances Ace Pilot by virtue of practiced skill alone . . . I would worry about any system that made force use 'easy' for that way lies the Darkside: Luke: . . . is the Darkside stronger? Yoda: No, no, no. Quicker, easier, more seductive . . . . Aaron That all said. It's also a game. And I want to recapture the awesomness of the images in my mind. And some Force Powers requiring you to have a Force Rating of 2 or 3? Dear lord. Abandon hope if you chose a non Force & Destiny career, chances are the game will be over before you get to that point. Not in play though . . . remember you can get up to 2 pips on single force die and even the basic powers can be pretty awesome . . . with creative use. Remember they're NOT JEDI - the Jedi are dead and gone!!!: they're force users struggling to find their way in universe set against them, hiding in plain sight and training in secret - they may seek to honour the memory of The Order and discover it's ways but the The Order itself is no more. The F&D career descriptions say this time and again: eg the F&D Consular is not a Jedi Consular rather a they force-users who hope to emulate them . . . In my current game we have former padawan who has just gained her 2nd force die, only because she chose to concentrate on her saber style first; her early gain of 3 yellow proficiency die in saber use isn't be sniffed at as she's already force leaped into a crowd of minions and flattened 3 of the 5 in single saber sweep as well as having other enhanced skill checks. The breach quality of the saber is . . . . awesome She's been able to do that since about 150xp and now the group have hit 230xp and it shows in their effectiveness. However the narrative aspect comes in . . . fucking good with a saber but not very good with a blaster but given the universe at this point means, more often than not, that an open display of force/saber use isn't politic this gives call for restraint. If the saber comes out it usually means there can be no witnesses afterwards . . . which can generate conflict which can affect morality. Because of this the group have often had to take prisoners instead, requiring transport in their rather small YT-1300. Other times they've had to be very subtle in their force use . . . making it look like luck rather than 'wizardry'. Besides the type of force-use you want is hard baked into the rule set: 'Knight Level Play' - 300XP straight out of the box: with that you can be awesome. Don't forget that the talent trees for the force-users also allow for some pretty impressive force use without spending any XP on individual force-powers. Plus you can try and activate a force-power every round for as long as you like . . . don't forget you also have destiny points to spend as well (my group frequently forgets to spend them as often as they should). If you want to play an 'Old Republic Jedi' game then Knight Level is there for that, unless you want 'Old Republic Padawans' . . . NB: Obi Wan in EpI is about 300xp because he was ready to undergo the trials when EpI opens. But for the default era, between EpIV and EpV, Luke struggles to move his lightsaber in the Wampa cave and shows none of the Jedi physical resilience, saber skill or other enhancements excepting his impressive reactions when piloting and his brief moments of intuition. The game is designed to be dialled to the flavour you want but you have to to do that dialling yourself while always remembering that the default setting of the corebooks is Post-Rise of the Empire, during the Age of Rebellion. A game set in different eras would have to be modified: equipment restrictions changed, even adversary types eg: a Rise of the Empire game could legitimately boost the average stormtrooper stats as the fuck tonne of elites that died on the first Deathstar would still be 'in the field' at that point. As an aside: The other force sensitive emergent in my group also contributes significantly with only one force-power tree purchased so far (foresee). The rest of his skill set has been fleshed out by FS-Emergent talents with his primary career being 'Bounty Hunter': it's almost impossible to surprise him. But he has been roleplayed as unaware that he was using the force, or even aware what the force is, until recently and, now that he has been made aware, he has only just started to develop this talent. Aaron
|
|
|
Post by joecrak on Nov 1, 2015 15:18:44 GMT -8
Not in play though . . . remember you can get up to 2 pips on single force die and even the basic powers can be pretty awesome . . . with creative use. Remember they're NOT JEDI - the Jedi are dead and gone!!!: they're force users struggling to find their way in universe set against them, hiding in plain sight and training in secret - they may seek to honour the memory of The Order and discover it's ways but the The Order itself is no more. The F&D career descriptions say this time and again: eg the F&D Consular is not a Jedi Consular rather a they force-users who hope to emulate them . . . Besides the type of force-use you want is hard baked into the rule set: 'Knight Level Play' - 300XP straight out of the box: with that you can be awesome. Knight Level play is more accurately called Padawon level play. Cause it's only +150 XP, and either a basic lightsaber or 9,000 credits. If you take the lightsaber, that's a great weapon, and really cool. But You have little to no money to buy armor, or any other odds and ends, so you get taken out pretty quickly in a fight. 150 that can't be spent on Characteristics. Cool, if you are lucky, you can do a straight path down a talent tree, or start buying some force powers. But you need to buy a Specialization (20 xp) to get a force Die. So you have 1 Force die, in which the most commonly rolled result is 1 Dark side pip. So anything that requires 2 pips you can't activate. And you also can't learn the cool Level 2 or 3 Force powers. Plus you've spread yourself pretty thin, that while the force can be useful when it works, that more often than not, you feel like you are contributing nothing to the group. (this is a personal experience mind you.) Between Skills, Talents, Specializations, and Force Powers, and the exponential cost of bettering yourself, that 150 can run out pretty quickly. And then I have to think tactically in how to spend to get to do what i want. Example. One character I have, I always wanted to have him be force sensitive, and master the enhance power, He's a Hotshot/performer, and it made sense. Well, I also want to be a Rigger, to make my ship awesome when I fly it. So I have to spend 30 for performer, then another 30 for Rigger, then 40 for Force Sensitive. There's a Hundred right there. And If I'm spending that much just for the access to talents, and the rest of my group is just focusing on their one tree. Then I'm the student that gets left behind, and destroyed by all the suddenly higher powered enemies and Rivals coming after us. Getting 10-15 XP per session, and only playing once a month. I have to realize that I'm just going to have to give up on some of those ideas. Don't get me wrong, I love this game. The dice system specifically. It's the character advancement that breaks down for me. There's other minor things too. Like Protect/Unleash. It's force damage, don't flat out tell me I have to be a master before I can do Force Lightning, leave it vague so I can claim I'm doing it anyway. Plus Force Lightning isn't Dark side Plo-Koon used it all the time!
|
|
|
Post by Kainguru on Nov 1, 2015 15:29:16 GMT -8
Getting 10-15 XP per session, and only playing once a month. I have to realize that I'm just going to have to give up on some of those ideas. There's other minor things too. Like Protect/Unleash. It's force damage, don't flat out tell me I have to be a master before I can do Force Lightning, leave it vague so I can claim I'm doing it anyway. Plus Force Lightning isn't Dark side Plo-Koon used it all the time! That's the problem - you need to up the xp per session in cases like yours - with FFG's blessing according to the Order 66 Podcast - the xp/session guidance is just guidance which should be adjusted for infrequent sessions. I'd say 30 to 40xp per session, you should get to 300xp within about 6 months of play as guidance . . . 600xp after a year to a year and a half. The Darth Plageus novel answers this - Jedi can only emulate force lighting but it's not Sith Lightening . . . Sith Lightening looks the same but it's a different, and more deadly, beast one the receiving end. . . though I think that novel is now legend rather than canon Aaron
|
|
|
Post by joecrak on Nov 1, 2015 16:15:46 GMT -8
Getting 10-15 XP per session, and only playing once a month. I have to realize that I'm just going to have to give up on some of those ideas. There's other minor things too. Like Protect/Unleash. It's force damage, don't flat out tell me I have to be a master before I can do Force Lightning, leave it vague so I can claim I'm doing it anyway. Plus Force Lightning isn't Dark side Plo-Koon used it all the time! That's the problem - you need to up the xp per session in cases like yours - with FFG's blessing according to the Order 66 Podcast - the xp/session guidance is just guidance which should be adjusted for infrequent sessions. I'd say 30 to 40xp per session, you should get to 300xp within about 6 months of play as guidance . . . 600xp after a year to a year and a half. The Darth Plageus novel answers this - Jedi can only emulate force lighting but it's not Sith Lightening . . . Sith Lightening looks the same but it's a different, and more deadly, beast one the receiving end. . . though I think that novel is now legend rather than canon Aaron 30-40?! I wish. In the two games the one MC used to give 5xp per hour of play, which is kind of nonsensical. but now he and my other MC have moved to 5xp per 'Action' scene we are in.
|
|
|
Post by daeglan on Nov 1, 2015 17:08:09 GMT -8
5xp per hour of play is the advice of the guy who created the system. Which for most peoples 4 hour session works out to 20 per session.
|
|
|
Post by joecrak on Nov 1, 2015 18:06:04 GMT -8
5xp per hour of play is the advice of the guy who created the system. Which for most peoples 4 hour session works out to 20 per session. This does not surprise me, cause that book feels so way off in mechanical reward vs cost.
|
|