Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Star Wars: Edge of the Empire Beta
Lead a band of explorers and help shape the fate of the galaxy!
Moderator: FFG_Sam StewartGeckoynnen Topics: 250 | Posts: 4452
Feedback after first session
by gribble
Published on 19 September 2012 - 17:14:44
Page 3 of 3 (35 messages) « First page... 2 3
Reply #31 | Published on 30 October 2012 - 21:12:56

One thing I forgot - Tor Cordell has "light battle armor (+1 def, +1 soak)". This isn't in the rules… is it meant to be armored clothing? Or something else like armored clothing, with a higher cost and presumably more Hard Points (and/or built in functions like heavy battle armor)?

Reply #32 | Published on 01 November 2012 - 10:11:14

Excellent writeup, Grib. I really enjoy reading these and I think they are great insights into the game. I hope the designers are following these posts closely, as this information is invaluable.

A few quick thoughts/reactions…

Good insights on the healing/repair rules. I wonder if they were deliberately kept weak to reinforce the tenuous nature of life on the Outer Rim. Sure, stimpacks are better, but stimpacks cost credits and the characters in this game will probably not be rolling in money very often.

I guess "Stay on target" is maybe intended to represent a pilot's efforts to stay in firing position behind an enemy who is swerving, banking, dodging and generally trying to avoid getting shot at. Maybe that's why a slow ship would be less effective. I remember playing X-Wing back in the day, where if I slowed down too much, the enemy ship would be able to circle around behind me. It's really all just a big abstraction, but I understand why it works that way.

FWIW, I like the way you interpreted the rolls, especially the failures. In my opinion, your instincts were spot on: you kept the story moving forward in epic, heroic fashion and I'm sure everyone had more fun as a result. You could always make the heroes pay for turning failures into success by allocating Strain to the charaters or ship, flipping Destiny points to the Dark Side, or with a story rationale. Say, for example, that the shields burned out after their "flare-up" and now they need to be fixed, which will cost credits or obligation.

The dice are there to help guide the game, but you are the ultimate arbiter and can ignore them or change them if it will make the game better. Remember, you can also extend that same courtesy to NPCs when you need your evil boss to trap the PCs or to do something awesome and scray and then he rolls horribly. It all comes out in the wash, really, and as long as the game is fun, who cares?
 

Reply #33 | Published on 03 November 2012 - 23:50:49
4
7

First of all, thanks for the recount. Very insightful, especially as I'm about to tell that part of the story over the weekend. 

I have a few questions about the repair skill. Maybe you guys could help me figure this out.

gribble said:

 

Again - SPOILERS BELOW

…The cloakshapes managed to hit the PC ship with concussion missiles that did a bit of hull trauma to the PCs ship - around 8 - enough to worry them, but not enough to put them in serious danger…

 

…The mechanic again tried to repair the ship (I ruled that this was a separate encounter from the first repair, which occurred effectively at the end of the second encounter). He again got a modest result (around 2-3 hull trauma repaired, which seemed pretty underwhelming for a relatively good result on something he could only do once).…

 

 

 

Page 163 of the rulebook states that repairing hull integrity (hull trauma) costs roughly 500 credits per point. 8 points of haul trauma means 4000 credits worth of repair. Quite expensive considering that the adventure's reward is 5000 credits. Is the repair cost only to be used when the players are paying for somebody else to do the repairs? (i.e.: Nobody has the mechanic skill.)

I'm confused on how the mechanic skills functions regarding ship repairs. P. 77 states that additional success on a mechanic checks reduce the repair time by 10-20%. The beta updates explains that advantages obtained whit a repair check may grant boost dice when using the repaired item. P.162-163 only lists repair costs and time. I can't seem to find the rules for figuring out how much hull trauma can be repaired with a single mechanic check. Are we to assume the mechanics skill works the same way as on droids ? Are we to take into account the x10 scale modifier?

I also have a question about brawl/melee damage. I can't retrieve where in the book it is explained that you add a weilder's Brawn to brawl and melee weapon damage.

Thanks for any input.

Reply #34 | Published on 04 November 2012 - 15:47:39

Aazlain said:

Page 163 of the rulebook states that repairing hull integrity (hull trauma) costs roughly 500 credits per point. 8 points of haul trauma means 4000 credits worth of repair. Quite expensive considering that the adventure's reward is 5000 credits. Is the repair cost only to be used when the players are paying for somebody else to do the repairs? (i.e.: Nobody has the mechanic skill.)

I'm confused on how the mechanic skills functions regarding ship repairs. P. 77 states that additional success on a mechanic checks reduce the repair time by 10-20%. The beta updates explains that advantages obtained whit a repair check may grant boost dice when using the repaired item. P.162-163 only lists repair costs and time. I can't seem to find the rules for figuring out how much hull trauma can be repaired with a single mechanic check. Are we to assume the mechanics skill works the same way as on droids ? Are we to take into account the x10 scale modifier?

It's not entirely clear, because it's spread between some poorly worded rules in the main book and the updates, but essentially a PC can make a check, once per encounter, to repair damage done during that encounter (a "first responder"kind of thing). Successes equal amount of hull trauma recovered, and advantages equal amount of stress recovered. They can check as many times as they like to recover stress using the same rules.

The rules you're referencing are for repairing any hull trauma beyond that. As I recall, the rules as currently written don't allow PCs to repair this damage, but I'd probably allow it at half price (for raw materials, etc).

Aazlain said:

I also have a question about brawl/melee damage. I can't retrieve where in the book it is explained that you add a weilder's Brawn to brawl and melee weapon damage.

Can't give you a page reference, as I don't have the rulebook handy, but I believe it's in the equipment section where it describes what the damage values for melee weapons mean.

Reply #35 | Published on 04 November 2012 - 17:15:43
4
7

gribble said:

 

The rules you're referencing are for repairing any hull trauma beyond that. As I recall, the rules as currently written don't allow PCs to repair this damage, but I'd probably allow it at half price (for raw materials, etc).

 

 

Harsh. I was hoping I missed the some rules covering this. Chances are that every starship encounter will result in a multi-thousand credits loss in the PCs' budget. I will have to take that into account. House ruling is also always a viable option, as you said. I would if one of the designer could chime in and clarify this point.

gribble said:

 

Can't give you a page reference, as I don't have the rulebook handy, but I believe it's in the equipment section where it describes what the damage values for melee weapons mean.

 

 

Still can't find the rule. I know it must be there. This is driving me crazy. :) Hopefully the final book will be more concise, with less repetition and scattering.

Page 3 of 3 (35 messages) « First page... 2 3

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS