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Regarding the Guided trait of weapon characteristics. I put this in my most recent playtest report but wanted to add it here as well.
It is slightly confusing how it is worded now but it seems to be that if you miss you can spend 3 advantage to make another check at the end of the round. The activation cost should be moved ahead in the description to make it more clear.
Aside from that the difficulty of the check is said to be calculated from the table on 137 however that is about adjusting difficulties due to silhouette rather than finding the difficulty. I believe that section should direct the player to the table on page 156 in which case it will be an average check against a humanoid but an easy check against a vehicle, ship, or building which seems fair. Maybe this belongs in the proofreading forum?
Without Signature
Sturn said:
I actually hate the mechanic of needing Advantages to use Autofire. You can't flip a selector switch without requiring an Advantage?
You don't need the advantage to flip the switch. You need the advantage to successfully direct the spray of shots at targets. (Blasters, as seen in the movies, have recoil. As such, directing a barrage of shots at a target or group of targets takes some work.)
Lightsaber: Is it an elegant weapon from a more civilized age, dangerous Jedi paraphernalia,the galaxy's best utility knife?
Black Market Goods:
Do (R) items need to have their price modified (as per table 5-3 p.10) or is this already taken into account in the listed price?
I have a question regarding the Spread Barrel attachment. The Blast (+2) quality it gains - does that equate a blast 2? if so, I find it to be slightly weak - only the weakest of opponents will suffer any damage from such a weapon.
"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."
Jegergryte said:
I have a question regarding the Spread Barrel attachment. The Blast (+2) quality it gains - does that equate a blast 2? if so, I find it to be slightly weak - only the weakest of opponents will suffer any damage from such a weapon.
Oof, yeah, soak will eat that right up 99% of the time.
My idea for a formula is half-weapon damage (round up or down not sure) and add 2. So a rifle/carbine get 6-7 blast, akin to a frag grenade. Slightly better in fact. Furthermore the modification options for Spread barrel increases damage, which I assume is weapon base damage - would this in any way affect the blast quality?
"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."
There's gear in the adventure and in the adversaries chapter that isn't on the charts in the equipment chapter. Ships, too.
Use rate of Bacta not specified in the equipment, conflict, nor GMing chapters. Whether or not a tank is required to use a liter of bacta isn't clear.
What's the cost, availability, and enc of the Stun Blaster carried by the techs in the adventure?
Aramis
-=-=-=-=-
Smith & Wesson: The original PointClick interface!
So, is it something I've overlooked or is the Cortosis quality on p.106 completely unused? I checked:
Despite this, I cannot find any reference to the Cortosis quality anywhere beyond p.106, and I'm hoping I've just overlooked something; Cortosis seems like it'd be a great counter to lightsabers and such.
As far as I know it's not included in any weapon, attachment or the like. I think its there for completeness - plus its usable for other purposes too, if I remember correctly its pretty nifty not only against lightsabers.
"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."
Having recently played in a beta from a friend who bought the game from our FLGS:
*Does Slicer gear do anything? It seems like it wants to say that it is required to even enable slicing in the first place, but at a 500c price tag, it's making the Slicer path more expensive than it already was, since it all but assures that character will be doing slicing and nothing else. Between that and the very restrictive Slicer specialization - even with the recent updates between Defensive Slicing and Improved - it doesn't seem like this is a very fun option for players.
Mendrian said:
Having recently played in a beta from a friend who bought the game from our FLGS:
*Does Slicer gear do anything? It seems like it wants to say that it is required to even enable slicing in the first place, but at a 500c price tag, it's making the Slicer path more expensive than it already was, since it all but assures that character will be doing slicing and nothing else. Between that and the very restrictive Slicer specialization - even with the recent updates between Defensive Slicing and Improved - it doesn't seem like this is a very fun option for players.
Check out the sidebar "The Right Tools for the Job" on page 115.
In the case of Slicer Gear, since it's not spelled out as being required to perform slicing attempts via the Computers skill, then I'd say it provides a boost die as per the first paragraph of that sidebar.
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
Thanks!
I was hoping that was the case. Sense the contents of Slicer Gear are deliberately left vague I wasn't sure if it was a requirement or not. The boost die is a bonus then, which makes the 500c price-tag non-mandatory for slicers in general. Which is good news! That means I can grow into it later.
Mendrian said:
Thanks!
I was hoping that was the case. Sense the contents of Slicer Gear are deliberately left vague I wasn't sure if it was a requirement or not. The boost die is a bonus then, which makes the 500c price-tag non-mandatory for slicers in general. Which is good news! That means I can grow into it later.
Welcome.
I get the feeling that FFG is taking Saga Edition's early notion of "it's the character's abilitites that make them awesome, not their gear" when it comes to equipment. There's a few exceptions (lightsabers, disruptor weapons, autofire-capable weapons, and the cybernetic upgrades), but for the most part, the gear that a starting character could reasonably afford doesn't, in and of itself, make a character that much better than anyone else. My Hired Gun/Bodyguard/Merc kicks butt in a fight because he's got the skills and talents to let him do that, and our Colonist/Doctor is a whiz at patching up injuries for the same reason.
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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