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Star Wars: Edge of the Empire Beta
Lead a band of explorers and help shape the fate of the galaxy!
Moderator: FFGMarkFFG_Sam StewartGeckoynnen Topics: 250 | Posts: 4452
Edge of the Empire Beta Update: Week 5
Published on 02 October 2012 - 15:31:36

Hello Testers!

After our big update last week, we've got a slightly smaller one this week. However, there's a couple big changes, so be sure to take a look!

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Reply #1 | Published on 02 October 2012 - 11:01:15

 Just read the week 5 update and here are my thoughts.

Surveillance no longer being a skill is both a good thing and a bad thing in my opinion. On one hand, there were to many ways that represented ‘seeing stuff’ in the skill system and it was a bit overwhelming to figure out what skill to use where. On the other hand, I do feel that people with high intelligence should have an analysis skill that represents their ability to analyze tactics, formations, security blueprints, etc… Now smart people don’t have one of the best ways to be smart in a combat scenario, since surveillance was one of the few ways to perform tactical analysis.

I am also not 100% happy with the choices for the new skill lists, (though truthfully, I always had problems with the skill lists). For example, did the Bounty Hunters really need Brawl? There are other skills that seem much more necessary to the Bounty Hunter, such as Stealth or Coerce, but they don't get those. It would have been nice to give the Gadgeteer Perception to make up for his lack of ‘seeing stuff’ skill, but he gets Coerce, it would seem to me that Perception would make more sense for him than Coerce (Especially because he gets it while the other Bounty Hunters don’t, what makes the Gadgeteer more intimidating than the Assassin or the Survivalist?) …


For the adversary talent, I like it for the most part. My only issue is that this makes adversaries harder to kill/incapacitate, while heroes can still go down very quickly. This might be appropriate, however, since one of my impressions I got while running a couple of games was that adversaries didn’t last long enough to be an effective obstacle to heroes.

Overall, I am happy with this update, though there are some things that I would like to see explored a bit more.
 

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Reply #2 | Published on 02 October 2012 - 11:02:57

 Okay, so added the adversary talent, and removed Surveillance.  Mechanics checks can't be used repair hull incidentally w/advantage.

So, yay that we're starting to simplify the skill list and making some NPCs harder to hit.  Good changes, but really not a lot to discuss. And previous issues not addressed.  I suppose we have to wait until later "big" updates for that

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #3 | Published on 02 October 2012 - 11:17:48

LethalDose said:

 Okay, so added the adversary talent, and removed Surveillance.  Mechanics checks can't be used repair hull incidentally w/advantage.

So, yay that we're starting to simplify the skill list and making some NPCs harder to hit.  Good changes, but really not a lot to discuss. And previous issues not addressed.  I suppose we have to wait until later "big" updates for that

-WJL

 

Yup u said it

Now we just need to fix
- Autofire
- Flamethrowers?
- More vehicle actions :)
 

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Reply #4 | Published on 02 October 2012 - 11:31:14
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I will assume that the update is supposed to say the 'Scout' loses Surveillance, not the Survivalist, since Survivalist doesn't have it.  Or did I miss something somewhere else?

May the Force be with you.

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Reply #5 | Published on 02 October 2012 - 12:09:08

Hi everyone,

Thanks for your feedback. I just want to reassure you all that we're aware and working on some of the issues that have not yet been addressed in the weekly updates. The improving of PC and NPC defensive abilities, for example, is an ongoing process that began with the modifications to defensive talents, proceeded with the simplification and modification of NPC defenses, and will continue in the future with additional changes. 

Thanks again for all the hard work and evaluations you're putting in, it's making a difference.

-Sam

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Reply #6 | Published on 02 October 2012 - 12:55:11
3
3

I think you need to look at the Force alterations as you have made chnges including making certain talents etc permanent and then you have removed permanent. Specialization: Force Sensitive Exile still includes the added text referring to discarding the specialization.

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Reply #7 | Published on 02 October 2012 - 13:20:03

 3WhiteFox3 said:

 Just read the week 5 update and here are my thoughts.

Surveillance no longer being a skill is both a good thing and a bad thing in my opinion. On one hand, there were to many ways that represented ‘seeing stuff’ in the skill system and it was a bit overwhelming to figure out what skill to use where. On the other hand, I do feel that people with high intelligence should have an analysis skill that represents their ability to analyze tactics, formations, security blueprints, etc… Now smart people don’t have one of the best ways to be smart in a combat scenario, since surveillance was one of the few ways to perform tactical analysis.

I think practical, on-the-fly analysis is equally in the realm of Cunning as it is Intelligence.  That being said, there seems to be substantial interest in adding more official rules to skills that allow them to be combined with attributes, other than their defaults.  Precedent for this comes from a passage in the skullduggery skill description.  There is more discussion on this in the skill feedback forum.  It may still make sense that the old "stake-out" function for surveillance may still be represented by using perception with intelligence.

Another way you could handle the examples you provided in the current RAW could be using Underworld or Education knowledge skills instead of perception.

 

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #8 | Published on 02 October 2012 - 13:27:45

I can't tell just from the list in the update, but I assume all Henchmen and Nemeses are getting the Adversary talent?

My blog:  The Daily Rich

Reply #9 | Published on 02 October 2012 - 16:25:06
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I have not decided if I have a problem with it or not but, Why are there diffrent rules for NPCs and PCs.

I understand the ease of throwing togeather a few threats without sitting down and spending every single point for each one, but I don't know If I like a "Just give them whatever skills/talents/abilities you want" sort of foes. I'd rather just use some pre-gens, and trade out talent/skill A for B.

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Reply #10 | Published on 02 October 2012 - 16:26:44

DailyRich said:

I can't tell just from the list in the update, but I assume all Henchmen and Nemeses are getting the Adversary talent?

It sure looks that way.

As to the updates, I wonder if the removal of Surveillance is paving the way for future consolidation of the list of Skills?

Personally, I'm thinking Pilot can just be rolled into a single skill like it was in Saga Edition, perhaps with a note that you use Agility if the vehicle is Silhouette 3 or smaller, but Intellect if Silhouette 4 and larger?  Skulduggery already offers the precedent of a having one skill able to be paired up with different Characteristics.

There's also a fair amount of conceptual overlap between Cool and Discipline (both refer to keeping it together in different types of stressful situations), so I'm thinking Cool could be dropped, with Discipline used to for those opposed Charm and Negotiate checks, and make Vigilance the sole skill for combat initiative.

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Reply #11 | Published on 02 October 2012 - 20:48:10

 Also, since no one else has mentioned it thus far here, can we get an update to the character sheet that reflects the changes made? Preferably with some of the other changes that have already been suggested elsewhere. Thanks! :)

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Reply #12 | Published on 02 October 2012 - 22:15:29

Hmmm… I have mixed feelings about the update.

I think the Adversary talent just looks like a bit of a rule cludge. I guess if you're going to have one, it's a relatively elegant way to do it, but I'm not convinced about the idea of a "NPC only" talent to fix perceived defensive weaknesses. I'd personally prefer to see it addressed as a common rule for opponents (maybe 1 upgrade for henchmen, 2 for masters), or as more general system wide ways of increasing defence available to both PCs and adversaries.

The removal of Surveillance I'm also not too keen on. Initially I didn't really like the idea of multiple skills that essentially did the same thing, but the result of doing this for just one skill - and probably not the most egarious one at that (Discipline/Cool, Charm/Deceit/Negotiate or Streetwise/Underworld I'm looking at you here) - is that the skill system is currently a bit of a hodge-podge.

Some skills like Skullduggery (and presumably now Perception) already work with different characteristics and circumstances, and others seem to only exist so they can trigger off differerent characteristics or circumstances (passive/active).

I think the skill system as a whole needs to be looked at with an eye to either *vastly* reducing the number of skills and allowing them to trigger off multiple characteristics and circumstances (passive/active, prepared/unprepared), or going the other way and sticking with the original vision (i.e.: lots of skills, each with a small difference in characteristic or situation for use). I actually don't mind the latter anywhere near as much as I do with the 40k games, because characters are still plenty competent without skill training in EotE.

Some examples of consolidation:

Pilot - AGL for planetary (and maybe smaller starships), CUN for space

Perception - INT active, CUN passive

Streetwise - INT (passive/knowledge), CUN (active use)

Discipline - WILL (resisting mental effects), PRE (resisiting social effects) - perhaps BR (resisting physical effects)

etc.

Reply #13 | Published on 02 October 2012 - 23:30:46

 I don't like the adversary talent.  First, I dislike any mechanical advantage that falls purely within the realm of non-player characters.  I would rather simply make antagonists designed to contend with a party more powerful via conventional mechanisms because, simply put, abilities like Adversary feel cheap and often detract from player fun.  Furthermore, when I mentioned it to many of my group mates the response was universally negative for similar reasons.  I cannot advocate strongly enough for its removal. 

 

Further, I don't think this sort of a mechanic fits into the setting. I have a hard time buying Luke defeating Vader with Adversary in play.   

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Reply #14 | Published on 02 October 2012 - 23:39:00

Chrislee66 said:

 

 I don't like the adversary talent.  First, I dislike any mechanical advantage that falls purely within the realm of non-player characters.  I would rather simply make antagonists designed to contend with a party more powerful via conventional mechanisms because, simply put, abilities like Adversary feel cheap and often detract from player fun.  Furthermore, when I mentioned it to many of my group mates the response was universally negative for similar reasons.  I cannot advocate strongly enough for its removal. 

 

Further, I don't think this sort of a mechanic fits into the setting. I have a hard time buying Luke defeating Vader with Adversary in play.   

 

Pretty much this +1.  It's not so much having NPC-only mechanics for me. But it feels jury rigged, and would be something I would strike out with a sharpie pen in a rulebook.

 

"One fled, one dead, one sleeping on a golden bed" ~ Rogues in the House, R.E. Howard

Reply #15 | Published on 03 October 2012 - 04:16:21

I like the Advsersary Talent, its an aid to the GM. 

It allows them to simply set the skill level of the NPC without first having to go through all the talents to work out specifcially which defensive talents they have. 

This is a replacement to those defensive talents not an addition.

I still theink that the cost of Specialisations need looking at, the current iteration is clunky and mathematically penalises RP….

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