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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: Final Week
Published on 14 November 2012 - 08:48:48

 Hello, everyone! Here's the final update for the Edge of the Empire beta. 

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Reply #1 | Published on 14 November 2012 - 13:37:04

 AF fixed.

Thank. God.

-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 #2 | Published on 14 November 2012 - 14:00:44

Thanks for the final update!

I was wondering if it would be possible, at some point of time, to get the Final Update pdf in a black font version, i.e without the red fonts of the latest changes?

I am hoping (as I am sure others are) to print that final update, and patiently glue in in the beta book all changes, so that the beta book is fully and easily playable (and a nice addition to the upcoming beginner's box), until the core book comes out.

Thanks in advance
Cheers
Ceodryn

 

Reply #3 | Published on 14 November 2012 - 14:16:35

Ceodryn said:

Thanks for the final update!

I was wondering if it would be possible, at some point of time, to get the Final Update pdf in a black font version, i.e without the red fonts of the latest changes?

+1

I think I too could benefit from the effort.

He who should not speak!

Reply #4 | Published on 14 November 2012 - 14:30:16

I still preferred the challenge die version of auto-fire - but hey I can house-rule it :)

Nice job on the spread barrel - I assume that it means this provides a default blast 4 to a weapon - which can be modified to a total of 7, which is pretty beard.

"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."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #5 | Published on 14 November 2012 - 16:04:25

Jegergryte said:

Nice job on the spread barrel - I assume that it means this provides a default blast 4 to a weapon - which can be modified to a total of 7, which is pretty beard.

That's my reading of it.

As for the other updates, nice to see the vibro-weapons getting a bit of love, particularly the vibro-knife, making it a much superior weapon to the combat knife.  Also liking the changes to Bodyguard and Toughened as well as the "avoid death" ability of Nemesis-tier NPCs.

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

Reply #6 | Published on 14 November 2012 - 16:54:07

Ceodryn said:

Thanks for the final update!

I was wondering if it would be possible, at some point of time, to get the Final Update pdf in a black font version, i.e without the red fonts of the latest changes?

I am hoping (as I am sure others are) to print that final update, and patiently glue in in the beta book all changes, so that the beta book is fully and easily playable (and a nice addition to the upcoming beginner's box), until the core book comes out.

Thanks in advance
Cheers
Ceodryn

Good suggestion, though I imagine the devs have probably got bigger fish to fry at the moment. Still, count me as a +1.

Reply #7 | Published on 14 November 2012 - 21:27:13

Donovan Morningfire said:

As for the other updates, nice to see the vibro-weapons getting a bit of love, particularly the vibro-knife, making it a much superior weapon to the combat knife.

Oh $h!t, I didn't even see the vibro weapon CR changes (not sure why the sword is in red, it was CR 2 already).  These are definitely a 'new breed' now, they provide a distinct advantage and alternative play-style to the ranged weapons.  Well done!

Provided we don't figure out a way to screw it up…

-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 15 November 2012 - 06:19:50

LethalDose said:

Provided we don't figure out a way to screw it up…

We usually do… don't we?

"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."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #9 | Published on 15 November 2012 - 13:24:32
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1

Overalll, Im very pleased with all the changes.  It started as a very good product and I think that it now as the potential to be a blockbuster. Best of luck to all the team and again, thank you for letting us be a small part of this great adventure.

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Reply #10 | Published on 15 November 2012 - 13:27:47

 These changes are indeed awesome. I can't wait to print them out and see how they do in actual play. I'd like to thank the developers that allowed this open play-test to be possible, it's great to know that our opinions and ideas had a direct impact on how the final product will look.

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Reply #11 | Published on 15 November 2012 - 22:45:26

Very very nice!  Vibro-weapons are now sick.

I'd like to point out a typo though…

Page 13: "The default reward is 15 XP for one session consisting of one to three major encounters and two to three minor encounters (note, these do not have to be combat encounters) is 15 XP."
 

Reply #12 | Published on 16 November 2012 - 11:23:08

 Ah, good catch. I'll make sure that doesn't make it into the final book "as is." 

Thanks!

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Reply #13 | Published on 19 November 2012 - 17:45:06

Hi,

I have a question about the following changes:

  • Bounty Hunter (page 40): The Bounty Hunter loses Surveillance as a career skill and gains Brawl.
  • Gadgeteer (page 42): The Gadgeteer loses Surveillance as a career skill and gains Coerce.
  • Survivalist (page 43): The Survivalist loses Surveillance as a career skill and gains Medicine.

The Survivalist doesn't have Surveillance as a Bonus Career Skill (at least not in my book), and I am assuming it cannot be referring to Surveillance as a Career Skill since it fall under the Bounty Hunter changes.

If anyone could clarify, that'll be great. Thanks in advance!

Cheers
Ceodryn

 

Reply #14 | Published on 20 November 2012 - 11:21:42

Ceodryn said:

Hi,

I have a question about the following changes:

  • Bounty Hunter (page 40): The Bounty Hunter loses Surveillance as a career skill and gains Brawl.
  • Gadgeteer (page 42): The Gadgeteer loses Surveillance as a career skill and gains Coerce.
  • Survivalist (page 43): The Survivalist loses Surveillance as a career skill and gains Medicine.

The Survivalist doesn't have Surveillance as a Bonus Career Skill (at least not in my book), and I am assuming it cannot be referring to Surveillance as a Career Skill since it fall under the Bounty Hunter changes.

If anyone could clarify, that'll be great. Thanks in advance!

Cheers
Ceodryn

This got answered in a couple different places (including the Week 8 Update thread I believe), but for brevity's sake…

Survivalist should instead refer to the Scout specialization under the Explorer career.  Survivalist has no change to it's listed career skills.

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

Reply #15 | Published on 20 November 2012 - 14:58:21
0
0

A lot of things about this game seem/are fun*, but my fears have been realized, and there just isn't any point in my group buying this game.

 

Specializations cost far too much. It's not about power gaming. It's about the set up of specializations not working for the types of characters we play. It's also about playing characters of various types that can actually fight, but that's a skill set up issue. Blaster pistols should be a skill for every single career.

The problem with the careers and specs in this game is that they are restricted in weird, counter intuitive, unexpected ways, and then have prohibitive costs associated with going around those restrictions.

Multi-specing in this game does not screw up the balance of the game. Mixing specs does not lead to characters that are more powerful than non mixed characters. There is literally no reason to hike up the cost. Further, having a fluctuating cost scale creates the same problem that multiclassed characters had in 3.5 DnD and it's derivitives when calculating skills. The math is complicated in ways that serve no good purpose. One has to take note of when one purchased each spec in order to simply double check their build math.

 

Basically, it's a system that feels in almost every way like it should have been truly "classless", but someone stubbornly refused to allow it.

 

No thank you.

This isn't a matter of not liking the style of game they're making, or it not being my sort of thing, etc. It's a matter of them screwing up their game. And now, for at least 5 years (if I remember the length of the license correctly) there won't be any new Star Wars RPG products worth purchasing for my group.

 

That's quite a bummer.

 

 

*Haven't played since around update 5 or 6, so there's some stuff I've not checked out first hand.

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