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Post by Vulash on Oct 20, 2015 17:47:25 GMT
I've never really thought about, but the phrase "roll initiative" is in itself exciting for me. Maybe I've just grown so used to it over the years. One thing I've been doing is rolling my NPCs initiative's ahead of time if I think there is a decent chance of combat. Then I can focus on listening to the players rolling. I often don't need to go around the table and ask each person because of this - instead I'll hear them make offhand comments about their roll and then just jot it down real fast. So usually by the time they are done rolling I have everyone's initiative. It still creates a pause, but it's not as large of one.
EDIT: This answer was to the more general question of rolling. What I said above applies to the d20 system. I haven't played the FF system yet (but I own the books now!)
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Post by kjmagle on Oct 20, 2015 17:48:50 GMT
I can't be the only one who feels this way; its such a universal thing to all TTRPGs! I think I'll try the official initiative system next session and see how it goes. What say you all? I can certainly see the initiative as taking away from the build up, especially if it takes everyone at the table a while to roll (and math their numbers). I even have had players who would prefer I use a logic-based way of determining initiative, rather then the role of the dice. Perhaps the DM can role initaitive for everyone before the battle starts? So, while the tension is building up? Then you are still rolling. I personally don't have a problem rolling. It is the reason you have the skills for it. If you don't roll you can be cheating yourself out a good situation. Like pc pc pc pc npc npc. If there was an auto roller that would be sweet. In my fight club apps for d&d i could basically roll everones int if they wanted with the npcs all at once. That would be the perfect solution.
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Post by friartook on Oct 21, 2015 14:54:34 GMT
Thanks for all the feedback kjmagle. I took your advice to heart. We used a ton of Destiny points and I held true to the philosophy of "more dice=more fun", and it resulted in the best EotE session we've had yet! We even rolled initiative as per the RAW. I think in the future I'm going to roll the initiative of the NPCs out of session and mark it down. In D&D I usually rolled initiative once for all the baddies, with perhaps a separate roll for the "boss" monster. Given the dynamic nature of initiative slots in EotE, that doesn't really work well.
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Post by kjmagle on Oct 21, 2015 15:43:38 GMT
I am glad to hear that. It will just get better each time.
The game takes a while to get used to. I seriously dont think i got a good grip of it until session 8 or 9. I still sometimes have a hard time spending advantages other than boosts or soending triumphs unlass they are part of my powers.
Also i think i have used a desinty dice on an easy check just in hopes to get a triumph.
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Post by friartook on Nov 2, 2015 16:43:00 GMT
Hey all, got another rule question for EotE. The guys suffered some pretty bad hull trauma to their ship a couple sessions ago, and I'm confused on implementing repairs. My assumption was that mechanics worked similarly to medicine; you repair a number of hull trauma points equal to the number of successes. But under the ship combat chapter, it mentions having to pay 500 credits per point of hull trauma to get the trauma repaired. Are these things separate? Simultaneous? Do I have it all wrong about mechanics and repairing hull trauma? Enlighten me if you can! Taggin' in lasersniper and kjmagle.
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Post by kjmagle on Nov 2, 2015 16:51:32 GMT
I dont know off hand so i am going to ask my gm brother about this. I might need to know this because my guy is also a mechanic.
It could mean for the supplies to fix it?
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Post by lasersniper on Nov 2, 2015 16:56:28 GMT
Hey all, got another rule question for EotE. The guys suffered some pretty bad hull trauma to their ship a couple sessions ago, and I'm confused on implementing repairs. My assumption was that mechanics worked similarly to medicine; you repair a number of hull trauma points equal to the number of successes. But under the ship combat chapter, it mentions having to pay 500 credits per point of hull trauma to get the trauma repaired. Are these things separate? Simultaneous? Do I have it all wrong about mechanics and repairing hull trauma? Enlighten me if you can! Taggin' in lasersniper and kjmagle. Okay so in order to repair hull trauma it is roughly 500 credits per point of damage. There are some variables that can change the price if you feel the need to but are not in the rules. The rules lump parts and labour into a lump sum, but if you want you can charge them more or less for parts and labour depending on where they are. If they decide to repair it themselves then I cut that 500 credits per point down 100 or so because they are doing labour but they need parts. Strain is free to repair most of the time. Recalibration sensors, replacing some wiring, maybe tighten some bolts here and their, it just takes some time. The only time I charge more for parts on the ship is if they are on a very remote planet or an important part on their ship blew out. Like the Hypersrive, engines, or Navcomputer. Lastly, I have a link to some alternate rules for ship repairs that might be useful. It is a little complicated for play so I just use choice parts of it, like how difficult a mechanics check for repair should be. I will link it when I get back to my PC.
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Post by friartook on Nov 2, 2015 16:57:31 GMT
It could mean for the supplies to fix it? I thought of that too. Thanks for making inquiries, the EotE books are vague at times when you get down to the nuts and bolts of mechanics like this.
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Post by friartook on Nov 2, 2015 17:01:28 GMT
Okay so in order to repair hull trauma it is roughly 500 credits per point of damage. There are some variables that can change the price if you feel the need to but are not in the rules. The rules lump parts and labour into a lump sum, but if you want you can charge them more or less for parts and labour depending on where they are. If they decide to repair it themselves then I cut that 500 credits per point down 100 or so because they are doing labour but they need parts. Strain is free to repair most of the time. Recalibration sensors, replacing some wiring, maybe tighten some bolts here and their, it just takes some time. The only time I charge more for parts on the ship is if they are on a very remote planet or an important part on their ship blew out. Like the Hypersrive, engines, or Navcomputer. Lastly, I have a link to some alternate rules for ship repairs that might be useful. It is a little complicated for play so I just use choice parts of it, like how difficult a mechanics check for repair should be. I will link it when I get back to my PC. Gotcha. So I did have it at least somewhat wrong. This inquiry is because I had our mechanic player roll a mechanics check to try and repair hull damage. He took a talent called Solid Repairs, and he rolled incredibly well on the check; I think it was 4 successes and a triumph. When we looked quickly at the rules, they were unclear. As we weren't likely to do anything ship related for that session, I glossed over it. This next session is likely to have some ship action though, so I wanted to do some appropriate ret-con if needed to let that amazing roll stand somehow.
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Post by lasersniper on Nov 2, 2015 17:10:08 GMT
Okay so in order to repair hull trauma it is roughly 500 credits per point of damage. There are some variables that can change the price if you feel the need to but are not in the rules. The rules lump parts and labour into a lump sum, but if you want you can charge them more or less for parts and labour depending on where they are. If they decide to repair it themselves then I cut that 500 credits per point down 100 or so because they are doing labour but they need parts. Strain is free to repair most of the time. Recalibration sensors, replacing some wiring, maybe tighten some bolts here and their, it just takes some time. The only time I charge more for parts on the ship is if they are on a very remote planet or an important part on their ship blew out. Like the Hypersrive, engines, or Navcomputer. Lastly, I have a link to some alternate rules for ship repairs that might be useful. It is a little complicated for play so I just use choice parts of it, like how difficult a mechanics check for repair should be. I will link it when I get back to my PC. Gotcha. So I did have it at least somewhat wrong. This inquiry is because I had our mechanic player roll a mechanics check to try and repair hull damage. He took a talent called Solid Repairs, and he rolled incredibly well on the check; I think it was 4 successes and a triumph. When we looked quickly at the rules, they were unclear. As we weren't likely to do anything ship related for that session, I glossed over it. This next session is likely to have some ship action though, so I wanted to do some appropriate ret-con if needed to let that amazing roll stand somehow. One thing I should mention is that if you are repairing in combat then the cost for repairs are kinda hand waved cost and time wise. So what I did is I had the mechanic give them temp hull trauma back for and a little while after any battle. They would still need to land for repairs because their ship is held together by duct tape and will power, but it makes narrative sense in the Star Wars universe. BTW here is the site link. Like I said kinda complicated but in pieces it can be useful. Repair difficulty and times are located at the very bottom of the page.
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Post by kjmagle on Nov 2, 2015 17:42:24 GMT
Yeah like using chewing gum for a hull breach... It may work for now but will need to realky fix it before next jump.
Also depends on how creative they are with how they say they didnthe repairs. Like did they disassemble the microwave for parts? Do they no longer have a toliet because now it is a coupler ring?
I can see using a triumph as in using things in the ship for repairs laughing and fun but then that needs to be canon. No toilet means they need to make frequent stops or have a piss bucket in the corner. :-)
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Post by meribson on May 3, 2017 15:03:55 GMT
Has anyone used the planet Weik from F&D? It's expanded upon in the supplement Nexus of Power but the basic idea is that a colony ship crashed on the planet a few millennia ago and forgot their history/regressed to a feudal Europe tech level. Essentially, a traditional fantasy world set in the Star Wars universe.
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