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  Topic: Real-world impacts on in-game GM decisions
Space Coyote

Replies: 7
Views: 7213

PostForum: Gamemasters   Posted: Tue May 12, 2009 1:30 am   Subject: Real-world impacts on in-game GM decisions
Thanks for all of the advice, everyone. There's some good stuff in there. I've made some mental notes on what to watch for with the players, and I just might work in "Sleemo the one-armed Rodia ...
  Topic: Real-world impacts on in-game GM decisions
Space Coyote

Replies: 7
Views: 7213

PostForum: Gamemasters   Posted: Thu May 07, 2009 11:04 pm   Subject: Real-world impacts on in-game GM decisions
I'm new to gamemastering, so I welcome the feedback of all the veterans on The Pit. Here goes:

I ran my (nearly) first adventure for some friends this winter, as an open-ended one-shot that could ...
  Topic: Vibro....... weapons
Space Coyote

Replies: 13
Views: 12943

PostForum: Official Rules   Posted: Mon Feb 02, 2009 10:07 pm   Subject: Vibro....... weapons
So, it sounds like a free action on a vibroblade because the switch is where you can flip it with your "grip-hand" without releasing your grip, and a regular action with a blaster because yo ...
  Topic: Vibro....... weapons
Space Coyote

Replies: 13
Views: 12943

PostForum: Official Rules   Posted: Fri Jan 30, 2009 7:11 pm   Subject: Vibro....... weapons
I've also read (or a former GM declared) that there is a switch to turn vibroblades on and off, and that most of the sheaths/scabbards are designed to flip the switch on when the weapon is drawn, and ...
  Topic: Capital Ships and Docking Bays
Space Coyote

Replies: 8
Views: 9329

PostForum: Ships, Vehicles, Equipment, and Tech   Posted: Fri Jan 23, 2009 3:04 am   Subject: Capital Ships and Docking Bays
I'm a fan of the Bulk Cruiser from the Rebel Alliance Sourcebook--it's not a great ship by any means, but its uniquely Star Wars profile appeals to me.

They're clunky old ships that are probably ch ...
  Topic: e-mail notification
Space Coyote

Replies: 2
Views: 6369

PostForum: The Rancor Pit Users/Forums Info   Posted: Mon Nov 17, 2008 8:40 pm   Subject: e-mail notification
As a new guy, I've spent some time looking at the announcements, including this one:

http://www.rancorpit.com/forums/viewtopic.php?t=2134

Looks like it's just a discontinued feature, and nothing ...
  Topic: Skill Atrophy
Space Coyote

Replies: 25
Views: 24089

PostForum: Gamemasters   Posted: Sun Nov 16, 2008 2:13 pm   Subject: Skill Atrophy
With most of the gaming i have done int he past 10 or so years of SW, a full module equates to 1 month of game time, when travel etc is taken into acount.

That sounds reasonable to me for a general ...
  Topic: Skill Atrophy
Space Coyote

Replies: 25
Views: 24089

PostForum: Gamemasters   Posted: Thu Nov 13, 2008 11:21 pm   Subject: Skill Atrophy
No. Just off the lsit of what the character is considered 'learned' at. Since you can still do the skill even without having it listed, it is just defaulting to the attribute, but as asked and answere ...
  Topic: Skill Atrophy
Space Coyote

Replies: 25
Views: 24089

PostForum: Gamemasters   Posted: Wed Nov 12, 2008 6:18 pm   Subject: Skill Atrophy
Thanks, garhkal--I guess I had a lot to say.

I'm not sure I follow you. Are you talking about atrophying a skill to below the attribute level?
  Topic: Skill Atrophy
Space Coyote

Replies: 25
Views: 24089

PostForum: Gamemasters   Posted: Wed Nov 12, 2008 2:06 am   Subject: Skill Atrophy
I've been thinking about it, and sense a long post coming up. Forgive me, and brace yourselves...

REALISM:

True, it is realistic that skills would atrophy over long periods of disuse, but I th ...
  Topic: Skill Atrophy
Space Coyote

Replies: 25
Views: 24089

PostForum: Gamemasters   Posted: Tue Nov 11, 2008 1:58 am   Subject: Skill Atrophy
I agree--I don't think it's necessary. While there is some responsibility on the player to bend the story around so they can bring the skills they want into play, I think atrophying skills in the mid ...
  Topic: Has your experience/knowledge ever been a problem?
Space Coyote

Replies: 18
Views: 19672

PostForum: Gamemasters   Posted: Sat Nov 01, 2008 6:47 pm   Subject: Has your experience/knowledge ever been a problem?
That's about what I figured. I haven't played enough myself to have it happen from either side of the GM screen.

Of the few adventures I've designed, it's really only been recently that I've given ...
  Topic: Acrobatics...
Space Coyote

Replies: 39
Views: 31257

PostForum: Official Rules   Posted: Fri Oct 31, 2008 7:29 pm   Subject: Acrobatics...
As has been pointed out, it's a tough call. There's a lot of bleed over between Str and Dex as it is, and Acrobatics seems to sit right on the line. I personally like it under Str, since it's more m ...
  Topic: Speed in hyperspace
Space Coyote

Replies: 27
Views: 26974

PostForum: Official Rules   Posted: Fri Oct 31, 2008 7:04 pm   Subject: Speed in hyperspace
This project would work, but might come out more like a list of common travel times, rather than a formula.

I remember the 2nd Ed rulebook (Vader cover) bringing this up briefly. There was even a ...
  Topic: running slicers
Space Coyote

Replies: 39
Views: 34928

PostForum: Gamemasters   Posted: Thu Oct 30, 2008 9:42 pm   Subject: running slicers
I view Computer Programming/Repair as a skill that could become unbalancing at high levels because it has so many applications. I'd be more inclined to try to get the slicer to spread his character p ...
 
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