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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Aug 29, 2006 3:07 am Post subject: |
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Pel wrote: | My favorite mostly ignored skills:
Running - you never know when you'll need to sprint 20 km!
Bureaucracy - very handy for getting things done officially!
Languages - mistranslations = misunderstandings = dodge rolls!
Swimming - the ultimate in anti-drowning technology!
And my favorite mostly ignored skill:
Beast Riding! Take away their shiny ships and speeders. |
To add to that..
Survival. You would laugh at the number of people who don't raise this.
Cultures... - to know what to do and Not to do when in that alien city..
Alien species - to know how to apply that med pack to that rivwen (or what ever alien species), or even if it would work..
Communications -(YES THIS_). Not many people think to use this skill to hack into the imperials commss so they can use it against them..
Quote: | Or a Planetary Systems roll? |
A lot of people in our group bunp that up.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Tue Aug 29, 2006 9:22 am Post subject: |
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In addition to calling for obscure skill use, one thing I've had great success with is allowing the players to fail. If they miss an important clue or open the wrong door, I improvise and work with them, but if they persist, then their mission goal becomes much harder or even unattainable in extreme cases. I'm not talking about simply blasting them for taking the right corridor vice the left. These are real consequences, some potentially lasting, that affect the campaign. I find it works wonders in making the players sit back and think a bit before charging headlong into the fray. _________________ Aha! |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Tue Aug 29, 2006 9:25 am Post subject: |
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Another balancing factor for advanced players: Use the Wild Die. No matter how advanced a character's skill is, the Wild Die is always lurking, ready to pounce and inflict some random chaos. I wouldn't (and don't) cause a complication every time the Wild Die comes up 1, but it definitely gives pause and adds flavor to every game. _________________ Aha! |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Tue Aug 29, 2006 2:02 pm Post subject: |
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garhkal wrote: | Communications -(YES THIS_). Not many people think to use this skill to hack into the imperials commss so they can use it against them.. |
I have a couple slicer characters who have upgraded this skill in conjunction with their Computer Prog/Repair and Security skills, making them quite formidable when out on a mission. They may not be the best in the group when waving a blaster, but they hold their own, and make it possible for the group as a whole to get into a lot of places where they'd have been turned away by Security a heck of a long way before they actually DID run into any problems. Sometimes they've even gotten the group in AND out without ever having been detected, which is of course the goal in the first place. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Aug 31, 2006 2:31 am Post subject: |
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Quote: | In addition to calling for obscure skill use, one thing I've had great success with is allowing the players to fail. If they miss an important clue or open the wrong door, I improvise and work with them, but if they persist, then their mission goal becomes much harder or even unattainable in extreme cases. I'm not talking about simply blasting them for taking the right corridor vice the left. These are real consequences, some potentially lasting, that affect the campaign. I find it works wonders in making the players sit back and think a bit before charging headlong into the fray. |
Well said. IMO there should be no certainty to the pcs winning, or achieving their goals. If they mess up they should suffer any conciquences from said action(s)... Or lack of action!!
Quote: | I have a couple slicer characters who have upgraded this skill in conjunction with their Computer Prog/Repair and Security skills, making them quite formidable when out on a mission. They may not be the best in the group when waving a blaster, but they hold their own, and make it possible for the group as a whole to get into a lot of places where they'd have been turned away by Security a heck of a long way before they actually DID run into any problems. Sometimes they've even gotten the group in AND out without ever having been detected, which is of course the goal in the first place. |
How did he do that?? Un;less those computers he was hacking into had remote access (which to my knowledge is rare especially for imperial facilities), even his high comms would have not allowed him to hack in.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Thu Aug 31, 2006 11:50 am Post subject: |
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I guess I should have worded that differently. I was giving examples of how my slicers were very helpful to the teams they're on, not how they'd used Communications to do it. And I was pointing out that those characters are also well suited to having high Comm scores, because it fits in with the kind of other stuff they're highly skilled in. But it's by no means limited to them. If you're an Infiltrator behind enemy lines, and need a pickup because your mission went south and you're nowhere near your pickup site, you're gonna be more likely to get a lift outta Dodge (let alone doing it without being detected) if you have a high Communications score.
Sorry for the confusion. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Aug 31, 2006 12:09 pm Post subject: |
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well, one thing that you can introduce for advanced players, is large scale battles. for example: they are sent to planet B to pick up supplies/recon/etc.as soon as they drop out of hyperspace hit them with a star destroyer (whoops, they stumbled on a secret imp base/imp staging area) oh no, their hyperdrive is the first to go, then their engines. they ahve to make some heroic rolls (which are easy now ) to land this ship on teh planet. guess what, there "is a legion of my best men waiting for them" now its 6 or so adventures vs the imperial legion. sure 10d vs 5d is hard to beat, but if you roll thousands of times, some will get through.
you can always send them in waves, as in they are cockey and send a dozen men, easily beaten. then they send more, untill it cuminates in a final ground battle of them vs the rest of the legion on a battlefield. give the troopers trenches, anti personel mines and guns.
the adventurers have to get into the base to get a replacement hyperdrive (cause han would never leave his flacon behind) so they have to get in. if some say they can sneak in, then sure, they might get past the frist few layers, but eventually someone will spot them, or they will miss something. you could even have it so repulsor fields have been set up (aka no wy in at ground level, and the shields are up higher) give them a way to get in, but to do so they must make their presence known (you cant disable a lock with a storm trooper on it, who happens to have an open comlink to the security system )
so thre are lots of ways to make it harder for the person, you know for every 1000 you take out, you lose one of yours
just and idea, dont knwo if anyone has tried it yet |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Aug 31, 2006 12:15 pm Post subject: |
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and i just remembered, you cant dodge that many times, your skill will run to 0d really fast, so they troopers just have to fire over the difficulty level.
and they can all combine their fire when someone yells "kill the wookie, kill the wookie" and now thir combined fire is like 20d
death by a thousand papercuts. |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sun Sep 03, 2006 3:25 pm Post subject: |
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Another option is to change the campaign setting and goals. Got a few characters with legendary skill levels? Why not have them run a blockade or two? There's quite a lot that goes into running an Imperial blockade, with legitimately high difficulty levels and many different applicable skills. Gives everyone a nice workout. _________________ Aha! |
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Sun Sep 03, 2006 4:10 pm Post subject: |
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Problem with the "you can't dodge infinite times" scenario is that if that many troopers were firing at someone, they could just declare a full dodge, do nothing else for the round, and have both the difficulty and their full dodge roll to shoot over. |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Sun Sep 03, 2006 4:17 pm Post subject: |
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Try crafting adventures or situations that avoid skill rolls entirely. Perhaps their goal is to participate in disaster relief after a major earthquake on a Core World. Imagine a 9.7 in the heart of Imperial/Republic City. Maybe the goal is, like in one game I'm currently in, to bring two parties who have been warring for centuries to the negotiating table.
He's an idea that just came to mind... A major new conflict is upon the Republic. I'll leave the specifics to you, as they don't matter for this adventure. An enormous amount of non-combatant refugees are being displaced and they need a safe haven. There simply aren't enough resources available to search out a suitable new world for all these people. The PCs are given the assignment to take command of a large group of refugee ships with only a tiny escort flotilla. Their goals are two-fold: Keep the refugees safe and find a place for them to go.
The refugee ships are a combination of overloaded Mon Cal Evacuation Cruisers and Colony Ships (from GG8: Scouts). The Mon Cal ships have had their cargo capacity virtually eliminated to vastly increase their consumables, but both they and the Colony Ships are running on skeleton crews only. The escort flotilla is a mix of ships, but none should be larger than light cruisers or escort frigates. How the players handle the situation is up to them. Rebel/Republic High Command has more pressing matters to deal with than micro-managing refugee relocation programs.
This could go pretty much any way you and the players want. If they're ambitious enough, and interested in the idea, they could form their own little star nation. |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sun Sep 03, 2006 10:36 pm Post subject: |
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I like that idea a lot. Toss the dice out and ROLEplay. Save the blaster rolls for when the two parties don't want to negotiate. _________________ Aha! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Sep 04, 2006 4:02 am Post subject: |
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Soniv wrote: | Problem with the "you can't dodge infinite times" scenario is that if that many troopers were firing at someone, they could just declare a full dodge, do nothing else for the round, and have both the difficulty and their full dodge roll to shoot over. |
That is why you have people attacking in different manner... say 6 shooting blasters, 2 tossing grenades, 2 closed into melee... _________________ Confucious sayeth, don't wash cat while drunk! |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Mon Sep 04, 2006 4:29 am Post subject: |
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Aside from droids, where are you going to get someone stupid enough to close to melee while their compatriots are tossing grenades? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Sep 05, 2006 2:02 am Post subject: |
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Mercs or pirates.. Or stormies.. IMO using stun grenades while some compatriots are closing in for melee is better, as it forces the Wookie to choose whether to go full dodge, and take the melee hits, or to take more 'dodges;. And if he is in wookie rage, he gets no dodge! _________________ Confucious sayeth, don't wash cat while drunk! |
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