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Stars Wars d6 sourcebooks for Edge of the Empire

Started by Crabbyapples, January 27, 2014, 01:06:59 AM

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Skywalker

Crabbyapples, Darkstryder campaign is excellent for EotE. I know a friend who has already run it and I plan to the same if I ever get through the prewritten adventures released by FFG.

Emperor Norton

Quote from: Snowman0147;727102Why does it need specialized dice though?  Why can't number dice just do the trick?  I am not egging on you as these are just honest questions.

I've talked about it in another thread, but the dice pool does several things: It combines difficulty, character ability, and circumstances all down to 1 roll of a pool with no difficulty number and operates on more than one axis. You have the success/failure axis (did I get more success symbols than failure symbols), the advantage/threat axis (did I get more advantage or more threat, and by how much), and two binary switches (Did I get a Triumph? Did I get a Despair?)

It doesn't just give you 1 number. It gives you:

I succeeded, and gained an advantage
I succeeded but suffered threat
I succeeded and gained an advantage and had a triumph!
I succeeded and had a triumph, but I also suffered threat.
I succeeded and nothing else happened
I succeeded and gained an advantage, but I suffered a despair!
I succeeded but suffered threat and a despair.

And then all those combinations again, but with failure instead of success.

Skywalker

Quote from: Benoist;727015Can a character die in Edge of the Empire if the player doesn't want it to?

Yes. EotE system is ultimately derived from WFRP1e (via WFRP2e and the WH40K RPGs). So a PC has wounds and when those wounds fall to 0, the PC takes critical hits. Those critical hits include death.

tenbones

I was highly skeptical of Edge of the Empire. after much reading about it, I decided to take a stab. I was very happily surprised at how well it works. I'm currently running a weekly Edge of the Empire game set in the Old Republic era now.

I'm a HUGE d6 fan - and I would recommend all of them. Especially the Gear books.

as for the dice. Yeah this was a big turnoff for me too. But once you play the game - I found I really liked them (I bought a second set in fact).

Sure FFG is making money off them - but I find that the dice-mechanic really works nicely. And I have no problem supporting a high-quality product. Edge of the Empire fits that bill.

As for learning to read the dice results - it's pretty straightforward - players can spend the Advantages on various things specific to the action(Skill) they were doing. GM's get to spend them Threats. They provide many examples.

Takes a good session or two to understand - pretty easy.

Crabbyapples

Quote from: Snowman0147;727102Why does it need specialized dice though?  Why can't number dice just do the trick?  I am not egging on you as these are just honest questions.

Specialized dice would be required for the results.

Are you familiar with the Warhammer/FFG Star Wars mechanics?

You can use numbered dice for FFG Star Wars, but translating the numbers to symbols is a time consuming process. In fact, the rulebook has a table for each die face if you desire to use "traditional" polyhedral dice.

Many people say about Warhammer "the dice tell the story". They are wrong, the people around the table after the game session tell the stories of their characters. The dice rolls may give results which are unexpected, but the GM always has control over the "the bad results".

Skywalker

#20
Quote from: Snowman0147;727102Why does it need specialized dice though?  Why can't number dice just do the trick?  I am not egging on you as these are just honest questions.

"Need" is the wrong word. Almost no part of any RPG is "needed" and can be substituted for something else (whether better or worse).

As to what the specialise dice add to the game, I would say from recent experiences the following:

1. I found the triple axis of success to do a good job in producing the kind of snowballing action sequences that you see in Star Wars and other pulp based RPGs. Success and failure is determined as normal, but the addition of side benefits and setbacks (and amazing successes and failures) help escalate and colour the action in vibrant and often unexpected ways that felt very Star Wars in play.

You could replicate most of this effect by liberal interpretation of normal dice results with margins of success/failure and/or by GM discretion, but the dice made this easier, more transparent and fun.

2. The dice also make certain rules easier to implement. For example, in Rogue Trader autofire works by adding a bonus to the attack and then using a margin of success to determine the number of hits. This adds a fair whack of number crunching and it tends to distort at the upper and lower ends of success, as both effects are using the same mechanical measure.

In EotE, the same rule is implemented by using the main axis of success to determine the damage (as normal), and the advantage/setback axis to determine the number of hits. This produces the same result but in an easier way that is less prone to distortion.

3. The dice are more attractive to some players, especially those that are tactile in nature or number averse. The dice removes numerical modifiers from the system and replaces them with dice. In addition, dice are always added, whether the factor is good or bad, and never taken away. Once you become familiar with the dice, this becomes a remarkably smooth process where the GM simply hands a number of dice to the player to roll without the need to net modifiers to calculate the final bonus.

Sure, some players will find the dice more trouble than straight dice use (especially given familiarity), but others may find it easier in play. Add in RPGers innate love of dice, I have found the dice can attract the attention of potential players that would otherwise have simply passed by :)

jeff37923

Quote from: Skywalker;727137"Need" is the wrong word. Almost no part of any RPG is "needed" and can be substituted for something else (whether better or worse).


This is weaselly.

Why? Because the rules as written for FFG's Star Wars require you to use the gimmick dice.
"Meh."

Skywalker

#22
Quote from: jeff37923;727186This is weaselly.

Why? Because the rules as written for FFG's Star Wars require you to use the gimmick dice.

I think you are raising a separate point from what I thought Snowman was asking, and I was responding to.

The point I was trying to make was that the FFG dice aren't needed to unlock the specific result that they achieve. That result isn't exclusive to these dice, as are so many thing in gaming. They are just one way to achieve that result, and you can then balance and weigh the various pros and cons. The reason for making this point is that some people raise the argument that if you can achieve a result through an existing method, then somehow the new or alternate method is automatically inferior or flawed without looking at the various pros and cons.

You are making a separate point as to how easy the game is to play without the FFG dice. You can do this through the use of a table or dice stickers (both are provided by FFG), but I would admit that I wouldn't want to do either.

lacercorvex

I love the d6 Star Wars system still, but I have to say,  after learning the new edge of the Empire dice, they click more in tune with the feeling of being in the star wars galaxy, the d6 will always have a place in my heart, those dog fights under the d6 system just felt so star wars to me, Dodge roll, fire roll, but the edge of empire dice actually feel about the same, only with a lot more detail to the narrative, you don't just out roll your opponent, you might succeed at a roll, but a few threats left over can create more dramatic problems for your hero at the same time, just fits the star wars feel to me, I have six sets of edge dice, and love em.

tenbones

Quote from: Skywalker;7271371. I found the triple axis of success to do a good job in producing the kind of snowballing action sequences that you see in Star Wars and other pulp based RPGs. Success and failure is determined as normal, but the addition of side benefits and setbacks (and amazing successes and failures) help escalate and colour the action in vibrant and often unexpected ways that felt very Star Wars in play.

100% Agree. You could do this with the d6 system (or any other), but the extrapolation of numbers pushes the scaling and curve of success/failure to unwieldy-territory. Not that d6 is bad, but the additional third-axis scale really lets you and your players easily assess not just what is going on, but it opens up options for other players with the Advantage system. It really reinforces group play not just in a narrative sense, but in a mechanical sense. Very few games do this well.

Quote from: Skywalker;7271372. The dice also make certain rules easier to implement. For example, in Rogue Trader autofire works by adding a bonus to the attack and then using a margin of success to determine the number of hits. This adds a fair whack of number crunching and it tends to distort at the upper and lower ends of success, as both effects are using the same mechanical measure.

In EotE, the same rule is implemented by using the main axis of success to determine the damage (as normal), and the advantage/setback axis to determine the number of hits. This produces the same result but in an easier way that is less prone to distortion.

Yes. It serves to keep the scale of the game close to its own mechanical conceits. The design of the game also allows for you to do a *lot* of customization of your gear and your character via Talents to really push the system without blurring the scale of the math behind the system. The system almost police's itself.

Quote from: Skywalker;7271373. The dice are more attractive to some players, especially those that are tactile in nature or number averse. The dice removes numerical modifiers from the system and replaces them with dice. In addition, dice are always added, whether the factor is good or bad, and never taken away. Once you become familiar with the dice, this becomes a remarkably smooth process where the GM simply hands a number of dice to the player to roll without the need to net modifiers to calculate the final bonus.

Sure, some players will find the dice more trouble than straight dice use (especially given familiarity), but others may find it easier in play. Add in RPGers innate love of dice, I have found the dice can attract the attention of potential players that would otherwise have simply passed by :)

I think the argument about the gimmick-factor is salient. However, no one *has* to use the dice. And the cost of the dice is no more onerous than the cost of a basic set of regular gaming dice (which now many people are buying specialty dice that are far more expensive). But you know, at this point, does it matter? The full range of the game (Edge, AoR, FD) is pretty solidly complete. I would even say their rules for playing Force users is *the best* ever done for Star Wars. You can be Jedi, Sith, make up your own goddamn order... solid rules for lightsaber construction and modification, or - /gasp! go without a saber! (only 1/3 of Jedi and Sith used lightsabers - this is reflected in the class specialties). Ship combat - on point. This game is the best rendition of Star Wars yet.

I'd consider using it if they ported it to other genres. I don't think it would handle *everything*, but it could certainly do Sword and Sorcery very well.

Christopher Brady

The Star Wars Adventure Journals are great sources of general stuff.

 Galladinium's Fantastic Technology: Guns & Gear

Cynabar's Fantastic Technology: Droids

Gundark's Fantastic Technology: Personal Gear

The Rebel and Imperial sourcebooks are very good for just about everything else, although I'm a fan of the Bounty Hunter Galaxy Guide.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]