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Edge Announced It Will Be Making Star Wars RPGs....
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<blockquote data-quote="aramis erak" data-source="post: 8433559" data-attributes="member: 6779310"><p>The Star Wars Narrative Dice system is what I love second most about FFG SW. The force trees system is first.</p><p>It's my perfect level of crunch for Star Wars... But...</p><ul> <li data-xf-list-type="ul">Can't roll until the GM sets the difficulty</li> <li data-xf-list-type="ul">Like Payn, I think the vehicles really needed at least one more scale, if not two, between capital and person (it has at present 3 scales Personal, Vehice/Starfighter/light-Transport, Capital ships; certain capital ships have a "Massive" talent which is essentially another few capital ship scales... The vehicles are just too compressed, with almost no differences.</li> <li data-xf-list-type="ul">The movement system. It's not that it's crunchy - which it is in a non-minis way, but that it breaks my verisimilitude and becomes hard to run... so I used a conversion to distance, and it smoothed out</li> </ul><p>I run it fairly rules light, by my tastes, and let the players pick and/or bargain for advantage and triumph spends. And for NPC threat & despair spends. To be honest, tho', I prefer the dice mechanics of L5R 5... players picking whether to keep for more successes or for more advantage, and whether to keep the stress. (Note that a roll does require keeping at least one die, and that's occasionally forced keeping a stress result.) Most of the time, failure is an option if the price is too high...</p><p>It's not FKR adjacent. But I love letting players make choices based upon rolls. Less work for me, more buy in from them.</p><p>There are good ideas from FKR that can be implemented situationally in trad play.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8433559, member: 6779310"] The Star Wars Narrative Dice system is what I love second most about FFG SW. The force trees system is first. It's my perfect level of crunch for Star Wars... But... [LIST] [*]Can't roll until the GM sets the difficulty [*]Like Payn, I think the vehicles really needed at least one more scale, if not two, between capital and person (it has at present 3 scales Personal, Vehice/Starfighter/light-Transport, Capital ships; certain capital ships have a "Massive" talent which is essentially another few capital ship scales... The vehicles are just too compressed, with almost no differences. [*]The movement system. It's not that it's crunchy - which it is in a non-minis way, but that it breaks my verisimilitude and becomes hard to run... so I used a conversion to distance, and it smoothed out [/LIST] I run it fairly rules light, by my tastes, and let the players pick and/or bargain for advantage and triumph spends. And for NPC threat & despair spends. To be honest, tho', I prefer the dice mechanics of L5R 5... players picking whether to keep for more successes or for more advantage, and whether to keep the stress. (Note that a roll does require keeping at least one die, and that's occasionally forced keeping a stress result.) Most of the time, failure is an option if the price is too high... It's not FKR adjacent. But I love letting players make choices based upon rolls. Less work for me, more buy in from them. There are good ideas from FKR that can be implemented situationally in trad play. [/QUOTE]
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