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Star Wars: Edge of the Empire Core Rulebook
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<blockquote data-quote="Rhenny" data-source="post: 6507043" data-attributes="member: 18333"><p><strong>5 out of 5 rating for Star Wars: Edge of the Empire Core Rulebook</strong></p><p></p><p>My gaming group and I just started playing an Edge of The Empire campaign on Fantasy Grounds. Yes, someone has actually made a rules module that works for Fantasy Grounds.We are having a blast. The game itself promotes fast action and story telling, it has enough crunch to satisfy our need for that too. At first it looked complicated and seemed like a lot to learn (especially the dice mechanic). But, quickly our GM and we the players started to get used to it pretty quickly. Using Fantasy Grounds and the fan made rule set has actually enhanced the experience because the die mechanic is translated on the table top so there is no need to figure out which dice cancel other dice, etc. It is the dice pool mechanic that adds excitement to the game. We don't try to figure out the odds of doing things (since it is pretty nearly impossible). We just play and do what our characters would do. Sometimes we pull off incredible stunts/actions/maneuvers and amazing successes; many times we have to deal with complications and even horrible failures. The game encourages the story to roll on so all of the success, complications, failures add to the game.If I had to rate the rule book alone, I'd probably give it a 4 out of 5 because it is a little difficult to navigate, but the way the game plays using the rules is awesome and the book itself is beautiful.I used to love West End Games' Star Wars d6. Fantasy Flight has done a great job building on what I loved about d6. If you like Star Wars (or any space opera type setting) you should try this game out.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6507043, member: 18333"] [b]5 out of 5 rating for Star Wars: Edge of the Empire Core Rulebook[/b] My gaming group and I just started playing an Edge of The Empire campaign on Fantasy Grounds. Yes, someone has actually made a rules module that works for Fantasy Grounds.We are having a blast. The game itself promotes fast action and story telling, it has enough crunch to satisfy our need for that too. At first it looked complicated and seemed like a lot to learn (especially the dice mechanic). But, quickly our GM and we the players started to get used to it pretty quickly. Using Fantasy Grounds and the fan made rule set has actually enhanced the experience because the die mechanic is translated on the table top so there is no need to figure out which dice cancel other dice, etc. It is the dice pool mechanic that adds excitement to the game. We don't try to figure out the odds of doing things (since it is pretty nearly impossible). We just play and do what our characters would do. Sometimes we pull off incredible stunts/actions/maneuvers and amazing successes; many times we have to deal with complications and even horrible failures. The game encourages the story to roll on so all of the success, complications, failures add to the game.If I had to rate the rule book alone, I'd probably give it a 4 out of 5 because it is a little difficult to navigate, but the way the game plays using the rules is awesome and the book itself is beautiful.I used to love West End Games' Star Wars d6. Fantasy Flight has done a great job building on what I loved about d6. If you like Star Wars (or any space opera type setting) you should try this game out. [/QUOTE]
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