Did you think about using a countdown for Luck vs. a static # of dice added? I think people would be more apt to use it rather than sit on it then.
How do you mean? Sounds interesting, but I'm not clear on the implementation there!
Did you think about using a countdown for Luck vs. a static # of dice added? I think people would be more apt to use it rather than sit on it then.
3) Stun on Phasers? Same as others?
4) Ammo- how much actual ammo do weapons have? or do you roll each shot and on a 1? 6? you run out?
5) What's the difference between a Blaster and a Laser Pistol? essentially a Blaster seems better on all counts.
2) Assisting on skill checks? Half the lower skill? Or add your skill ranks to theirs?
1) Shooting into combat rules? Penalty to shoot? One roll- compare against all Defence- hit the lowest? Perhaps if you roll 5 higher than that you may hit the next highest? .g. firing against Def 12, you roll a 17- you may choose to try and hit the next highest Def- you may miss, but miss your ally too?
6) Character sheet is cumbersome- the character creation stuff is nice but gets in the way- would it be better on the back of the sheet for now? There are only 10 spaces for skills, should there be more slots? As a starting character you potentially have 8. More space for abilities? Double-space stat boxes- with a space for stat and then dice pools.
Not having a penalty for shooting into combat seems silly- melee is surely two people dancing around each other- shooting one of them would be difficult- it goes against all sense not to have a rule governing it.
Surely it would make sense for the phaser stun to be the same as the three other weapons that stun?
I did wonder if you were going to do Ammo like that: I think it would work.
Edge of the Empire works in a similar manner and actually works really well.
How do you mean? Sounds interesting, but I'm not clear on the implementation there!