Half of Appendix N is pulp magazine.If you look at what was published in those pulp magazines the name is derived from, you will find Lovecraft, Conan, Flash Gordon, John Carter or Mars and others. Pretty good company for TTRPGs.
Half of Appendix N is pulp magazine.If you look at what was published in those pulp magazines the name is derived from, you will find Lovecraft, Conan, Flash Gordon, John Carter or Mars and others. Pretty good company for TTRPGs.
This was more of a problem in earlier editions of SW when there weren't caps on damage. At least caps on damage weren't a standard part of the rules.I feel like people are overstating the potential for "carefully planned encounters to end with one hit." First of all,your BBEG has Bennies, too. And there are wound caps. And they have minions. And toughness. What I mean is if the PCs one shot the BBEG, the encounter was not, in fact, carefully planned.
I recall discussions by PEG staff where they mentioned a reluctance to adding conditions to SW. When they 1st started to form SWEX, D&D 3e was still fresh which had many conditions (you could argue an overabundance of them) and they apparently didn't want to go in that direction. One of the reasons for adding a few new conditions in SWADE among other things, was to fix a very broken suppression fire play mechanic....It's been 4 years or so since I've read the core rules, though, so I'm not sure how I'd do it. There really just needs to be some combination of additional condition statuses / flow that makes every combat check more meaningful.
When they introduced distracted and vulnerable as conditions in SWADE, I thought they missed an opportunity to have a tighter, interlocking mechanism between shaken, distracted, and vulnerable to make fights more strategic and less reliant on just rolling high numbers
Frankly, I'd probably just bite the bullet and implement something along the lines of the way Genesys does it with separate fatigue track equal to the character's spirit+vigor, and then a "crit" table to cause wounds once the fatigue track reaches zero. Fatigue reduces = damage rolled on all attacks that don't cause a shaken condition or wound...
While I'd agree that they all require an activation roll, have time durations and point costs and a good number have ranges, but the similarities end there. As all the powers have different functionality and effects. It's true they're designed to support multiple genres and if the GM or player doesn't create trappings for them, they can seem fairly plain vanilla. This is the reason I was dissapointed to see PEG not follow through with power trappings in SWADE and expand upon them. In SWD, the 8 they included added some nice recipricol effects and benefits that suited the thematic trapping....My only major complaint with the current edition (SWADE) is the same complaint I've had with all editions to date - the powers system is painfully generic (i.e. all powers are really just the same mechanically with a different coat of paint for a given setting/genre).
I’ve run and played Star Wars using Fate Accelerated using only the book. It was the second best game I’ve found for running Star Wars. The first of course being WEG Star Wars.I forgot to mention: SWADE is the only "generic" game I have ever encountered that does OT Star Wars directly out of the core book with no supplements or house rules needed. (Note I am not including toolkits like Hero.where you have to.build everything yourself.)
This is the way. Depending on the campaign I'll let players define trappings, or pick from pre-defined 'spells'. I'm on-again off-again working on some Savage Symbaroum and will be defining all of the magic for that game. It's a way to thematically control what powers are present.As a SW GM, I've always insisted that my players create trappings for any Power their PC acquires. Or have put in a good amount of effort to thematically define trappings for some of my homebrewed settings.