That's it.
Look at it this way... You are making an Opportunity Attack through your summoned creature, and the attack you make uses the stats listed in the power.
I'm filing this under "A Good Idea Poorly Implemented".
I think the important point to take away from this article is that defeating an enemy is just another mechanical construct of the game, and it can be reflavored just like any other ability, power or feat.
You defeat an enemy and one of...
The highest point of our SoW campaign, that wasn't something I added in or changed, was Rufus the Necromancer who fast became a favorite NPC of everyone in our group and will join the ranks my recurring NPCs.
I made him the only arcanist in town with widely available magic items, whereas the...
Something else you might consider...
If you can find a copy and don't mind doing a bit of extra work, consider running a conversion of the original Red Hand of Doom. It takes place in the same general area (the Elsir Vale), and Scales of War was supposed to be a sort of sequel to it.
It was...
I'm just finishing the Heroic Tier of SoW as DM...
It's okay, but nothing real special and there are definitely some oddities to the series...
For many of the adventures, it feels as if the writers didn't follow the advice the DMG gives for designing encounters and rewarding treasure...
*...SIGH...*
I wanted to, at one point, run a FATE Star Was kitbash for a one-shot adventure. The response was: "If we have to play Star Wars, why can't we play with the official rules?"
...because I want to run something that isn't D20 for a change!
Oh, well.
My wife has GMs all the time... D&D, Spycraft, Star Wars, 7th Sea (the original, not the D20 version) are some of her favorites to run.
She once ad libbed an entire session of Spycraft when we went off-track, and no one noticed except me.
I couldn't disagree with you more. Here's why...
This...
...and this, for example...
...speak to the big problem with SW RPGs in the past. They focused on too much crunch, too many rules, too many long lists of equipment and weapons and vehicles, too many fiddly esoteric details that only...
While put my money on Green Ronin, I'm really hoping for Evil Hat Games... I'd love to see a proper Star Wars RPG done using a FATE-based system.
Although, as someone up-thread said, using the classing 7th-Sea style keep-and-roll system would be an awful lot of fun as well.
I often use this argument as a DM against players who want to abuse a rule or ability or power or feat or spell. I just remind them that if they can do it, then so can the bad guys... The very thought of the tables turned in such a manner usually causes them to reconsider.
You didn't quite get it exactly right, either (I'm presuming you're using the 3rd Edition version, here)...
You should have gotten +5 bonus because you were being "threatened or attacked" by the by guy charming you or his allies.
Since the charm supposedly makes you act like a "trusted...
Ditto that. As pretty as they can be, my players almost never see the maps inside an adventure module, regardless on whether it was published online or not.
It just takes too much paper and too much ink to print them out.
Yup... It's kind of like the "If the DM describes it, it must be important" scenario. You do have to be careful about how you present it. I certainly don't tell them that they've successfully made a Passive check, but in the description of the area try to add in that extra detail or two that...
Kind of, but not exactly... It involves multiple checks, but they used a little differently and total success for failure does not necessarily hinge on accumulating successes and failure from those checks. Here's how I look at it:
The initial Passive Perception check: Tells the players...
There's quite a few ways to gets tension out of traps...
One can be finding the trap -- you know something's not right, but you don't know exactly what or where or how.
Another is in trying to avoid or escape the consequences of the trap after is has already been triggered -- the doors are...