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General Tabletop Discussion
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Has anyone fixed range bands?
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<blockquote data-quote="ddaley" data-source="post: 6980631" data-attributes="member: 82630"><p>My kids are into Star Wars, so I picked up the FFG Star Wars books... hoping that we could try playing that. We have played a number of role playing games over the years, so are not new to RPGs. But, this was our first attempt at a Star Wars RPG.</p><p></p><p>A lot of the system seems fine. However, range bands were problematic from the get go. Even my kids wanted to know where things were and how far away they were. Range bands are completely broken. It feels like FFG was lazy and just hand waved combat. Supposedly short range goes out to about 10' (according to FFG forums). Blasters have a range of short... really? Blasters have a range of about 10'?</p><p></p><p>When you have groups in combat and all of the participants begin moving around, it is impossible to know at what range band any two combatants fall into. The system quickly breaks down. If we are going to continue to play this game, then I will need to convert range bands to realistic distances that makes sense. Has anyone here, who is more familiar with the system, already done this or know of a workable fix?</p></blockquote><p></p>
[QUOTE="ddaley, post: 6980631, member: 82630"] My kids are into Star Wars, so I picked up the FFG Star Wars books... hoping that we could try playing that. We have played a number of role playing games over the years, so are not new to RPGs. But, this was our first attempt at a Star Wars RPG. A lot of the system seems fine. However, range bands were problematic from the get go. Even my kids wanted to know where things were and how far away they were. Range bands are completely broken. It feels like FFG was lazy and just hand waved combat. Supposedly short range goes out to about 10' (according to FFG forums). Blasters have a range of short... really? Blasters have a range of about 10'? When you have groups in combat and all of the participants begin moving around, it is impossible to know at what range band any two combatants fall into. The system quickly breaks down. If we are going to continue to play this game, then I will need to convert range bands to realistic distances that makes sense. Has anyone here, who is more familiar with the system, already done this or know of a workable fix? [/QUOTE]
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