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<blockquote data-quote="WBruce" data-source="post: 8127473" data-attributes="member: 6701967"><p>Hi,</p><p></p><p>I am working on a merge of SWFFG and XCom. I would like to see some opinions for two particular issues.</p><p></p><p> </p><p></p><p>1. How would you translate XCom classes and features into SW? </p><p></p><p>I am inclined to make them as prestige classes, keeping the original format and just adding the XCom advancement feats as a bonus, but I am not sure how things will work.</p><p></p><p> </p><p></p><p>2. How would you deal with the fact that you as a GM, knows where your players are on the map.</p><p></p><p>This is the main reason I am here. In a XCom map, in theory the aliens don't know where the player characters are until they are surprised or notice them otherwise, so they move around the map unware of the threat, minding their own business, which give players the opportunity to try to surprise them and position accordingly. Since I am not a computer, and I will be running the game in Fantasy Grounds, I will know the position of everyone, so it will be easier for me to anticipate anything my players do, unless I easy up on them. Although I can keep balancing this strategy to keep the game interesting, I am wondering what kind of mechanics I could implement to make this better. Any tips?</p><p></p><p> </p><p></p><p>I would appreciate any insights.</p><p></p><p>Thank you.</p></blockquote><p></p>
[QUOTE="WBruce, post: 8127473, member: 6701967"] Hi, I am working on a merge of SWFFG and XCom. I would like to see some opinions for two particular issues. 1. How would you translate XCom classes and features into SW? I am inclined to make them as prestige classes, keeping the original format and just adding the XCom advancement feats as a bonus, but I am not sure how things will work. 2. How would you deal with the fact that you as a GM, knows where your players are on the map. This is the main reason I am here. In a XCom map, in theory the aliens don't know where the player characters are until they are surprised or notice them otherwise, so they move around the map unware of the threat, minding their own business, which give players the opportunity to try to surprise them and position accordingly. Since I am not a computer, and I will be running the game in Fantasy Grounds, I will know the position of everyone, so it will be easier for me to anticipate anything my players do, unless I easy up on them. Although I can keep balancing this strategy to keep the game interesting, I am wondering what kind of mechanics I could implement to make this better. Any tips? I would appreciate any insights. Thank you. [/QUOTE]
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