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Tell me about Star Wars: Edge of the Empire
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<blockquote data-quote="aramis erak" data-source="post: 9824246" data-attributes="member: 6779310"><p>2 axis results: success/fail on one, advantage/threat on the other. The skilled only triumph and risky or opposed only despair are half success/fail, and half super advantage/super threat (explicitly); They also have a few unique uses, so are about half an axis.</p><p>It's entirely possible to utterly fail at the primary task, but have superb side effects...</p><p></p><p>Initiative slots are side owned, not personal, despite personal generation.</p><p></p><p>Obligation, if actually used by the GM, can be both a source of side missions and opposition; embrace it if the GM does, and accept the nerfing as it really adds to the feel.</p><p></p><p>Using the destiny points gives them to the GM to use; they reset each session, so hoarding is a way to set things up for the end of session, but not for next session...</p><p></p><p>There's no real balance - neither combat nor in general. But force users are not as logarithmic as they were in WEG. they are slightly logarithmic by comparison to non-force characters.</p><p></p><p>The real customization isn't the skills, it's the talents. Unlike WEG (which lacks talent-like stuff anyway).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9824246, member: 6779310"] 2 axis results: success/fail on one, advantage/threat on the other. The skilled only triumph and risky or opposed only despair are half success/fail, and half super advantage/super threat (explicitly); They also have a few unique uses, so are about half an axis. It's entirely possible to utterly fail at the primary task, but have superb side effects... Initiative slots are side owned, not personal, despite personal generation. Obligation, if actually used by the GM, can be both a source of side missions and opposition; embrace it if the GM does, and accept the nerfing as it really adds to the feel. Using the destiny points gives them to the GM to use; they reset each session, so hoarding is a way to set things up for the end of session, but not for next session... There's no real balance - neither combat nor in general. But force users are not as logarithmic as they were in WEG. they are slightly logarithmic by comparison to non-force characters. The real customization isn't the skills, it's the talents. Unlike WEG (which lacks talent-like stuff anyway). [/QUOTE]
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