innerdude
Legend
Gameplay resolution in Star Wars FFG is more granular than in DND.
I appreciate you trying to point out the things you see in EotE. It's possible there is more "traditional" game living in the weeds in EotE than perhaps I expected. And that does perhaps change some of the color of my interaction with the player in question.
But a couple of points ---
First, D&D is an utterly useless point of comparison for me, particularly 5e. I haven't GM-ed a D20 based game of any kind since 2009. Couldn't care less about D&D, and especially don't care about 5e. I don't own 5e, I don't play 5e, will never GM 5e. Ever.
My primary game of choice since 2010 is Savage Worlds. I easily have 500+ GM hours in Savage Worlds, across at least 4 different genres (fantasy, modern, sci-fi, cyberpunk).
I definitively know that EotE is much LESS granular than Savage Worlds, on both an individual action-resolution scale and mechanical interactivity scale. And Savage Worlds certainly has a relatively equal gear-based component, but because Savage World's core combat is much more heavily reliant on key sets of numeric equivalences (attack vs. parry, damage vs. toughness) than EotE, it's much easier for gear stats to send the numeric ranges out of bounds.
This is, to be clear, a game that has a soak stat for how many points of damage a given creature can absorb, a pierce weapon quality to get around soak, and you can use a shield to produce setback rolls to accuracy seperate from that damage reduction, and encourages you to say, make it out of Cortosis so it can't be sundered by lightsabers. It has 'Talents' that let you stack 'Incidental Actions' in combat to effect powergame combos that circumvent action economy, let you make stat substitutions to make sure you make checks with your best stat, and variously improve your defenses, and other stats in all kinds of different contests.
Again, I appreciate your intentions, but let's just say, I am more than fully aware of all of this. I had all of this mechanical granularity and more in Savage Worlds. I don't need EotE for this. I literally suggested to the group at the beginning that I would have no problem using houseruled Savage Worlds to play this campaign. It was both eminently possible and desirable for me as a GM to do so, if the group had gone that direction.
We went with EotE ultimately because of what it offers that isn't based on the granularity of the core rules. I and two of the players wanted the additional narrative components that Savage Worlds doesn't have natively.
Telling me how much "trad" stuff still lives in EotE is ultimately non-productive. I'm not playing EotE for the "trad" side of things. If I want "trad", there's better options for sci-fi than EotE, frankly.
Just look at some of this stuff, this is not a loosely defined game, this is some serious crunch.
I can see why your player wants credits, all the ships have prices and customization hardpoints they can further spend to customize it.
Edit: sorry have to add one more example, you're discussing how having their mind on money and upgrades is a distraction from the game, the game is telling him his Scoundrel can circumvent the rarity of goods on illegal goods by taking a stacking talent that appears a bunch of times in a character advancement tree, paying an additional 50% of the price per reduction level of the rarity.
Point taken. I'll try to go easier on the player in question when he gets a gear hard-on next time. Still doesn't mean that the player choosing to ignore the narrative-oriented things EotE brings to the table isn't a category error on the player's part.
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