Discussion in 'Literature' started by The Loyal Imperial, Sep 7, 2012.
Sorastro is your friend.
As a rule, generally not.
It was frustrating that there was zero news about armada, or even the other games, but the event was focused on how x-wing is being cycled out in favor of 2.0 like Magic card sets.
That's not fair. X-Wing's what, 5 years old? Over that time, they've had numerous rule changes, clarifications, and time to observe the meta for what works and what's plain broken. Unlike WizKids and Heroclix, they haven't retired any sets or anything like that, going so far as to make conversion between 1.0 and 2.0 possible.
X-Wing claims to be a miniatures game, but the 2.0 update replaces all the game components of the existing sets, leaving only the physical models themselves. The dials, ship cards, upgrade cards, and cardboard bases all change, as do some of the bases going to medium. All that is left gameplay wise is the dice, measuring stick, and I think obstacles.
It's not like a miniature game where the miniature itself determines the rules like equipment, the minis are just placeholders for the game. You could get those "upgrade" sets and some bases and not need to have bought the original ships and not miss any gameplay functionality.
OK so you realise that for Heroclix, not only did they retire entire sets of minis over time, but they ended up introducing cards to accompany the mini which added way more depth and functionality over time?
People were paying like $100 in 2003 money for Nightcrawler, and he was in every tournament team. 2 years later, he cannot be played.
See the difference?
People bought the $90 corvette for the C-3P0 card, and the $100 raider for the Palpatine and TIE/x1 cards, all of which cannot be played in 2.0.
Yes but that's basically "minis gaming".
And IIRC none of those cards were broken until at least a little bit after their release, and it wasn't the intent of FFG to have them be must-buys.
How so? The TIE/x1 cards were a fix to an iconic ship.
Speaking of X-Wing.... Conversion kit image dump (note: these are only some of the cards in the kits)
Really excited about E-wings, ARC 170s, and Defenders.
Agreed- it sucks that everything is rotating and the majority of what I already own is about to become near useless, but I think it'll create a better game so I'm not too bummed about it
Yeah, that's always been an awkward part of X-wing: all you need are the bases and cards really. And it's awkward/funny when you watch matches where the players have taken the ships (ghost, jumpmasters) off the pegs while they're playing
So after much talking about it, my friend and I finally got around to playing a two person Force and Destiny session (me GMing, him being the PC, with a Wookiee NPC ally I let him control in combat to even things out). We played through the EOTE beginner game, but when we got to the Stormtrooper fight (him already having taken some nocks from the Gamoreans), they quickly depleted his health.
Now, we were thinking part of this is just that we need to redo his character to make him a bit tougher, and give him a bit more Brawn. Plus a couple fixes like maybe lowering the amount of Stormtroopers, giving him some good armor, and maybe adding another npc ally.
But one thing I was thinking was . . . Melee attacks seem really inefficient. You can only use Melee attacks at Engaged range, right? So assuming most combats start at medium range, it will take a whole 2 maneuvers before he's in range to whack the enemies with a sword. Which means either waiting two turns, or taking extra strain to do two maneuvers. Am I missing something?
More on how actions work in X-wing 2.0:
There's a few things here.
Firstly, that EOTE adventure intends upon 4 players. 1 person will massively struggle, even with NPC support. Stormtroopers in the WEG and FFG games are not pushovers, they're reasonably tough. The FAD character I assume didn't have a lightsaber, which usually has Breach 1 aka Pierce 10. So the Soak value of Stormtroopers (5) will have eaten up a lot of damage done by the player. The answer isn't to buff him, it's to nerf the encounter to 1 minion group or similar. Don't rebuild the PC. That's not the answer.
You have an option with FAD to start with +150 earned XP (Knight-level play). Because it's earned XP, it can't be used to up attributes - only the Dedicated talent can do that. But it can give some talents and skills that make the character a bit more useful in combat.
What career and specialisation is the player? That might also impact things. If you can, can you share their stat line and talents, and I can give suggestions?
Yeah I'll definitely be lowering the amount of stormtroopers.
The player is a Sentinel Shien Expert. And you're correct that he didn't have a lightsaber, he had a vibrosword.
I know you said that rebuilding the character isn't the issue, but the thing is when we first built him I think there were some things that we didn't take into account. For example, he had a Brawn of 2. I think we need to raise it so he has more soak, and also does more melee damage. And also we didn't pay as much attention to Force Powers and Talents the first time. (He had Street Smarts, Reflect, and Fearsome Countenance [being a Zabrak]).
I love the Shien Expert. But why add brawn? From memory Shien has talents that
a) Let you use cunning over Brawn for lightsaber, and
b) lets you deflect blaster fire when it comes in.
I think I only had Brawn 2 on my Shien Expert when I played him.
What I'd suggest is maybe find a way to give him a lightsaber early on. The FAD base lightsaber isn't very powerful - 6 dmg vs 10 in AOR/EOTE - so balance won't be an issue. But it will enable them to use CUN for dmg over BRA (because you're rolling based on the skill as a cunning attribute); will let him reflect over take dmg, etc.
In fact I'd argue taking talents for + strain are more useful than upping brawn.
Thanks for the advice. I'd heard that lightsabers could be powerful for beginning characters, so I'd wanted to hold off on giving him one, but it sounds like the base lightsaber might not be a good idea. I'll also have to take another look at the talents and consider Knight play.
Knight play is only if you really want to do 3-4 person content with 2. Otherwise just tailor your encounters.
A starting lightsaber has from memory - 6dmg, crit 3, Breach 1, vicious 1, and um... 2 hardpoints?
It's a freshly made blade. The ones in EOTE and AOR are meant to be fully upgraded with an ilum crystal.
The starting blade is what I used and when you consider the offset of being at Engaged range, it balances out the most powerful aspect which is Breach 1. And my GM was clever; each round he moved my opponents back to short ranged so I couldn't aim for a boost dice.
Have you listened to the Order 66 podcast?
I've listened to a couple of episodes, but it's such a huge backlog it's hard to tell which episodes to listen to.
There are a few good episodes on GM'ing, but what I'd suggest is going here:
And asking a question like "I'm new to the system, I have one player who's a FAD career with an NPC - what episodes will help me tailor the adventures to my player and his strengths?"
They'll respond with some suggestions on episodes for you.
FFG's a bit quiet on the Star Wars front, due to release cycles for their Android: Netrunner and Arkham card games. But they did do this piece previewing combat from X-Wing 2.0:
Lovely Y-Wing shot:
Yeah, FFG has been disappointing on the RPG front recently; all I'm seeing is the completion of the class splatbooks and their nostalgia cash-in reprint of the original WEG rulebook. The irony is that we're switching back to Warhammer 40K for now - FFG's version.
It's a shame, really. From past experience it feels like they're either winding up towards a new edition, or dropping the RPG altogether.
No, I think I've covered it here before - a lot of the RPG resources are on Genesys now. Realms of Terrinoth just came out (and is great). We expect an Android book shortly. No expectations about a Twilight Imperium RPG because Star Wars does space opera for them. Also they're really at a limit as to what they can do for the RPG without tapping into the sequel trilogy. Across all the splatbooks, the 1 sourcebook, the world books and adventures they've got a wide range well supplemented by the adversary decks.
Beyond more Dawn of Rebellion-style supplements and expansion into eras beyond the original trilogy, what more can they do?
And bear in mind, the game will not really support Prequel era content. Jedi are not scaled for this model. So it would have to be sequel trilogy or they do a sourcebook on space combat because the rules as they are could best be described as modestly terrible.