As more races with different stat combinations are released, the customization advantage of droids wanes even further. A drall with 4/3/2/2/1/1 has 60 *and* an extra starting 2. That smart 4/3/2/1/1/1 droid has 15 exp left. Given the starting skill limit of 2, there's next to no reason not to dump nearly all your points into stats. They are the hardest things to upgrade, and if you have multiple core concept skills in the same stat, you're certainly better off raising them at creation, since it gives you extra dice to everything. indicates started 3, () indicates started at 1 up to 15 that 175 can be 190.Ĭompare to a human's 110 with base 2's and ob-raised max of 125 People can have run RP'ing a character of any species, I don't see why someone should pay a premium to do it as a droid.Īdd to that that droids can add built-in equipment later on, especially armor. Would it unbalance things to give droids at least a 2 in a stat of their choice? Anyone else tinker (heh) with giving droids a boost?īefore anyone gets all huffy and trots out the "roleplay, not roll play" chestnut, this is just about mechanics. Overall, this seems stronger from a rules perspective than an extra starting rank in your 7/8th skill pick. Similarly we're seeing more and more races with a pair of 3's in stats. But if you just want to play a smart guy, it's really hard to ignore something like the drall with its 4 Intellect and overall better stats. Obviously if you want to play a DROID, droids are the best. Perhaps when Edge premiered they had a niche as a specialist, but it seems the more races published, the more this erodes. More of a visual learner? Check out the below comic for an explanation of the core mechanics.I'm preparing to run my first Edge of the Empire game, and one of the players was interested in playing a droid, but felt they were a little underpar mechanically speaking (no pun intended), given their starting stats of straight 1's and not enough starting exp to really compensate. Here's a longer form article from FFG explaining an encounter from the game. Nearly anything can happen in the heat of the moment even a single shot fired at an Imperial Star Destroyer might hit some critical component that results in its destruction. The sheer number of possibilities provides opportunities to narrate truly memorable action sequences and scenes. Even as the dice indicate whether an action succeeds or fails, they determine if the character gains any Advantages or suffers any Threats as the result of the attempt. However, the situations of SWRPG are rarely simple, and the game’s custom dice do more than determine whether an action succeeds or fails. If your character’s successes outnumber his failures, the action succeeds. Negative dice represent the forces that would hinder or disrupt him, such as the inherent difficulty of the task, obstacles, or the efforts of another character to thwart the task. These dice may reflect his innate abilities, training, or other advantages that he can apply to the specific task. Positive dice help your character accomplish a task or achieve beneficial side effects. Whenever you roll a skill check, you compare a pool of positive dice ( ⬟ ■ ▲ ) and their results against the results of a pool of negative dice ( ⬟ ■ ▲ ).
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