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Post by boot on May 11, 2019 23:33:08 GMT -6
Many players tend to favor the Smuggler template, not because they are huge Han Solo fans (and they may be), but because the template comes with a stock light freighter. The PC gets a ship!
Other players may think that's unfair. "Why does he get a ship, and I get just a hold-out blaster and a comlink?"
Well, folks, I'm here to tell you that the ship is not free. Also listed on that template is a note that the Smuggler character is 25,000 credits in debt to a crime boss.
Using the Loan Shark rules in GG6, that character has to come up with 2,500 credits every month, month in, and month out, to pay the debt. And, he's got to do that for 30 months in a row. And, if the character doesn't, then things get complicated. Translate that into the GM having a ball sending thugs after the Smuggler character.
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Post by boot on May 22, 2019 14:42:04 GMT -6
Fantastic book. I am almost done with the rules section of the book (before moving on to the campaign section). There is a ton of very useful stuff in this Galaxy Guide that will add to your game, if you decide to use what is in this book.
It serves some surprising uses, too. For example, it tells you which sensors are standard with new vessels, and this section corresponds to the sensor section of the Sourcebook. It defines "fire-linked" weapons. It confirms that weapons don't need to have a person in a turret but can be fired from the cockpit of a vessel. And, it defines the categories for ship mounted weapons.
There is a ton of fun to be had with this book for players looking to get involved in growing the usefulness of their ship. I could see some players tinkering with their vessel, when they can, and gaining an attachment akin to Han and the Falcon. I'm sure that was the intention of the rules, too.
The rules are extremely simple, yet they make sense. They are easy to teach and easy for players to understand.
Excellent book.
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Post by boot on May 23, 2019 16:37:23 GMT -6
Neat idea, I like it. Rather than having to worry about maps and dispositions, just roll on a bell curve to determine how much of the ship they have to fight through to get out. I'm stealing that. I just used my imagination when I ran that, above, BITD, describing the interior of the ship as I saw it in my head. But, for quickie fights, you can also pull out the Death Star Technical Companion. It is full of small section maps that you can use for ships, installations, bases...you name it. Here's another idea along the same lines. Set a difficulty for a character to get through the ship unscathed. For example, take the Imperial Customs Frigate on page 42 of GG6. That vessels has 52 Crew and can carry 20. Let's say a character is deep within the hull and wants to make a run for it, trying to get back to his ship. Well, the ship is 180 meters long. That's almost a couple of football fields long, but it's probably about as wide as a football field, too. Let's say 50 yards. Half that is 25 yards, since the character only has to move across half of that to get back to his ship. I go through this exercise to visualize the distance. Then, I picture corridors and a convoluted path. I'm going to say that it's a Moderate task to sneak out of the vessel. And, it's an Easy task to wear a disguise to get out of the vessel. In the case of the Moderate task, it would be a Sneak roll, and the character has to make three tasks: one at 15+, 10+, and 5+. The disguise Easy task would be a Con roll, and the character would have to make two throws: one at 10+ and one at 5+. Any failure means an encounter happens. So, with the sneaking around, there's three chances (and it gets easier the closer the characters get to their goal) to have encounters, while with the disguise, there are only two chances where the character could be detected. Use the amount of the failure to be the number of enemies in the encounter. For example, if sneaking and rolling a 9 on that first throw where the 15 is needed, then the character runs into a squad of 6 troopers. Or, if on the first 10+ disguise roll, and a 9 is rolled, then only one person gets suspicious of the character and discovers him. Again, the Death Star book is great for impromptu deckplans when you need them for things like this.
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Post by Starbeard on May 28, 2019 18:43:46 GMT -6
Many players tend to favor the Smuggler template, not because they are huge Han Solo fans (and they may be), but because the template comes with a stock light freighter. The PC gets a ship! … Here's another idea along the same lines. … I love both of these ideas. Honestly I hadn't ever put 2 and 2 together regarding the Smuggler's crime debt and the Tramp Freighter payment rules. That really puts the plight of the smuggler in perspective! With escaping a ship, I'm always in favor of reducing things to as few rolls as possible, to get through the action and just move on. In most cases trying to escape from an Imperial vessel is already an impromptu encounter, unless you've designed a whole adventure around it, so there's no reason to go blow by blow with the whole thing. Let the player describe what's being attempted, make a couple of rolls and move the game along. Don't sweat the details unless there's a significant encounter to be had along the way. Remember, you can plod through two sessions aboard that random Imperial Customs Frigate, or you can make three Sneak rolls and have more adventures!
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