GM Questions

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Evencious
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GM Questions

Postby Evencious » Fri Aug 16, 2019 4:27 pm

If you have any, please feel free to ask here.
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Coryn Kusat
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Re: GM Questions

Postby Coryn Kusat » Fri Aug 30, 2019 9:35 am

I got a Triumph on one of my pre-game Mod rolls. Is it any use for anything? :)
Human | Mandalorian (Concordia) | "Crank" | War Orphan | Ex-Rebel | Ex-Merc | Conditioned | Well-groomed | Linguist

Usually has: Quicktrigger pistol, Explorer's knife, Kal dagger, Military belt pouch (2*stimpacks), harmonica.

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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Fri Aug 30, 2019 9:42 am

I was planning/hoping on using mine the way you do with crafting, so I can reduce the difficulty of doing other mods to my blasters >_>
Human | "Blood Rose" | pew pew | Avatar | Theme 1, 2, 3 NEW!

Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Evencious
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Re: GM Questions

Postby Evencious » Fri Aug 30, 2019 10:09 am

I am fine with the above application.

You are also free to apply the mod for no credit cost.
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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Mon Sep 02, 2019 8:35 am

Do we have rules for scavenging? I wouldn't mind ameliorating the cost of my tinkering with a trip to the junkyard.
Human | "Blood Rose" | pew pew | Avatar | Theme 1, 2, 3 NEW!

Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Wed Sep 04, 2019 10:14 am

Nekoinu wrote:Note that the sandstorm will inflict Two Setback Dice to all attack rolls. One of these can be reduced by goggles or similar items.

Does this overrule equipment that can remove two setbacks?
Human | "Blood Rose" | pew pew | Avatar | Theme 1, 2, 3 NEW!

Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Nekoinu
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Re: GM Questions

Postby Nekoinu » Wed Sep 04, 2019 10:21 am

Hmm maybe? Link the equipment in question.
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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Wed Sep 04, 2019 10:22 am

My armour attachment:
—Enhanced Optics Suite, HP1, remove up to 2 Setbacks due to darkness, smoke, and other environmental conditions. [EotE Core p.194]
Human | "Blood Rose" | pew pew | Avatar | Theme 1, 2, 3 NEW!

Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Nekoinu
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Re: GM Questions

Postby Nekoinu » Wed Sep 04, 2019 10:46 am

That'll get rid of it then. When I wrote the rules, I was thinking of mundane ways of dealing with all the sand.
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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Wed Sep 04, 2019 10:49 am

Sweet, thanks.
Human | "Blood Rose" | pew pew | Avatar | Theme 1, 2, 3 NEW!

Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Axel Ward
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Re: GM Questions

Postby Axel Ward » Fri Sep 06, 2019 10:39 am

I'm having trouble with the event.

Evencious wrote:Rules:3 Successes means you will not include this in the tally for the next step’s negative repercussions. Triumph duplicates this effect and means that the roll did not count for the purposes of upgrading the difficulty of this step.


Evencious wrote:Storytime:
Tally up each drink taken that you did not get canceled. For every two drinks rounded up, take a Setback die for the roll of this step. But you also get to roll this again due to all the attention you get.


The first part says not to include it in the tally for the next step's negative repercussions. But the second part says you also get to roll again. Are the number of additional rolls determined by the number of total drinks, or only uncancelled drinks? If I have 8 drinks, but cancelled 4, would I roll a total of 3 times or 5 times?

Additionally, if you roll again, whether because of the above or because of getting 3 advantage on the second roll, do you also repeat the optional knowledge step?
Human | Ord Mantell | "Breaker" | Looming | Well-armed

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Coryn Kusat
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Re: GM Questions

Postby Coryn Kusat » Sat Sep 07, 2019 2:19 am

3 Successes means you will not include this in the tally for the next step’s negative repercussions
.

Does that mean if you get three successes then you don't upgrade the next roll and instead can roll Resilience again at the same difficulty?

Tally up each drink taken that you did not get canceled.


There doesn't seem to be anything that "cancels" a drink. Does this mean tally up your successful drinking rolls?
Human | Mandalorian (Concordia) | "Crank" | War Orphan | Ex-Rebel | Ex-Merc | Conditioned | Well-groomed | Linguist

Usually has: Quicktrigger pistol, Explorer's knife, Kal dagger, Military belt pouch (2*stimpacks), harmonica.

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Nekoinu
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Re: GM Questions

Postby Nekoinu » Sat Sep 07, 2019 3:37 am

Agh, gosh. What a mess of writing. Yes, the 3 successes means that you count as keeping the drink in for positive count later but not upgrading. As for tally up, I believe in that context I meant ones you didn't throw up.

Yes, you may choose to re-roll the Knowledge or not.
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Evencious
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Re: GM Questions

Postby Evencious » Sat Sep 07, 2019 3:43 am

In other words, if you took eight drinks, and got three or more successes on each of them you can still roll the story telling five times. but as only 5 drinks counted aganist you, you only suffer two setback to the story telling, and not four.

The only way not to upgrade your next roll in the drinking phase is with a triumph.
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Rose Sorenn
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Re: GM Questions

Postby Rose Sorenn » Sat Sep 07, 2019 4:55 am

A drinking roll is “cancelled” by getting 3+ success, as it doesn’t count towards adding setbacks.

This is my understanding:

Step 1
Roll: Resilience.
Difficulty: Simple, upgraded each time.
Success: 1 Celebration Point.
Failure: 1 Celebration Point and take 3 Strain.
Triumph: don’t upgrade difficulty of the next roll.
Despair (on success): move on to Step 2.
Despair (on failure): move on to Step 2 and upgrade difficulty of your Step 4 roll.
Reroll: Keep trying until you Despair or run out of Strain, or, y'know, the Setbacks.

Step 2
Count up the total number of drinks you had that had and divide by 2, rounding up. This is the number of attempts you can make at Storytelling. Then do the count again, this time ignoring any with 3+ Successes or a Triumph, divide that number by 2, rounded up. This is how many Setback you will add to your Storytelling rolls. I’m assuming this can exceed the usual limit of five.

Step 3 (optional)
Roll: Knowledge.
Difficulty: Simple, but upgrade like you're calling raises.
Success: upgrade skill of your Step 4 roll equal to difficulty upgrades.
Failure: no upgrade for you.
Advantage/Threat: 2-for-1 Boost/Setback on your Step 4 roll.
Triumph: ??? (add an additional/free skill upgrade to your step 4 roll?).
Despair: upgrade difficulty of your Step 4 roll.
Reroll: repeat this roll before each Step 4, if desired.

Step 4
Roll: any Social check, upgrade skill as per Step 3.
Difficulty: Average, upgrade difficulty as per Despair.
Success: 1 Celebration Point per Success.
Failure: no points for you.
3+ Successes/Triumph: add a free reroll.
Despair: ???
Reroll: repeat as per Step 2.
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Zeltros Loadout: Breathing Mask, Armoured Clothing, Thermal Cloak, Paired Blasters, Kal Dagger, Stuncuffs, Sundries.

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Riza
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Re: GM Questions

Postby Riza » Sun Sep 08, 2019 10:41 am

To my understanding of the event, if you didn't cancel any drinks and drank five times. You get to roll for five stories, but have 3 setback on each storytelling roll.

These Setback do not affect the Knowledge rolls, as those are separate and intended to be supporting rolls for the main "roll."

Is that right?
Chiss | "Wraith" | Spacer | Hunter, the biggest game | Precise of Movement | Gun Show (Seriously, girl likes her guns) |

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Riza
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Re: GM Questions

Postby Riza » Sat Sep 14, 2019 7:07 am

How are we handling Medicine checks?

"Each character may only receive one Medicine check each encounter as there is only so much first aid can do."
"A character may attempt one Medicine check per week per critical injury."

So, games have worked this differently in the past. However, as these read:
We would be able to make a medicine check for our wounds, once because of the single encounter.
We would be able to also make a check to heal a crit.
We could, if we had another crit, make an attempt on other crits but only once per each.

It has been noted to me, by Rose in the Discord, that this is largely because of how Dapper chose to do things that it's cemented in my mind so.

So, I suppose my question is, are we following the Dapper model or the book model? As I believe the latter makes more sense.
Chiss | "Wraith" | Spacer | Hunter, the biggest game | Precise of Movement | Gun Show (Seriously, girl likes her guns) |

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Evencious
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Re: GM Questions

Postby Evencious » Sat Sep 14, 2019 9:03 am

Ok...

Since this is a combat heavy game, we're going to try in like this. At the end of an encounter. ((This includes the time slot after.)) You may attempt one medicine check to heal wounds or a critical injury you received in that encounter.

In addition once per session (or week in downtime) You may roll to recover from a critical injury.

We're going to sending some tough encounters your way. So I'd like that you all don't have five to seven critical injuries So we'll try this and see how it goes.
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Riza
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Re: GM Questions

Postby Riza » Sat Sep 14, 2019 9:20 am

Just because it might have gotten lost, I want to make sure you're fully aware, because it seems like maybe you aren't.

In the book, and normally for Star Wars FFG: You can roll for Every crit you receive Once Per Week. So, if you don't fail any medicine checks, you are able to then essentially roll for Wounds, and healing all of your critical injuries.

I only restate this largely cause from how you responded, it appeared to me you would like to try something "better", but so far these systems both the dapper one and the one proposed above are extremely limited compared to how they are supposed to be.
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Evencious
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Re: GM Questions

Postby Evencious » Sat Sep 14, 2019 1:01 pm

Ah, I see what you are saying, and I misread it a little bit. For the time being I think we will go with a bit of something different from Raw and from Dapper.

You can roll to heal one critical injury at the end of a encounter. It has to be one you received in that encounter. In addition each in character day you can receive medical attention and attempt to heal one critical injury.

During downtime we will switch to something closer to Raw, and you can attempt a roll to heal every critical injury you have.

If it's not working we will switch it up for session 3.
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