GM Questions
- Coryn Kusat
- Posts: 602
- Joined: Sat Aug 17, 2019 12:17 pm
Re: GM Questions
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.
Usually has: Quicktrigger pistol, Explorer's knife, Kal dagger, Military belt pouch (2*stimpacks), harmonica.
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
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 >_>
Re: GM Questions
I am fine with the above application.
You are also free to apply the mod for no credit cost.
You are also free to apply the mod for no credit cost.
GM * Zombie * Sleepy
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
Do we have rules for scavenging? I wouldn't mind ameliorating the cost of my tinkering with a trip to the junkyard.
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
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?
Re: GM Questions
Hmm maybe? Link the equipment in question.
GM | Devourer of Treats | Floofiest of Loafs
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
My armour attachment:
—Enhanced Optics Suite, HP1, remove up to 2 Setbacks due to darkness, smoke, and other environmental conditions. [EotE Core p.194]
—Enhanced Optics Suite, HP1, remove up to 2 Setbacks due to darkness, smoke, and other environmental conditions. [EotE Core p.194]
Re: GM Questions
That'll get rid of it then. When I wrote the rules, I was thinking of mundane ways of dealing with all the sand.
GM | Devourer of Treats | Floofiest of Loafs
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
Sweet, thanks.
Re: GM Questions
I'm having trouble with the event.
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?
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
- Coryn Kusat
- Posts: 602
- Joined: Sat Aug 17, 2019 12:17 pm
Re: GM Questions
.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.
Usually has: Quicktrigger pistol, Explorer's knife, Kal dagger, Military belt pouch (2*stimpacks), harmonica.
Re: GM Questions
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.
Yes, you may choose to re-roll the Knowledge or not.
GM | Devourer of Treats | Floofiest of Loafs
Re: GM Questions
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.
The only way not to upgrade your next roll in the drinking phase is with a triumph.
GM * Zombie * Sleepy
- Rose Sorenn
- Posts: 436
- Joined: Sat Aug 17, 2019 11:22 am
Re: GM Questions
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.
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.
Re: GM Questions
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?
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) |
Re: GM Questions
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.
"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) |
Re: GM Questions
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.
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.
GM * Zombie * Sleepy
Re: GM Questions
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.
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.
Chiss | "Wraith" | Spacer | Hunter, the biggest game | Precise of Movement | Gun Show (Seriously, girl likes her guns) |
Re: GM Questions
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.
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.
GM * Zombie * Sleepy