/r/swrpg
This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. Come talk about space milk and vibrofish with us!
Check out the Wiki for useful links, guides and original content!
Whether you love Star Wars and have never tried a pen & paper roleplaying game, you are a crowned class B dungeon master, or if you are an old hand from the beta, welcome to a great place to talk about the FFG Star Wars Roleplaying Game!
The basic setting of the RPG is after the destruction of the first Death Star. Nearly all Jedi are dead, the Empire is strong, and the Rebel Alliance has won a major victory. Now go have fun!
Name | Game | Type | Release Date |
---|---|---|---|
Rise of the Separatists | All | Sourcebook | Out Now |
Allies and Adversaries | All | Sourcebook | Out Now |
Gadgets and Gear | All | Sourcebook | Out Now |
Looking for a breakdown of all the released and announced products for SWRPG?
/r/swrpg
Armor attachments are expensive and I never had the feeling that they were as useful as just upgrading your weapons. But maybe I´m wrong. What attachments would you recommend?
In celebration of Star Wars Day, I want to do something fun for my group. Maybe a sabacc tournament or a free in-game item. Anybody else doing anything?
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
So we're in a clone wars campaign and I'm currently struggling to decide on how to allocate a characteristic. My party of 4 is a bunch of social/smart characters and I'm basically the muscle/bruiser with a focus on intimidation via Warden and Aggressor. I also have Enhance basically all filled out sans the brawn commit talent.
My stats are currently:
BR AGI INT CU WI PR
4 2 2 2 4 1
FR: 4
As the title suggests, I'd like some advice on how to proceed. I'm currently thinking AGI, as my party only has one other character with 3 AGI, but CU wouldn't hurt either. Having a 5 BR or WI seems quite powerful and would highlight my greats, but I do have an understanding that SWRPG is a lot about balance, so a 3 is probably more worthwhile.
Thoughts?
I'm playing a jedi nautolan during the clone wars, could anyone give me any suggestions on backgrounds and personality traits I should look into? This is my first time playing fantasy flight and I could use some inspiration please
Hey, I’ve been itching for Star Wars after not playing any of the official games in 3-ish years. I have Roll20 and Discord. I’m very fluid, open to most ideas (I:E, if you need a specific role played in your campaign for your ideas to flow naturally) or I can help inexperienced players. Message me or comment, or add me on discord at “starman_123.” Or “Wesker”
Have any of you come across anything written about what actually goes into Jedi training? I have a PC in my Empire era game who I plan to give a holocron to, and it will have recordings from a teacher. I want to actually roleplay these lessons out--is there anything out there?
Two of my players are interested in a imperial campaign and one of them came to me with a idea. It would play after Episode 6 and would slowly play into the EU Thrawn Campaign. They would be recruited and start in a imperial academy.
So i was thinking they could start with the Imperial Academy Cadet universal specialization and in character creation would define what career and what specialization they would choose they become after they're done with the academy. So the first 2-3 Sessions would be in the academy and they would play into their careers. How would you do it? Or do have tips how to approach this? What could be the campaign premise? I need some ideas especially for the academy and what they could do there.
After "Overpowered" is activated does the attacker re-roll the dice pool or does the dice pool stay the same with the effects happening twice (aside from Overpowered being activated a second time)?
I'm planning on turning a big bulk freighter into an improvized carrier by cramming as many Retrofitted Hangar Bay attachments on it as I can. However the rules for the attachment implies that this benefit can only be gained once. Here's the description for the attachment:
Base Modifiers: Allows vehicle to carry a number of smaller vehicles (with a maximum silhouette of 2 smaller than the carrier vehicle) in a converted auxiliary hanger. The maximum capacity is calculated in all vehicles' combined silhouette. Silhouette 5 vehicles can carry a total silhouette of 5, silhouette 6 vehicles can carry a total silhouette of 20, and silhouette 7 + vehicles can carry a total silhouette of 60. (Common sense and GM's judgement apply when determining what vehicles can and cannot fit in the hanger bay )
As you can see RAW says sihouette total maximums are for the carrying vehicle, in other words they cannot be multiplied by adding multiple attachments. However that doesn't really make sense to me since multiple hangar bays would mean multiplying the space for vehicles. So I'd like to ask for other opinions on the matter.
EDIT: The bulk freighter is Sil 6 so it can hold at least 2 Silhouette 4 crafts with 4 X-Wings. Any suggestions on what those Sil4 crafts the Alliance would use in that configuration?
So I have a player that is role-playing a buff medic,
and is now asking about power armour maybe to get more
I dont like stiffing player ideas but im looking at this and wondering how to manage it, first off have I been playing this right, can all the above sources of brawn stack? Also how many of them contribute to soak? (is it all of them?)
Further could he hit 9 if he then wore some power armour?
If we are playing this right and haven't missed some limit then I'm curious if anyone has suggestions for working with this as GM but not making the player feel overly limited etc.
for context the campaign is at 420 XP given over about a year of play now, its going great and overall I'm not TOOO worried about this but open to any suggestions to make sure this doesn't get out of hand while still allowing the player to enjoy being the strongest medic in the west
RAW, co-piloting downgrades the difficulty of the pilot's next piloting check by 1. However, in my experience, red dice on piloting checks are pretty rare.
Is that just me? Is there something I'm missing which is meant to regularly throw red dice at the players beyond their occasional trip into a tight canyon?
Outside of the Chiss Ascendancy what are other political divisions and governments within the Unknown Regions and this is mostly ones written by Timothy Zahn not by other authors here are examples of political division in my list but i need help to described each of them and their political structure and government and how each independent government compared to each other and differ at the time time like Head of State governing body and more?
Even though this part isn't canon I just thought they sounded interesting and it makes the Unknown Regions very terrifying.
The Rakatan Archipelago
The Sorcerers of Rhand.
I'm trying to run a mini campaign for 5 of my friends and we're mostly all new. I'm trying to learn the system so i can help teach them but I'm having trouble understanding Obligation Values.
What I understand so far is that each player starts with at least one but I don't understand what the max is and I really just don't understand anything about the numerical value of obligations. I'm also really confused about group starting obligations and additional bonuses
Short version is I have a player that is stuck with character creation and said they wished they had a life path thing like traveller and some others or even some tables to roll on.
Our setting is 6 ABY.
I think I can come up with some tables to help a character assemble a character but a proper life path would be a huge project.
Table Ideas (all of these could be broken down for more detail)
Species - might need d100.
Upbringing - homeworld, offworld, shipboard
Upbringing - poverty, average, luxury
Force - none, potential, untrained, trained
Empire, Rebellion, Neutral
If Empire -stormtrooper, navy, scientist, bureaucrat, ISB.
If Rebel - trooper, navy, logistics/research, diplomatic corps, Intelligence
If Neutral - Core or Outer Rim
If core - etc
If rim - etc
If neutral- Military/paramilitary service? Y/N
Family
Siblings?
Single/Marriage/separated/divorce/widow.
Children?
What else to add?
So the PbP ground I GM is coming up on our one-year anniversary. We're thinking to play a short one-shot/side quest with our characters to celebrate. I don't want to give them a generic reward like experience, I want something unique they will remember. I was thinking of the following:
Custom weapon, armor, gear
Let them create a unique talent.
Any other ideas?
I to play a force sensitive spy/Underground Railroad/smuggler.
No belief in Jedi, but feel the force is an ancient religion that no one has understood but instead have taken it upon themselves to interject meaning.
Seeking to find a balance for myself while helping underground force users looking to hide.
Perhaps a former Padawan?
I have an upcoming BBEG that will use move extensively, so I went and re-read move's rules.
A couple questions arose that I couldn't aswer by reading the rulebook: (unless I missed something, which is a possibility)
The user makes a Force power check and rolls a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown instead of the normal difficulty for ranged attacks, and only succeeds if the user can also spend enough forcepips to move the object.
(FaD core rulebook, page 299.)
I have no problem to just DMrule something on the spot, but before I resort to that, I would like to know if there was an official answer to these points. Thanks in advance.
Which gear is best to break into a securely locked starship? What would the difficulty be to break into a YT-2000 freighter?
Okay so reading through thr rulebook that came with the Beginner game of Age of Rebellion and maybe it's because it's 1AM but the wording on the initiative rules are frying my brain.
So:
Both player characters and NPC's roll, either Cool for starting combat aware or Vigilanfe for when being surprised
There are no negative dice and the hierarchy of rolls is determined by the number of successes, with advantages and triumph working as tiebreakers
tiebreaker
Am I getting there?
Edit: Okay confused myself again. Do players and NPC's have the ability to change who goes in what initiative slot every turn or do they choose at the beginning and then it stays concrete until the encounter is over?
I'm located in the EU and these are duplicated after a big purchase. Asking for 35 euros each + shipping from Germany.
So I am aware of the lovely chest sheet made by a couple of lovely people, but to me all the symbols are just sort of needlessly weird and just not worth learning if there's a more traditional dice.
Yes I'm aware the book does have a system for it but they don't really use it throughout the EoTE
I'm pretty sure the weird choice in die is nothing but a way to get folks to spend more cash, which, meh.
So is there a cheat sheet transcribing everything into numbers?
Every Tuesday we open a thread to let people ask questions about the system or the game without judgement. New players and GMs are encouraged to ask questions here.
The rules:
• Any question about the FFG Star Wars RPG is fine. Rules, character creation, GMing, advice, purchasing. All good.
• No question shaming. This sub has generally been good about that, but explicitly no question shaming.
• Keep canon questions/discussion limited to stuff regarding rules. This is more about the game than the setting.
Ask away!
Haven't yet played, but might as well get some insight on the types of characters go around, totally not to steal character ideas.
Rn my favorite idea is a Trandoshan that's really good at hacking and just has a bucket list of gadgets he wants to take up
I was just curious to know from the better informed of you out there. I don't know anything about licensing laws and all the stuff that goes into publishing games like this in the slightest. But why has FFG/Edge not provided their products in a digital format? In my mind it doesn't seem like it would be all that difficult to do and it seems as though it may even alleviate some of the supply issues that seemed rampant even before the licensing and trade off deal happened. Wouldn't it be advantageous to be able to sell these products in places such as Drive Thru RPG and other online digital retailers? I mean they already created a dice app for their games that gets rid of the need to buy multiple sets of their dice. Again I don't know all the legal stuff behind deciding not to but it seems like a no brainer to me. If anyone could shed some light on the subject I would be much appreciative.
Getting ready to try this system for the first time in a few weeks, and was wondering if people would give me a sanity check on my build. My goal is to play a Mandalorian that is less gadget focused and more firearm based. I mostly want to duel wield blasters, but for lore reasons also want an ok ability to snipe. Seeing the rest of my parties comp so far he seems to be the muscle.
Based off his personality, he is not super likely to want to lead, or even be any bit charismatic, but I would like him to be able to put on a threatening aura if party faces don't do the job.
Based off that, are there any immediate problems with that build, or suggestions that a first timer might find useful? Also I am thinking of taking Death Watch Warrior eventually. Would there be a better specialization for my goal than that, and when abouts do people recommend double dipping specializations? Finally, just in case, I took enough extra obligation for the 2,000 extra credits, but would be open to just grabbing the XP if someone can give me a smart way to use it, and offer alright starting gear.
I have some questions about the F&D core book. What are the major differences between the beta version and the published core book? I can't find a cheap version to buy online, and I'm wondering if it's worth it to just buy the beta version instead of waiting for a cheap post for the final version.