05-19-2017, 09:13 AM
Shunna, I am thinking that a droid wouldn't be advisable for this scenario. A droid wouldn't be thrown in prison. It would be deactivated and thrown in storage. Or sold. It is the Corporate Sector. There are rules for them, but they aren't very versatile. Usually they are really good at one or two things and lousy at everything else.
Some of the questions popping remind me of why I like 1e over 2e. Too many added rules and mechanics that got in the way of the run and gun action style of the original. Just remember the templates are just options to get players in quickly. If you like the stat array of the Laconic Scout but don't want to be a scout, cross it out and write in Classy Nerfherder or Sassy Barista. It really doesn't matter. There are no optimal builds. Every skill is available to every player. The only real difference is the starting equipment, which is easily adjusted.
For the former imperial: outlaw, retired imperial captain, smuggler, pirate, brash pilot, or merc would all work. Or you could use the array someone suggested above. If you're looking to be more of a pilot, you'll want a Mechanical stat between 3 and 4. If there is more than one pilot, you might want to discuss a division labor. Having one guy pilot the ship, while shooting TIE fighters and running the shields while trying to set up a jump isn't going to be very effective. Anyone can be a starship gunner, even a farmboy from Tatooine.
Someone mentioned adding a tactics skill. That's what those blank lines are for on the templates. Tactics would fall under Knowledge. I'm sure we could find a use for that. Say you wanted to be a juggler. Just write it in under Dexterity.
I'm going to set up the forum as soon as I get a cup of coffee in my hand. We'll take up the discussion there.
Some of the questions popping remind me of why I like 1e over 2e. Too many added rules and mechanics that got in the way of the run and gun action style of the original. Just remember the templates are just options to get players in quickly. If you like the stat array of the Laconic Scout but don't want to be a scout, cross it out and write in Classy Nerfherder or Sassy Barista. It really doesn't matter. There are no optimal builds. Every skill is available to every player. The only real difference is the starting equipment, which is easily adjusted.
For the former imperial: outlaw, retired imperial captain, smuggler, pirate, brash pilot, or merc would all work. Or you could use the array someone suggested above. If you're looking to be more of a pilot, you'll want a Mechanical stat between 3 and 4. If there is more than one pilot, you might want to discuss a division labor. Having one guy pilot the ship, while shooting TIE fighters and running the shields while trying to set up a jump isn't going to be very effective. Anyone can be a starship gunner, even a farmboy from Tatooine.
Someone mentioned adding a tactics skill. That's what those blank lines are for on the templates. Tactics would fall under Knowledge. I'm sure we could find a use for that. Say you wanted to be a juggler. Just write it in under Dexterity.
I'm going to set up the forum as soon as I get a cup of coffee in my hand. We'll take up the discussion there.