On Unusual Polyhedrons

Two years ago, after about a year of public playtesting, Fantasy Flight Games released the Star Wars: Edge of the Empire RPG, the first in a series of planned core books in a brand new system. Star wars RPGs had been on a bit of a hiatus, the most recent prior system was Saga Edition, which was d20-based. Wizards of the Coast decided to drop the license in 2010, and Fantasy Flight picked it up shortly thereafter. My initial impression of the system was mixed, but now that there’s a bit more source material I like it a lot more.

The assumed setting for all three of the core books is a bit after A New Hope. This means that the Empire is in power, Rebels are seen as a dangerous threat (since they did just manage to destroy the Death Star), and force sensitives are both rare and persecuted. There are 3 core books so far, each focusing on a different aspect of the setting. Edge of the Empire focuses on the less-than-legitimate business of things like smugglers and bounty hunters. Age of Rebellion focuses on the Rebellion itself, which mostly means Soldiers and Politicians. Force and Destiny focuses on force sensitives, both with and without lightsabers.

On Unusual Polyhedrons

Ace Custom

One of the immediately noticeable things about the game is that it uses a unique dice mechanic. There are 3 types of die with positive symbols (boost, ability, proficiency), 3 with negative (setback, difficulty, challenge), and a force die that isn’t explicitly positive or negative. The symbols on the dice are…

On Unusual Polyhedrons Success – This determines if an action is successful. As long as you have one or more of these in the final result, you can do whatever you were initially attempting to do. The number can determine the degree of success in some cases, like additional damage for attacks.
On Unusual Polyhedrons Advantage – Independent of success, this symbol represents good things happening. In combat this can be used to generate critical hits (how many you need depends on the weapon) and other weapon features, and out of combat it represents something advantageous happening. this remains true even if you fail the roll.
On Unusual Polyhedrons Triumph – This is found only on the Proficiency die, and it represents really good things. This counts as a success, and also a super-advantage. An attack with one of these can usually generate a critical hit or special feature with just one, and outside of combat the door is wide open for the GM to let amazing things happen to you.

Die Color Sides On Unusual Polyhedrons On Unusual Polyhedrons
Boost Light Blue 6 2 3
Ability Green 8 5 5
Proficiency Yellow 12 10 (includes On Unusual Polyhedrons) 8

On Unusual Polyhedrons Failure – Each failure symbol on a roll cancels one success. The roll is still considered failed if it generates an equal number of success and failure symbols (because it then has 0 uncancelled successes).
On Unusual Polyhedrons Threat – This one represents bad things. It cancels advantage, and if you have any of these remaining, something unfortunate happens even if you succeeded on the roll. This might be something as simple as suffering strain, or it might increase the difficulty of future checks.
On Unusual Polyhedrons Despair – Found only on the Challenge die, this is the negative version of Triumph, but these do not cancel each other (it’s possible for a roll to generate both). This counts as a failure and also means something very bad happens. How bad exactly is up to the GM.

Die Color Sides On Unusual Polyhedrons On Unusual Polyhedrons
Setback Black 6 2 2
Difficulty Purple 8 4 6
Challenge Red 12 9 (includes On Unusual Polyhedrons) 8

On Unusual PolyhedronsOn Unusual Polyhedrons Force Points – Found only on the force die, these are used mostly for force powers. It’s worth noting that the force die contains an equal number of light and dark side points (8 each), but has dark side on 7 faces and light side on 5. It’s assumed that player characters are mostly light-side, so there are penalties for fueling your powers with dark side force points.

Stay on Target

Task difficulty is almost never represented as a static number, and is instead represented as a number of difficulty dice. Your ability is likewise represented as some number of dice, usually a mix of ability and proficiency dice. All of these are rolled together to determine the success or failure of an action. Boost die are usually added if circumstances are favorable; Setback die are added when situations are unfavorable. Particularly bad situations might result in upgrading the difficulty of the check (turning difficulty dice into challenge dice). Certain abilities may also let you upgrade your own checks, turning ability dice into proficiency dice.

On Unusual Polyhedrons
The real benefit of this is that rolling the dice goes beyond determining “degree of success” which most dice pool systems fall into. To take Shadowrun as an example: for most checks it makes no difference whether you beat the threshold by 0 or 3, unless your GM is tracking hidden thresholds for rolls. (I’m pretty sure Tam does this, but I’ve never asked him directly.) Even on rolls where the number of successes does matter, there’s not a lot of fine control. Unless you roll a glitch, which is pretty rare for moderately-sized dice pools, you’re either going to fail, win, or win big. By separating additional positive or negative effects from the actual success/failure of the roll, Star Wars opens up other possibilities for narratively interesting situations. Maybe you fail to get the information you want out of a contact, but he likes you and tips you off to something else. Maybe you successfully evade the guards, but accidentally leave traces of your passage behind. Maybe you evade the guards and they wander off to investigate something far away from you.

Most rolls of the dice are going to tell you a little bit more than “you pass” or “you fail, and that’s probably my favorite part about the system. I’m going to back to reading this book where they put the swords and magic back in.

I’ve Got the Funk

I appear to be in a bit of a gaming funk lately. I'm not burned out on games necessarily, but nothing really seems appealing enough to be worth the effort to actually start up and play. Last night I logged into Magic Duels long enough to finish up a couple of daily quests, but after that I quit out and just stared at my Steam library for awhile. I considered trying out Diablo 3 since that's where everyone else seems to be right now, but it sounds like I need the expansion to access a lot of the new features and that thing's still $40. I can't really justify that for something I'll probably play for a couple weeks and then let lay fallow.

I've Got the Funk
No, not that Funk. But thank you Old Gregg.

If nothing else I need to play more Tron 2.0 since, you know, it was my choice for the month. I have played a decent way in at this point and it matches up reasonably well with my memories. The fact that the default crouch key ('C) appears to also be set up to take Steam screenshots is driving me slowly mad though. Steam's settings don't show it as being mapped to that, and remapping the crouch key in game just made the space bar start taking screenshots. I don't even know at this point. I may just have to use the external launcher that the unofficial patch includes. But I want to be able to take screenshots, and I'm pretty sure there's no built-in screenshot function in Tron 2.0. Gah. (Edit: I have been informed in the comments that 'F8' will take screenshots in .bmp format. Problem solved!)

I've Got the Funk
Fabulous hopping action!

Mostly I've been reading. I've been reading through old D&D supplements for my Monday feature, and I finished reading The Martian, which I'm looking forward to telling you all about tomorrow. I suppose there are worse ways to be spending my time. In any case, if this nominally gaming blog seems light on game related posts lately, now you know why. I'm sure it'll pass in its own time.

Short Fiction Friday: Prodigies, Part 1

[Another installment of Short Fiction Friday, about a few NPCs from my current Shadowrun campaign. This and all future entries will be written on the spot, please forgive a lack of editing, this is all one pass. Enjoy! If you like the art, while I’ve used it for my NPCs, credit goes to http://tapastic.com/series/fisheye — the comic that’s the source of these characters.]

Short Fiction Friday: Prodigies, Part 1

art credit: http://azizkeybackspace.deviantart.com/art/Team-Fisheye-Placebo-Render-469508734

Alice missed crème brûlée. Once a month, if she’d gotten good grades, her parents would take her out to a fancy restaurant in Harvard Square Upper. She would read the menu, read about the restaurant in wonder as she always had. It was called Finale, and according to the story in the menu, it had been around for almost 75 years. It had vanished in the mid 2020s, but had been revitalized a decade later by an elf who’d remembered it from his college years. She loved the story, that a restaurant could have such history and endure through so much, and she’d always happily read it, pretending to her parents that she was deciding what she wanted to order, then order the crème brûlée, like she always did. While she waited for it to come, she’d look around the restaurant.

Finale sat on the edge of the massive plate atop which the higher-class citizens of Boston lived. Its awe-inspiring view drew Alice’s parents, but she was always more interested in the interior. It had beautiful glass chandeliers and glasses in interesting shapes, and she didn’t like the reminder that she lived atop a massive plate over the rest of the city, she just wanted to enjoy her dessert. Her parents would get something her dad called “ice wine”, but it wasn’t anything like the heavy, sour red wine they otherwise drank. It was a clear, peach color, and if she’d been really good and gotten really good grades, she’d get a little taste. It was sweet, but hinted at flavors she was still too young to really understand. She’d found it, once, on a job at some posh businessman’s apartment. It was the same as what her father always ordered, and seeing the price tag on the bottle reminded her of everything she’d given up. She’d never be able to afford even a glass of it, much less a bottle. She hadn’t been able to resist having a taste.

Short Fiction Friday: Prodigies, Part 1

Ken was the one who’d figured out what she’d done, a few days later. She’d left DNA evidence on the bottle when she’d had a sip, and it’s how the police got information on them. She never figured out how he knew; that was his knack– knowing things. Alice’s knack was a lot less subtle. She was good with the elements. Her instructors at school called her a “pyromantic prodigy”, and she’d quickly spread from fire to other elements. She’d been told that people who were particularly gifted with one element generally had a hard time learning an opposing one, and she took it as a challenge. Just to prove a point, she passed her second level apprenticeship tests as an aquamancer, three years earlier than the school had ever seen before, using an element diametrically opposed to what she’d seemed most attuned to. Prodigy was an understatement. Her parents had been thrilled, particularly when she’d been invited to the Oxford Academy for Gifted Magi at an unprecedented age. She’d gotten to eat TWO crème brûlées that time.

Oxford was far away, a boarding school, and Alice was initially terrified of the place. It didn’t help that, at age twelve, she was younger than almost every other student there. There was only one student younger than she was, an electromancer named Nicholas, who wanted everyone to just call him Nick. He was eleven, and the two of them bonded quickly. Nick was cheerful and vibrant, and Alice enjoyed his company. Together they weathered some awkward years, as they both grew into teenagers. She was there for Nick’s first heartbreak at the hands of another boy, and he helped her work up the courage to approach a slightly older student and ask him to a school dance.

The older boy was named Ken, a mage like the two of them. Alice never had to ask the question; she just walked up to Ken and he looked straight at her and said “Yes, I’d love to go with you”. It was a shock, and her expression must have given something away, because Ken was almost immediately just as flustered, apologizing for being too forthright and looking abashed. He explained later that it was his knack, knowing things, but that sometimes– particularly when he was nervous– he had trouble remembering what he was already supposed to know and what he wasn’t. After the initial awkwardness, Alice and Ken became fast friends, and Nick helped Alice pick out her dress. A little later, he helped her pick out a second dress, a much fancier, much more elegant one. When she asked why, he winked and grinned. “For prom… eventually, you know? Ken’ll love it.”

Short Fiction Friday: Prodigies, Part 1

Alice, Nick, and Ken became fast friends at Oxford, and Alice learned more about their histories. Nick was from a poor family, and Nick’s penchant for accidentally damaging their limited electronics meant that they put him in a foster program for mages very young. He’d proven he had incredible talent, and Oxford had picked him up, offering him a free ride. He’d taken it, knowing it was his only hope to get out of poverty. Ken didn’t talk much about his family, but Alice had pieced together that something horrible had happened to them, and that he was at Oxford because he’d somehow survived whatever had happened and was paying for it with inheritance money. Alice introduced the other two to her parents when they came to visit, and they became her companions during breaks, spending it at their parents’ home in Boston.

It was on one of those visits that things took a turn for the worse. Nick was having trouble in classes, and Alice and Ken were trying to teach him. Frustrated and defeated by the advanced electromancy skills he was supposed to have mastered (and that Alice had been able to effortlessly pick up while studying with him), he revealed that he only had a middling talent with electricity. He confessed that it had been a front the entire time– his real talent wasn’t elemental at all. He could dive into the wireless Matrix and manipulate it, changing things like a masterful hacker, entirely without any sort of equipment. He was a technomancer. His parents had kicked him out of the house when they’d found out that he was “some kind of freak mage”, and no one he’d spoken to had any idea what kind of magic he had. People were suspicious, and whenever anything inexplicably went wrong while he was around, anyone who knew his power would cast blame his direction. He used the computers at Alice’s home to show off a bit of what he was capable of, showing them some internal corporate memos that he was able to seemingly conjure from nothing.

Ken’s response was immediate. His gaze from behind his glasses became glassy, the look Alice had come to associate with Ken’s unique form of magic. Almost dreamily, he spurred the other two to action, getting them to grab their bags, still only partially unpacked, and move. They’d learned to listen when Ken got this way, and followed his instructions. He got the two of them out of the house mere moments before a corporate black ops team descended on Alice’s home. Chased by the sounds of gunfire and rising flames over her once home, Alice’s life was shattered, and she and her only two friends vanished into Boston. After a life of living in the sunshine, above the Boston Plate, Alice disappeared into the Boston underworld, the shadowy world beneath the Plate.

Short Fiction Friday: Prodigies, Part 1

–to be continued–

F2P and a PSA

If you haven’t been following closely, you might have missed that the WildStar F2P launch date has finally been announced. On September 29, the WildStar: Reloaded drop will land and tons of changes will be heading our way! I strongly encourage anyone who is interested to grab a beta key and hop into the beta to check it out. There’s lots to get excited about and I can’t wait for it all to finally go live!

F2P and a PSA

So many alts so little time

There is one catch, though. Yesterday on the livestream something pretty important got casually mentioned that bears repeating. On 9/29 when the drop happens, any characters remaining on the Arkship (the initial tutorial area) will be WIPED. From what they said, it sounds like since the entire tutorial experience is being redone they need to clear everything out of the arkships. And I suspect it is also a way of cleaning up after some folks (like me!) who had way more than the “allowed” allotment of alts due to the megaserver merger. In any case, if you have any low-level alts hanging around on the Arkship, take a few minutes to move them through the tutorial and down to the planet or risk losing them for good.


F2P and a PSA