Hey everyone! Thanks for checking out my guide for the Star Wars RPG system! For those who are new to the channel, I am developing my own tabletop RPG with a cyberpunk setting, and you can go try it for free at www.syntheticneon.com/ It's the perfect RPG system for people who like something that is easy to learn with logical rules, but also has a great deal of character customization and depth!
You know what's easier to get the hang of though? Roll a die. You get a high score, success. You get a low score, failure. This looks interesting and all, but holy shit does it slow down everything. Ok, I wanna do this, so that's 3 dice, plus one yellow, oh and theres some advantages here. Also, there's 2 purple and holy shit I'm bored out of my mind already.
Can I ask, after a year, how do you think the dice system holds up? I want to get to understand peoples views after they've played for a while, before I start into a new system.
@@ooccttoo with the amount of circumstantial modifiers you'd still have to calculate all the good and bad dice that you have to roll, so an online roller only saves you the trouble of having to buy the dice, it doesn't really save any time, which is my main concern with this system
That dice system looks so complex to a person used to a d20 system. But.... I can imagine it becomes more easily understood after playing through a few rounds. And I like the idea that you can 'fail' successfully, or 'succeed' in a negative way.
It's also easier to gauge the risk factor before a roll, whereas with d20, you can plan all the livelong day and still end up going full Mr. Bean on any roll.
I actually really like the dice system. Instead of just failing or succeeding it leaves more room for interesting scenarios and is more open to better narration. Nice explanation as well.
I played this with some d20 veterans and found the players acted more creatively when it came to the dice rolls. Instead of just I swing and miss (or hit)
People rag on these dice, but I played with them and I really liked it. It might seem complex, but we all got the hang of the dice system rather quickly. It's really unique and it's always really awesome to roll a whole bunch of dice.
Agreed. It's a very simple dice mechanic. I was able to run a campaign with all new players (who couldn't really wrap their head around the DnD d20 + everything else) and they all did fine. The game is super easy to learn and the dice are great representations of what's going on. I've also found this dice system to be a lot more useful in terms of GM'ing. idk it's just my opinion. I feel this system is just good for newer players and it really does help keep narrative rolling easier. Plus... I mean come on.... it's Star Wars xD
The dice systems great. When it comes down to it's really the old *roll a 4+ on a D6* system just with fancy symbols and a shadow set that oppose your rolls. Much better then the arbitrary DC 15 locked door.
honestly, I can see it where the DM could always roll the negative dice, like it's an opposed check in another game. you don't have to hold both pools in the player's throwing pool.
@@werewolfjedi38 I actually prefer the players rolling the dice and being "responsible" for the total outcome. I haven't heard of any GM who rolls dice and cheers for succeeding over a player's dice roll. Any GM who cherishes rolling dice against players may be too competitive for a group's sake.
@@deathgodfire I can see how you feel that way but from my perspective it's the opposite. Like if you roll a D20 and need to get above a certain number, then you have the option to either pass it or fail it, whereas with this it even when you fail it's not as devastating because you could have those advantages and gives it more flavor, or you can still succeed but if you have threats there's still a balance
@@nikolas21498 Makes sense but I feel like in systems like 5e the dm can add that flavour as they like whereas with this it could be that you succeed by 3 by you also have a negative effect come from it which feels a bit shitty to me, not actually had a chance to go at this system yet though (tomorrows the lucky day haha) so i could be dead wrong.
@@deathgodfire from what I have heard from friends who play it, the system makes for a more narrative playstyle rather than rolling and adding numbers. There are merits to both systems.
My favourite RPG system so far. The dice rolls work on a cancelling out system so once you learn the six symbols it's really easy and it saves you from having to juggle modifiers and bonuses and do math. Best of all is that rolls are not pass/fail but have over 15 outcomes based on combinations of the dice which lead to some really interesting narratives and adds a rich depth to the game. Like the time I rolled 1 success with 2 despair effects.
Great Job! This video is very helpful for 1st timers to the narrative dice system. You should make more tutorial videos. You've got a knack for it and have the calm and pleasant voice for it. Hope to see more from you.
I feel like a good way to ensure people arent rolling as many dice is to have the DM roll against them with the negative dice, gives the player the power over the successes while the DM controls the failures, plus I think a success or failure system will work better for some groups than a dice system if you hate numbers and constantly looking for scores on a sheet, in this all you really need to remember is how many negative dice to give your opponent when they attack you
holy hell your a life saver. i planned a force and destiny game today and completely forgot how to use the dice/characteristics. not very smart in my part, but hey, at least i found this video
Thank you so much for making this! I recently got Edge of The Empire for Christmas and this is just what I needed! This is Super helpful thank you so much keep up the fantastic work!!!
@2:01 Green dice aren't tied to characteristics, nor are Yellow dice tied to Skills. It's whichever number is higher or lower. The higher number is always the green baseline, and the lower number is always the Yellow upgrades. Page 19 in the Edge of the Empire core rule book has Example 1 and Example 2 which explain this.
2 slight suggestion: You forgot to mention, that Triumph/Dispair is also a Success/Failure and this part can be canceled. I would consider this important and basic info. Otherwise it is a nice overview.
@@lanfan9488 No, the effect cannot be cancelled. The sucess or failure of the triumph or despair can be cancelled, but the triumph or dispair itself cannot be cancelled.
Thank you! I really appreciate you getting right into it and having nice visual guides. I’ve tried a couple other guides and there was too much self promotion in the beginning or needless jokes. I just want to learn this game, and this video is super helpful
One thing to mention, Triumph and Despair don't cancel each other out, but do add a Success and Failure (respectively), which can be canceled out as normal, in addition to their other effects.
The narrative dice are very easy to use and understand. The rules are flexible and as easy to understand and use. Overall, this system is easy to learn and doesn't slow down due to the dice pools. I've run lengthy campaigns in this system, and it moves along smoothly as any other rpg( even d20 games) There is nothing confusing in this game, if you are open minded and learn. The dice take about 5 minutes to master. Easy and fun game. Enjoy!
My friends and I played Edge of the Empire last night, and I thoroughly enjoyed it. This was my first time playing any kind of Role Playing Game. Your video has helped me understand the dice rolls a little better, so thank you for this 😁😁
The dice don't seem that complex. I really want to try it, especially because the "DC" for a check is also a roll, and my players usually get bitchy about not making DCs they think I raised after the fact. I also like the idea of Destiny points being a concrete thing. It's always the "Oh, but my character 'would have'." at my table. I think the hardest part for me and my table will be learning/remembering how to translate numbered dice to the symbols. Because I know for a fact we aren't buying more colorful clinky shapes.
There is a grid that helps with converting it. Although this does add more time to every roll. There's also apps for rolling dice if u just want to try it out.
I know this is two years old but there is a D20 system that is similar to 3rd edition DnD and another D20 that is like 3.5 edition DnD. Yall should check it out by looking up the pdfs for it. It is more customizable and easy to understand and play then this game version, even though this one is perfectly fine if you enjoy it. I have DMed the 3.5 version and me and my players loved it alot.
This video is soothing,comforting and friendly. But I know that this video is really old. Lots of ppl don’t have time to read the rules. It would take 5 years to read. This is just me: I home brewed it. From character creation,adventures - the beginner game box sets(starter set). It’s too long to go into depth. So please don’t make me feel like I have to explain.
I get the idea behind the dice system, it enables more outcomes than a straight success or failure but at the same time, this seems like so much to keep track of for both players AND the GM, who's already managing everything else. Having to come up with these outcomes for dice rolls, of which there are many, seems like it would be tiring. The thing about DND 5e is that sure, the dice roll system is, at its core, a straight pass or fail system but I've always thought that as a DM, you could twist it to tell new stories - it might fail, but the failure results in a new situation. And besides, you don't have to ask for a check for everything. I love Star Wars, and there's so much story potential in that universe in books like the Thrawn Trilogy, Dark Forces, Republic Commando, etc. If anyone has been playing this Star Wars RPG and loving it, please share some stories. Does the dice system work well for you as a GM/Player? Is it annoying having to have three books? How much stuff did you need to buy?
You technically can, especially if it's an adventure module such as The Jewel of Yavin; however, keep in mind that some of the source books contain additional options and skill trees for the classes associated with that particular game. For example, Special Modifications is a sourcebook for the Technician class in Edge of the Empire!
The highest stat level in d6 is 15. That's rolling 15 d6s, adding them all up, and hoping the wild die didn't explode. I love the d6 system, but c'mon guy, IT STACKS.
Yikes. So many people seen to not want to learn a new system (which isn't that hard to learn like, come on lol.) Far easier to learn if you actually play it out, but the video is incredibly helpful aside from the minor leave out of the triumph and dispair effects never being negated (but the sucess or failure they count as can be)
It's not about being unwilling to learn a new system. I've spent time learning about 4 or 5 other RPGs and a few other variants of familiar systems in just the past 2 months. It's rules being too hard to learn. I have played a lot of fairly complex games. It's simply that having seen how other games have managed to introduce similar concepts and outcomes using far simpler and more elegant systems just makes me feel like this dice mechanic is needlessly complex. I am sure I *could* get it. I just don't want to.
@@groovydecoy366 That's the point. You don't *want* to. Took me one read through and test runs to nail the dice mechanics. Pretty easy to learn. When you don't want to learn the mechanics, of course you're not going to learn it.
@@Thunderclap421 Yes. I don't want to, because I think they are clunky unnecessary mechanics and I have seen other game systems accomplish the same things better. Frankly, the mechanical design looks like it was motivated to sell speciali dice.
@@groovydecoy366 You confirmed you didn't care to learn it in the first place, so how can you call it clunky? It helps GMs and players get creative with their results instead of straight pass or fail for example. But, no point in arguing with someone who turned his nose up at the sight of it. Can't knock it till you try it. The more I play it the better I understand it, your problem is trying to compare it to other games. Stop that. If you went in with a blank slate you probably would have understood it better.
@@Thunderclap421 So, if only I hadn't known about how other systems have successfully implemented resolution mechanics that provided varying degrees of successes or failures without needing to roll 10 dice, then I might be happy with this system? How is that an argument? Of course if I hadn't seen something accomplished more elegantly then I might not recognize another solution as inelegant. You're basically saying that if I was more ignorant, then I'd be more happy with this system.
looks interesting on paper but i have 2 problems with this dice system. 1. All in all it only determines how and what should GM improvise as an outcome. Which doesnt make much sence as i can achieve same thing with percentile dice and outcome treshholds+modificators. 2. The dice are custom for the game itself and as of that are quite expensive. i mean... 13 POUNDS for a set? For that price i can get entire bulks of dice. And i would need 4 sets for me and players, so either 13 pounds each player or 52 pounds just for a dice set, when we dont even know if we like the system in the end. Pass. Most likely will homebrew something in SW or modify the system to fit percentile rolls.
Could anyone help me out? I'm wanting to play a Age of Rebellion Campaign using the Dawn of Rebellion Era Sourcebook (Give it them Star Wars Rebels/Rogue One vibes) however, some of my players are wanting some force related journey for their characters (Like Ezra in Rebels etc) Since I've already got the AoR core book and the Era sourcebook, do I need the Force & Destiny beginner game or corerule book for the force rules if my players want to go down that path?
Dice Hell aside, is there any way for Phase 0 Darktroopers to be in the game? I ask because I came up with a rogue Darktrooper character, and wanted to know if it was feasible.
Sammy Cornelius did you use the core dnd rules and character sheets and what not or mainly the Star Wars one with minor changes? I play dnd but am a huge Star Wars fan and am trying to see if I can start up a campaign without having to have my whole party learn a new set of complicated rules
lordmech WEG lost the license years ago but there is a site that has all the books online. Also, FFG is going to release a 30th anniversary edition of the core WEG books. It was supposed to release this year but it only recently went to the printer so should be out in the first few months of 2018.
You see everyone keeps talking about this narrative aspect that the dice hold but if you are playing with a decent dm and players when you fail the stealth check and the guard spots you can depending on the situation be able to try and talk your way out of the bad situation with a deception or persuasion role. Hell depending on your size maybe an intimidation role and if you fail all of that role initiative. The d20 system is just better and simpler compared to the system where you roll dice than cancel out each other and etc. But yeah, in conclusion, you should still be able to get the same results with the d20 system.
All the math is worked out for you in the Genesys system (its official moniker). With d20, every roll requires characteristic and circumstantial modifiers, all for a binary, linear result. Trying to nudge a spectrum from that is just more work to remember (ex: DC range -5/+5 for middling failure/success).
So I haven't fully read through all the books but I have a question. What happens if all my players want to be evil and bad? Let's say they are allied with the empire and are out to destroy the rebellion. Maybe a PC also wants to be Sith. I saw no classes in force and destiny for darkside characters.
Not sure if the book works for that. As the DM uses the dark side of the force as a mechanic. No idea if they've released a expansion for evil characters.
Any leftover successes or failures that do not cancel each other out determine the outcome of the roll. In this case, a leftover success will cause the roll to succeed.
@@OSWguild ok I asked the wrong way lol if I have 3 success and 1 failure, after I cancelled 1 fail and 1 success what do I do with the 2 success left over?
@@worldfamousgamer9191 Any extra successes/failures determine the magnitude of the success/failure. It's possible to succeed on a roll, but just barely squeak by... It's also possible to absolutely crush a roll and get benefits to that as well. In combat, extra success can be spent according to various charts in the combat section of the core rule-books!
Of course! However, you will need to determine how many squares = what range bands. For example "engaged" should obviously be 1 square around the target, but "short" might be +5 from the target. The game is designed with more of a cinematic and loose combat rule system, but it's more than capable of being converted to traditional tactical/mini combat with a little effort.
I see nothing advantageous about this rolling system other than as a way to sell numerous special dice. That said, I really appreciate you putting up the video to spare me from purchasing Genesys. i'll just work on my own system now.
I feel like this dice system is needlessly complicated. I understand how it works but a d20 system is bound to be far simpler, right? Does anyone know if someone made a homebrew ruleset with a d20 system? I want to play this game but it should be simpler to play.
I have a question about the books, are they compatible? As in if 3 players came to the table and each had a different rulebook, could the game still run?
The only major rules difference between them are the PCs' link of Obligation (Edge of Empire), Duty (Age of Rebellion), and Morality (Force and Destiny). I haven't tried to mix these as of yet, but the official Fantasy Flight forum has advice about how to mix and mash these (a smuggler with Duty, a Rebel tech with Morality and Obligation, a Jedi Investigator with all three aspects). It's doesn't seem difficult to do so with the rules as written. The problem is getting all three books to fully utilize these (as well as combining the separation of species, vehicles, the Force, etc).
Yeah, that narrated result was a bit too far, as was the adverse roll (Why would Quinn be able to talk his way from the guards when all he was doing was sneaking? That's too many actions for one roll). You always have to be careful to keep success and failure in line with the action involved, and nothing more (Even with Triumph and Despair, the best and worst case scenarios).
I really don't understand all the dislike for the dice system. Granted, I've played with different dice systems other than d20 before, but it's really not hard to grasp. I understood it the first time it was explained to me. I think it's a case of fearing what you don't understand. Once you understand, it's no problem whatsoever.
I think it's more than possible, but be willing to have some patience with them as they adjust to the new system. It's important to communicate that if they don't like it after a few sessions, then they are free to go back to the old system. That should help relieve a lot of the pressure of learning something new!
I'm going to be completely honest, the amount of dice and rules attached are a little overwhelming to me, I couldn't comprehend most of what was said. I find things like DND 5E rely on the players for their narrative input, and the actual dice are literally as easy as rolling a D20 for almost anything but damage. Has anyone played the Wizard of the Coast Star Wars RPG, and would you recommend that over this? It's a little outdated, I know, but I'm happy to manually update any missing info. EDIT: I'm not just talking about the skill checks, by the way... I feel the over complication in every single part of this, right down to weapon range... While it may be easier in play than it seems on paper, I personally don't want to spend a week on every single turn in combat, etc. The symbols seem like, no matter how long we (my group) play, we're going to be constantly checking back at the book to see what's pass, fail, advantage, disadvantage, and whatever the other ones were. I didn't even manage to hold that information in my head while it was being told to me, it was just completely in one ear, out the other... That could just be something that requires me watching a session or two or something, but from a first view type situation, that is adding salt to the injury (that is to say, making the confusion so much worse). EDIT 2: Also, I'm looking through more and more comments to see people back tracking. One person said they liked the system, then when asked a year later, said that they no longer recommended it and that it divided the players and GM more than other systems... I, personally, like not being hated by my players, and don't want to have this divide...
@@aaronhumphrey3514 Really? I found it to be way easier to do than DnD, no special rules like 3.5 had. 5e might be it's biggest contender in regards to simplicity tho.
I think for a lot of people it's thematic. To draw a bit of an imperfect but general comparison: It's the same reason why HUDs for video games aren't just made for function but also for form. In a tabletop scenario you also don't want to dissuade players from the situation of feeling like they HAVE to buy your "HUD" to play as well so they gave the conversion chart. Personally, being a Star Wars buff and enjoying tabletop action with friends on occasion, I would probably spring for the special dice, just makes the occasion "feel" cooler.
@@OSWguild I respect that intent, for sure. However, there are other games that implement more modern ideas such as successes at a cost and such through more elegant and simple mechanisms than this appears to be.
Hey everyone! Thanks for checking out my guide for the Star Wars RPG system! For those who are new to the channel, I am developing my own tabletop RPG with a cyberpunk setting, and you can go try it for free at www.syntheticneon.com/ It's the perfect RPG system for people who like something that is easy to learn with logical rules, but also has a great deal of character customization and depth!
Got technonomancers?
The dice pool system is far easier in practice than it seems of paper.
It took my group all of 10 minutes to get the hang of it.
You know what's easier to get the hang of though?
Roll a die. You get a high score, success. You get a low score, failure.
This looks interesting and all, but holy shit does it slow down everything. Ok, I wanna do this, so that's 3 dice, plus one yellow, oh and theres some advantages here. Also, there's 2 purple and holy shit I'm bored out of my mind already.
Cheap Tactics well different groups appreciate different things
Can I ask, after a year, how do you think the dice system holds up? I want to get to understand peoples views after they've played for a while, before I start into a new system.
@@THEPELADOMASTER If you use an online dice roller it's a lot easier (and cheaper)
@@ooccttoo with the amount of circumstantial modifiers you'd still have to calculate all the good and bad dice that you have to roll, so an online roller only saves you the trouble of having to buy the dice, it doesn't really save any time, which is my main concern with this system
A silhouette of Sidious as Gamemaster. I tip my hat to you sir.
That dice system looks so complex to a person used to a d20 system. But.... I can imagine it becomes more easily understood after playing through a few rounds.
And I like the idea that you can 'fail' successfully, or 'succeed' in a negative way.
I think it adds a lot more tension to the game and can make it much more rewarding to win rather than D20 best and D1 you die scenarios
It's also easier to gauge the risk factor before a roll, whereas with d20, you can plan all the livelong day and still end up going full Mr. Bean on any roll.
I’m coming from Gurps which just used standard d6, so it’s really a lot
Try pbta games in that case
I actually really like the dice system. Instead of just failing or succeeding it leaves more room for interesting scenarios and is more open to better narration. Nice explanation as well.
I played this with some d20 veterans and found the players acted more creatively when it came to the dice rolls. Instead of just I swing and miss (or hit)
People rag on these dice, but I played with them and I really liked it. It might seem complex, but we all got the hang of the dice system rather quickly. It's really unique and it's always really awesome to roll a whole bunch of dice.
Agreed. It's a very simple dice mechanic. I was able to run a campaign with all new players (who couldn't really wrap their head around the DnD d20 + everything else) and they all did fine. The game is super easy to learn and the dice are great representations of what's going on. I've also found this dice system to be a lot more useful in terms of GM'ing. idk it's just my opinion. I feel this system is just good for newer players and it really does help keep narrative rolling easier. Plus... I mean come on.... it's Star Wars xD
The dice systems great. When it comes down to it's really the old *roll a 4+ on a D6* system just with fancy symbols and a shadow set that oppose your rolls. Much better then the arbitrary DC 15 locked door.
honestly, I can see it where the DM could always roll the negative dice, like it's an opposed check in another game. you don't have to hold both pools in the player's throwing pool.
@@werewolfjedi38 I actually prefer the players rolling the dice and being "responsible" for the total outcome. I haven't heard of any GM who rolls dice and cheers for succeeding over a player's dice roll. Any GM who cherishes rolling dice against players may be too competitive for a group's sake.
Am I the only one who actually liked the die system? I think it's cool and different, feels like it gives more variety rather than pass/fail
I enjoy this dice system quite a bit, even if it takes awhile to get used to.
I feel like it limits the advantage/disadvantage system discourages rp as you don't have as much of a say in what happens to you're character
@@deathgodfire I can see how you feel that way but from my perspective it's the opposite. Like if you roll a D20 and need to get above a certain number, then you have the option to either pass it or fail it, whereas with this it even when you fail it's not as devastating because you could have those advantages and gives it more flavor, or you can still succeed but if you have threats there's still a balance
@@nikolas21498 Makes sense but I feel like in systems like 5e the dm can add that flavour as they like whereas with this it could be that you succeed by 3 by you also have a negative effect come from it which feels a bit shitty to me, not actually had a chance to go at this system yet though (tomorrows the lucky day haha) so i could be dead wrong.
@@deathgodfire from what I have heard from friends who play it, the system makes for a more narrative playstyle rather than rolling and adding numbers. There are merits to both systems.
My favourite RPG system so far. The dice rolls work on a cancelling out system so once you learn the six symbols it's really easy and it saves you from having to juggle modifiers and bonuses and do math.
Best of all is that rolls are not pass/fail but have over 15 outcomes based on combinations of the dice which lead to some really interesting narratives and adds a rich depth to the game. Like the time I rolled 1 success with 2 despair effects.
I'm just getting onto this game (excited for the clone war era) but holy crap, that dice system is crazy
Great Job! This video is very helpful for 1st timers to the narrative dice system. You should make more tutorial videos. You've got a knack for it and have the calm and pleasant voice for it. Hope to see more from you.
Thanks!
That's a lot of dice needed for a simple sneak check...
Its not a simply check, you might sneak past someone and get an advantage or do it but put yourself in a worse position as you rushed.
He just wanted to explain all the dice, you could easily have done it without most of them.
This isn't Shadowrun.
There's a lot of crunchy dice mechanics and rules in this game period for a game that prides it's self on being NARRATIVE.
It’s supposed to be complicated, so that there are multiple possibilities for one check, a sucess and advantage, success and threat, and verca
I feel like a good way to ensure people arent rolling as many dice is to have the DM roll against them with the negative dice, gives the player the power over the successes while the DM controls the failures, plus I think a success or failure system will work better for some groups than a dice system if you hate numbers and constantly looking for scores on a sheet, in this all you really need to remember is how many negative dice to give your opponent when they attack you
holy hell your a life saver. i planned a force and destiny game today and completely forgot how to use the dice/characteristics. not very smart in my part, but hey, at least i found this video
You're welcome! :D
Thank you so much for making this! I recently got Edge of The Empire for Christmas and this is just what I needed! This is Super helpful thank you so much keep up the fantastic work!!!
Nice! =D
This was very helpful. I just got the Star Wars Edge Of The Empire starter game for Father's Day and it's a lot of info.
Glad I could help! :D
That dice pool system made my head hurt.
That's when you know it works.
P1 - "Did I succeed?"
GM - "Hell if I know."
@@commandercaptain4664 The system or the head?
There are like 5 seperate mechanics inside of it
@2:01 Green dice aren't tied to characteristics, nor are Yellow dice tied to Skills. It's whichever number is higher or lower. The higher number is always the green baseline, and the lower number is always the Yellow upgrades. Page 19 in the Edge of the Empire core rule book has Example 1 and Example 2 which explain this.
2 slight suggestion: You forgot to mention, that Triumph/Dispair is also a Success/Failure and this part can be canceled.
I would consider this important and basic info. Otherwise it is a nice overview.
No it isn't. A triumph and a despair are independent of a success or failure.
But they also count as a success or failure and that effect can be cancelled
@@lanfan9488 No, the effect cannot be cancelled. The sucess or failure of the triumph or despair can be cancelled, but the triumph or dispair itself cannot be cancelled.
@@Thunderclap421 That's what he was saying, the first effect of sucess/failure can be cancelled, but the secondary effects still apply.
Thank you! I really appreciate you getting right into it and having nice visual guides. I’ve tried a couple other guides and there was too much self promotion in the beginning or needless jokes. I just want to learn this game, and this video is super helpful
You're welcome!
One thing to mention, Triumph and Despair don't cancel each other out, but do add a Success and Failure (respectively), which can be canceled out as normal, in addition to their other effects.
A very helpful video! I love this system and just started GMing a clone wars campaign
Thanks for the video! I just started listening to the Force Majeure podcast and I didn't know anything about this RPG system. This really helped!
Nice! I hope you enjoy the system!
what an extremely well made video!
The narrative dice are very easy to use and understand. The rules are flexible and as easy to understand and use. Overall, this system is easy to learn and doesn't slow down due to the dice pools. I've run lengthy campaigns in this system, and it moves along smoothly as any other rpg( even d20 games) There is nothing confusing in this game, if you are open minded and learn. The dice take about 5 minutes to master. Easy and fun game. Enjoy!
My friends and I played Edge of the Empire last night, and I thoroughly enjoyed it. This was my first time playing any kind of Role Playing Game. Your video has helped me understand the dice rolls a little better, so thank you for this 😁😁
thank you for a great quick and dirty run-down!
Looking to start a family game of Fantasy Flight's Star Wars tabletop game! Our campaign will take place a month after Return Of The Jedi! :)
Cool!
Just a correction at (7:04). "Melee attack difficulties are always Average (2 Purple) Difficulty." Taken from FaD Core book page 210. Cool video :)
Thanks for explaining, still mind boggled at this system.
This dice system is fucking insane.
I remember hybridizing these rulesets with Deathwatch and Dark Heresy for a 40k crossover. It was a lot of fun.
Goooood finally thaaaanks. Was lookin' for such clear explanation for a while ! Thx !
This is a brilliant guide! Make more :)
很好的教学,谢谢。
Very good teaching, thank you.
Thanks, helped a lot
Thanks for the gift
Everyone talkin bout how it’s a ton of dice, y’all should play war hammer you have to roll lots of dice
TRUTH
Warhammer....? Nah....Shadowrun=ton o dice!
Great explanation.
This was a really great explanation! Thanks!
OMG what a convoluted dice system
I miss the D6 system
Honestly makes me wish I could get my hands on some of the books and play in a group
If you don't have anyone available to play with in person, you could always check the looking for group sections of online apps like Roll20!
@@OSWguild true I just know I've been on roll20 for a bit with not much luck
The dice don't seem that complex. I really want to try it, especially because the "DC" for a check is also a roll, and my players usually get bitchy about not making DCs they think I raised after the fact. I also like the idea of Destiny points being a concrete thing. It's always the "Oh, but my character 'would have'." at my table.
I think the hardest part for me and my table will be learning/remembering how to translate numbered dice to the symbols. Because I know for a fact we aren't buying more colorful clinky shapes.
There is a grid that helps with converting it. Although this does add more time to every roll.
There's also apps for rolling dice if u just want to try it out.
I know this is two years old but there is a D20 system that is similar to 3rd edition DnD and another D20 that is like 3.5 edition DnD. Yall should check it out by looking up the pdfs for it. It is more customizable and easy to understand and play then this game version, even though this one is perfectly fine if you enjoy it. I have DMed the 3.5 version and me and my players loved it alot.
I know this is two years old but there are hot milfs in your area only one perception check away
I honestly prefer this to the D20 system
Reminds me of D&d seems legit I GUESS LOOKS GOOD
Ok im watching this because i was invited to play a campaign of this game
I love rpgs like dnd but have never heard of this game, so TO UA-cam
my friends played this last night and i had no idea what the dice did
This video is soothing,comforting and friendly. But I know that this video is really old. Lots of ppl don’t have time to read the rules. It would take 5 years to read. This is just me: I home brewed it. From character creation,adventures - the beginner game box sets(starter set). It’s too long to go into depth. So please don’t make me feel like I have to explain.
0:00 - 1:22 basically me playing lego with my younger siblings
I get the idea behind the dice system, it enables more outcomes than a straight success or failure but at the same time, this seems like so much to keep track of for both players AND the GM, who's already managing everything else. Having to come up with these outcomes for dice rolls, of which there are many, seems like it would be tiring.
The thing about DND 5e is that sure, the dice roll system is, at its core, a straight pass or fail system but I've always thought that as a DM, you could twist it to tell new stories - it might fail, but the failure results in a new situation. And besides, you don't have to ask for a check for everything. I love Star Wars, and there's so much story potential in that universe in books like the Thrawn Trilogy, Dark Forces, Republic Commando, etc.
If anyone has been playing this Star Wars RPG and loving it, please share some stories. Does the dice system work well for you as a GM/Player? Is it annoying having to have three books? How much stuff did you need to buy?
I just picked up the New Jedi Order sourcebook and was lost for a bit lol
These comments are from a bunch that have clearly never played dice pool systems, and have especially never played this particular system.
yes, that’s why i viewed it. i get the concept, but it seems very complicated unfortunately
It's almost like the video made for people who have never played the game or something
Thanks
Did you ever make any more Star Wars EotE tutorials?
If i rolled 2 successes and 2 failures and they cancel each other is it a success or a failure? How should I behave after that roll?
If you buy one game, say Age of Empire, can you get an expansion book from a different game, such as Force and Destiny?
You technically can, especially if it's an adventure module such as The Jewel of Yavin; however, keep in mind that some of the source books contain additional options and skill trees for the classes associated with that particular game. For example, Special Modifications is a sourcebook for the Technician class in Edge of the Empire!
Interesting but I think I’ll stay with the D6 system.
and people say d6 Star Wars is bloated with dice? this is way beyond bloated compared to d6, but hey to each their own and game on!
The highest stat level in d6 is 15. That's rolling 15 d6s, adding them all up, and hoping the wild die didn't explode. I love the d6 system, but c'mon guy, IT STACKS.
Seems like it would take several, long drawn out hours to do something like raid and Imperial hangar packed with Stormtroopers.
Yikes. So many people seen to not want to learn a new system (which isn't that hard to learn like, come on lol.) Far easier to learn if you actually play it out, but the video is incredibly helpful aside from the minor leave out of the triumph and dispair effects never being negated (but the sucess or failure they count as can be)
It's not about being unwilling to learn a new system. I've spent time learning about 4 or 5 other RPGs and a few other variants of familiar systems in just the past 2 months. It's rules being too hard to learn. I have played a lot of fairly complex games. It's simply that having seen how other games have managed to introduce similar concepts and outcomes using far simpler and more elegant systems just makes me feel like this dice mechanic is needlessly complex. I am sure I *could* get it. I just don't want to.
@@groovydecoy366 That's the point. You don't *want* to. Took me one read through and test runs to nail the dice mechanics. Pretty easy to learn.
When you don't want to learn the mechanics, of course you're not going to learn it.
@@Thunderclap421 Yes. I don't want to, because I think they are clunky unnecessary mechanics and I have seen other game systems accomplish the same things better. Frankly, the mechanical design looks like it was motivated to sell speciali dice.
@@groovydecoy366 You confirmed you didn't care to learn it in the first place, so how can you call it clunky? It helps GMs and players get creative with their results instead of straight pass or fail for example.
But, no point in arguing with someone who turned his nose up at the sight of it. Can't knock it till you try it. The more I play it the better I understand it, your problem is trying to compare it to other games. Stop that. If you went in with a blank slate you probably would have understood it better.
@@Thunderclap421 So, if only I hadn't known about how other systems have successfully implemented resolution mechanics that provided varying degrees of successes or failures without needing to roll 10 dice, then I might be happy with this system? How is that an argument? Of course if I hadn't seen something accomplished more elegantly then I might not recognize another solution as inelegant. You're basically saying that if I was more ignorant, then I'd be more happy with this system.
looks interesting on paper but i have 2 problems with this dice system.
1. All in all it only determines how and what should GM improvise as an outcome. Which doesnt make much sence as i can achieve same thing with percentile dice and outcome treshholds+modificators.
2. The dice are custom for the game itself and as of that are quite expensive. i mean... 13 POUNDS for a set? For that price i can get entire bulks of dice. And i would need 4 sets for me and players, so either 13 pounds each player or 52 pounds just for a dice set, when we dont even know if we like the system in the end. Pass. Most likely will homebrew something in SW or modify the system to fit percentile rolls.
Time for a 5e version
Could anyone help me out?
I'm wanting to play a Age of Rebellion Campaign using the Dawn of Rebellion Era Sourcebook (Give it them Star Wars Rebels/Rogue One vibes) however, some of my players are wanting some force related journey for their characters (Like Ezra in Rebels etc)
Since I've already got the AoR core book and the Era sourcebook, do I need the Force & Destiny beginner game or corerule book for the force rules if my players want to go down that path?
This makes the dice sound way more complicated than they are. Just play the starter kit and you can learn as you go, easiest way.
Normal closequaters combat is 2 Purple
Dice Hell aside, is there any way for Phase 0 Darktroopers to be in the game? I ask because I came up with a rogue Darktrooper character, and wanted to know if it was feasible.
Sure, I don't see why not--but be willing to make some concessions on the relative power of your character with whomever your Game Master is.
OSWguild Ah, that's to be expected. But thanks for the info. Now I can introduce Rourke to the other prospective players.
I miss the d20 version, lol.
We still play that one. This one is goofy with it's needlessly complex dice pools.
Looks like Star Wars Genesys retains the Vitality/Wound system from Revised d20, so there's that.
seriously, someone just convert it to 5e and we are golden.
I still play it and have all my books.
Saga was my favorite
d&d 5e uses a D20 and it does the job just fine..why the need of so many dice for a simple action?
This only makes the game slower
tranglomango I run 5e and FFG Star Wars. The star wars narrative dice system is far faster.
It builds a narrative, not only can you just pass/fail but you might do so with an advantage or a disadvantage.
I just adapted 5e for my campaign and it works fine
Sammy Cornelius did you use the core dnd rules and character sheets and what not or mainly the Star Wars one with minor changes? I play dnd but am a huge Star Wars fan and am trying to see if I can start up a campaign without having to have my whole party learn a new set of complicated rules
@@St.Withers Google SW5E. There's a subreddit and website. It's homebrew, but it's impressive.
I can't seem to find Force and Destiny
what ever happened to the Star Wars RPG by West End Games?
lordmech WEG lost the license years ago but there is a site that has all the books online. Also, FFG is going to release a 30th anniversary edition of the core WEG books. It was supposed to release this year but it only recently went to the printer so should be out in the first few months of 2018.
You see everyone keeps talking about this narrative aspect that the dice hold but if you are playing with a decent dm and players when you fail the stealth check and the guard spots you can depending on the situation be able to try and talk your way out of the bad situation with a deception or persuasion role. Hell depending on your size maybe an intimidation role and if you fail all of that role initiative. The d20 system is just better and simpler compared to the system where you roll dice than cancel out each other and etc. But yeah, in conclusion, you should still be able to get the same results with the d20 system.
All the math is worked out for you in the Genesys system (its official moniker). With d20, every roll requires characteristic and circumstantial modifiers, all for a binary, linear result. Trying to nudge a spectrum from that is just more work to remember (ex: DC range -5/+5 for middling failure/success).
Anyone know what the outro music is?
So I haven't fully read through all the books but I have a question. What happens if all my players want to be evil and bad? Let's say they are allied with the empire and are out to destroy the rebellion. Maybe a PC also wants to be Sith. I saw no classes in force and destiny for darkside characters.
Not sure if the book works for that. As the DM uses the dark side of the force as a mechanic.
No idea if they've released a expansion for evil characters.
What if I roll 2 success and 1 failure? Wut do I do with the left over success?
Any leftover successes or failures that do not cancel each other out determine the outcome of the roll. In this case, a leftover success will cause the roll to succeed.
@@OSWguild ok I asked the wrong way lol if I have 3 success and 1 failure, after I cancelled 1 fail and 1 success what do I do with the 2 success left over?
Sorry about that btw lol I asked the wrong way lollll
@@worldfamousgamer9191 Any extra successes/failures determine the magnitude of the success/failure. It's possible to succeed on a roll, but just barely squeak by... It's also possible to absolutely crush a roll and get benefits to that as well. In combat, extra success can be spent according to various charts in the combat section of the core rule-books!
@@OSWguild ok thank you
Can you play this game with minis? Just curious. Lol
Of course! However, you will need to determine how many squares = what range bands. For example "engaged" should obviously be 1 square around the target, but "short" might be +5 from the target. The game is designed with more of a cinematic and loose combat rule system, but it's more than capable of being converted to traditional tactical/mini combat with a little effort.
May I have your permission to translate (dub in) to spanish for my channel with respective credits and link to this original video?
This is dungeons and dragons for star wars
I see nothing advantageous about this rolling system other than as a way to sell numerous special dice. That said, I really appreciate you putting up the video to spare me from purchasing Genesys. i'll just work on my own system now.
Is it possible online and can you homeboy
So what do you do?
"I seduce the Hutt!"
.....You...mean charm the Hutt..
"No."
🍆
I feel like this dice system is needlessly complicated. I understand how it works but a d20 system is bound to be far simpler, right? Does anyone know if someone made a homebrew ruleset with a d20 system? I want to play this game but it should be simpler to play.
Chatham Reynolds-Moore check out Star Wars reup
This is very helpful, but this game might just be a little too complicated for me
The game is far less complicated in practice, and I would highly suggest trying it out at least once!
So no D20 system?
I have a question about the books, are they compatible?
As in if 3 players came to the table and each had a different rulebook, could the game still run?
The only major rules difference between them are the PCs' link of Obligation (Edge of Empire), Duty (Age of Rebellion), and Morality (Force and Destiny). I haven't tried to mix these as of yet, but the official Fantasy Flight forum has advice about how to mix and mash these (a smuggler with Duty, a Rebel tech with Morality and Obligation, a Jedi Investigator with all three aspects). It's doesn't seem difficult to do so with the rules as written. The problem is getting all three books to fully utilize these (as well as combining the separation of species, vehicles, the Force, etc).
4:30 seconds into the video.
...What?
Yeah, that narrated result was a bit too far, as was the adverse roll (Why would Quinn be able to talk his way from the guards when all he was doing was sneaking? That's too many actions for one roll). You always have to be careful to keep success and failure in line with the action involved, and nothing more (Even with Triumph and Despair, the best and worst case scenarios).
I really don't understand all the dislike for the dice system. Granted, I've played with different dice systems other than d20 before, but it's really not hard to grasp. I understood it the first time it was explained to me. I think it's a case of fearing what you don't understand. Once you understand, it's no problem whatsoever.
i wish people would stop telling me " the dice are easy. "
They no longer need to tell. This video shows how easy it is.
My players are, to be honest, kind of stupid and are used to the d20 system. Is it possible to just switch them over without ruining everything?
I think it's more than possible, but be willing to have some patience with them as they adjust to the new system. It's important to communicate that if they don't like it after a few sessions, then they are free to go back to the old system. That should help relieve a lot of the pressure of learning something new!
@@OSWguild Will do. Thanks for the help!
so very similar to dungeons and dragons?
I'm going to be completely honest, the amount of dice and rules attached are a little overwhelming to me, I couldn't comprehend most of what was said.
I find things like DND 5E rely on the players for their narrative input, and the actual dice are literally as easy as rolling a D20 for almost anything but damage.
Has anyone played the Wizard of the Coast Star Wars RPG, and would you recommend that over this? It's a little outdated, I know, but I'm happy to manually update any missing info.
EDIT:
I'm not just talking about the skill checks, by the way... I feel the over complication in every single part of this, right down to weapon range... While it may be easier in play than it seems on paper, I personally don't want to spend a week on every single turn in combat, etc.
The symbols seem like, no matter how long we (my group) play, we're going to be constantly checking back at the book to see what's pass, fail, advantage, disadvantage, and whatever the other ones were. I didn't even manage to hold that information in my head while it was being told to me, it was just completely in one ear, out the other... That could just be something that requires me watching a session or two or something, but from a first view type situation, that is adding salt to the injury (that is to say, making the confusion so much worse).
EDIT 2:
Also, I'm looking through more and more comments to see people back tracking. One person said they liked the system, then when asked a year later, said that they no longer recommended it and that it divided the players and GM more than other systems... I, personally, like not being hated by my players, and don't want to have this divide...
Holy crap this is a complicated system.
All d20 heads exploding... complex af for them I guess.
Dude, I've played dozens of systems, and even by dice pool system standards this is fucking insane.
@@aaronhumphrey3514 Savage Worlds has this beat by miles in terms of complexity.
@@aaronhumphrey3514 Really? I found it to be way easier to do than DnD, no special rules like 3.5 had. 5e might be it's biggest contender in regards to simplicity tho.
Why don't you just do the regular dice rules and just add a few dice for advantage and disadvantage
I think for a lot of people it's thematic. To draw a bit of an imperfect but general comparison: It's the same reason why HUDs for video games aren't just made for function but also for form. In a tabletop scenario you also don't want to dissuade players from the situation of feeling like they HAVE to buy your "HUD" to play as well so they gave the conversion chart. Personally, being a Star Wars buff and enjoying tabletop action with friends on occasion, I would probably spring for the special dice, just makes the occasion "feel" cooler.
Man that dice system is ridiculous. Might have to sort something else out for it (maybe)
It's not really that bad once you see it in play, and I actually miss the narrative it helps create when I'm playing other systems.
@@OSWguild I respect that intent, for sure. However, there are other games that implement more modern ideas such as successes at a cost and such through more elegant and simple mechanisms than this appears to be.
Someone should make an online browser game out of this.
It's not complex at all if you ever played any modern dice based board game.
sweet jesus god what the hell is that dice system
Checks and balances. That's all. No modifiers to remember or conjure. Everything is in front of the roller. Fate Core does something similar.
This seems like a more complicated version of the rule system of "End of the World."
BRUH
"DICE"
IS PLURAL