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Wednesday 23 December 2015

Star Wars Edge of the Empire character creation and dice advice


Those who know me know I can get obsessive, so of course I looked up the probability of the die rolls for Star Wars Edge of the Empire.

It seems adding more ability dice can increase the probability of positive results faster than converting them to proficiency dice. Of course you will never have a triumph until you convert to proficiency dice but triumphs are few and far between so far.

Many players emphasize increasing characteristics over skills or talents in the creation phase. It does seem like a solid plan. During character creation you cannot bring a skill above level 2 nor can you bring a characteristic above level 5. Skills cost 5x the level you are going to, so 15 exp total to move up to level 2 (from 0). Each ability affects a different set of skills, and every player is assumed to have a level 0 in each skill. So any player can try any skill at their base characteristic level.

This chart shows how many skills are affected.
Characteristic
# skills affected
Cost to rank all skills to level 2 (career skills)
Brawn
4
60
Agility
6
90
Presence
4
60
Intelligence
5
75
Cunning
5
75
Willpower
3
45
Since each race has different stats it would cost 90 exp to up a level 3 stat to it’s max of 5, or 150 for a 1 stat.

With that in mind a Wookiee who increased their brawn to level 5 could have 5 ability dice on 4 brawn skills right away giving a 90% success rate on a basic threat. But if they upped those skills to level 2 it would cost 60 giving them 2 proficiency dice and one ability dice giving an 83% probability of success on a basic threat action. It really is a significant difference.

Of course there are downsides to just increasing the stat. In my example it uses all the Wookiee’s starting experience. While increasing the specific skills leaves the player another 30 experience to upgrade with. Also the player may not care about all 4 of those skills and don’t forget the free starting skill upgrades. I also found talents look to be an even bigger benefit. Pumping into a given attribute tends to make a character a one trick pony and can leave you out of certain chapters of the game. A brawling Wookiee really doesn’t advance the story line much.

The deciding factor could be that you can only increase characteristics at creation or with special skill tree purchases. During the game it is quicker and easier to increase skills and special abilities.

Personally if I get a chance to re-roll my character I think I will try to focus on characteristics. I also think I will go with an agility based pilot character as this is something our group is missing. I'm still happy with my Wookiee Hired gun, but I wouldn't be me if I didn't obsessively second guess my decisions.

Until next time, keep those game nights rolling.

Monday 14 December 2015

Ca$h and Gun$ board game review


A while ago the wife and I went in to the board game store on a mission. We cased the joint, trying to loot the perfect board game for a decent sized group of people, something easy to pick up and get some adrenaline rushing. That’s when a feisty redhead pointed us to Ca$h and Gun$. Everything she said sold us on the fact that this was the take. We grabbed the game, hit the cash register (to pay) then sped off in our getaway car to game night.

The theme of Ca$h and Gun$ is that you are a group of gangsters after the big heist. You are back at the warehouse getting ready to divvy up the loot when the double cross happens. No honour among thieves!

The game plays out in eight rounds. The loot is laid out on the table for all to see. As the players all stare each other down they secretly select either a click or a bang from their hand of cards, then the Godfather counts down 3…2…1… and everyone aims their guns at another player. Now players must decide whether to risk being shot (or is it just a click?) and go for the wealth they deserve, or lay down their gun and give up their share of the loot. The Godfather then counts down again 3…2…1 Bonzai!!! Those that lay their guns down are out of the round, those that are in reveal their cards. Anyone who gets shot is wounded and is knocked out of the loot sharing for the round. 3 wounds eliminate a player.

In the loot selection players choose from the pile going clockwise from the Godfather. They can select from various values of cash, diamonds (whoever has the biggest collection gets the $60000 diamond) artwork which goes up in value as your collection grows, cards that reload bangs, or cards that heal you, or the Godfather Token.

The Godfather role has two distinct advantages, they get first pick in the loot phase and after players have aimed their guns they can tell one player to aim their gun elsewhere (the player gets to choose where to aim.) These advantages can help but can also make you a target.

There are optional rules for role cards but I really don’t recommend playing with them. These rules actually make the game needlessly complicated and can take away from the fast paced-sleek action. (also bringing down the fun)

This game is amazing for so many reasons. The rules are very easy to pick up and set up is quick. This is a fantastic game to bring out for new gamers. The fast pace keeps all players in the game keeping everyone interested and invested. But the biggest draw is the fact that you point silly foam guns at your friends. The mechanic of play is so thematic and goofy fun that it’s easy to get immersed into the atmosphere of the Ca$h and Gun$.

The main draw back of the game is the player elimination aspect. Thankfully since Ca$h and Gun$ plays so quickly this usually doesn’t last long. Also the fact that the player could have chosen to lay down their gun at any time but opted for the risk also makes it the players own fault. It’s all part of taking risks.

I’d recommend getting this game for introducing new players into the hobby of board gaming. It’s simply mechanic and fast pace keep players invested. The theme and mechanics work so well together in a way that anyone who has ever seen a heist movie can relate to.
This is one game you won’t need to keep people at gunpoint to play.