Jump to content



Photo

Q-DJS (Quick and Dirty Jedi System)


  • Please log in to reply
35 replies to this topic

#1 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 16 October 2012 - 11:35 AM

So, I've been working for some time now on a Jedi Career/Specialization concept for porting this system into other eras (but still keeping the general theme of "Edge"). It's still a ways out, mostly because I'm finding I'm too busy to actually test anything on it, but I have spawned an idea for the enterprising GM who wishes to introduce a fully-fledged Jedi into the mix.  These rules attempt to keep with the traditional Jedi Guardian/Sentinel/Consular concept and their typical perceived "roles." Nothing too surprising or novel here :)

So here I present The Quick and Dirty Jedi System:

1. Make Lightsaber a skill to purchase.

2. Make a career called "Jedi." The Jedi career should have the following skills: Athletics, Coordination, Discipline, Leadership, Lightsaber, Knowledge (Education), Perception, Vigilance.

3. (This step involves a smidgen of work on the GM's part, but should be nearly plug-and-play) The Jedi career can have three specializations, each with an analog for already existing specializations. For example, Marauder or Bodyguard could be transformed to Jedi Guardian, Politico or Scholar could be made into Jedi Consular, Assassin or Thief could be renamed as Jedi Sentinel). When you do this, allow them to treat any talents that mention "Brawl or Melee checks" as if they said "Lightsaber checks." Consider also giving Lightsaber as a bonus skill to the Jedi Guardian specialization.

4. Replace one bottom-level talent (25 XP) in each specialization with the Force Rating talent (allowing the Jedi to increase his Force Rating by +1 each time). The Jedi Consular's should be the easiest to purchase, and the Jedi Guardian's should be the hardest to purchase. The Sentinel's should be as easy to purchase to as is his Dedication talent.

5. The Jedi Career gives the player a starting Force Rating of 1.  

 

Like I said, I've been working on talent trees for each of these specializations and I have a good idea of what bonus skills I'd give them, and also of the new talents I would plug in, but I figured I'd see what people thought of the idea before I ran too much farther with it. 

Please discuss!



#2 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 16 October 2012 - 11:47 AM

I know I've cited this over on the D20 Radio Forums, but I'll mention it again.

Unless you're setting your game well outside the default setting for Edge of the Empire (Dark Times/Early Rebellion Era), then I really don't think a full-blown Jedi career is really necessary, particularly as characters in this default setting don't have the benefit of a lifetime of education in the Jedi arts.

Personally, I simply created a single specialization that was specifically "Jedi" in nature, with a talent akin to Force Exile's to add a couple of appropriate skills to the character's career list (Discipline and Lightsaber), as well as talents both existing and home-brewed that I felt were best suited for a lesser/minor Jedi in that era, with a focus on combat, taking a note out of the OCR Rebellion Era campaign guide that Jedi students were generally taught more about lightsaber combat and Force power usage than things generally associated with the Consular or Sentinel paths, and a lot of what's associated with those fall under Politico and Thief respectively.

And for NPC Jedi characters, the career system is entirely unnecessary, as the Emperor's Hand Forsaken Jedi both demonstrate, since you can just simply assign such characters whatever skills and talents you feel they need.

That, and I wouldn't really call building a whole new career with it's own specializations a "quick and dirty system"

Besides, there's already a "quick and dirty" system in place for making Jedi-style characters, mainly by taking the Force-Sensitive Exile and convincing your GM to permit the creation of a non-career Lightsaber skill.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#3 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 16 October 2012 - 11:57 AM

 Hmm…have to rethink this cross-posting idea :) Gets a little cumbersome.

But, yeah, like I said over on the d20radio forums, I have been, and still am, totally on board with the "Jedi don't exist right now" feel that is propagated within Edge of the Empire.

My aim here is just to present my thoughts on options for, say, an Edge of the Empire game during the reign of a different Sith Empire (c. 3600 BBY or 130 ABY, for example!).



#4 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 16 October 2012 - 12:21 PM

awayputurwpn said:

 Hmm…have to rethink this cross-posting idea :) Gets a little cumbersome.

But, yeah, like I said over on the d20radio forums, I have been, and still am, totally on board with the "Jedi don't exist right now" feel that is propagated within Edge of the Empire.

My aim here is just to present my thoughts on options for, say, an Edge of the Empire game during the reign of a different Sith Empire (c. 3600 BBY or 130 ABY, for example!).

Well, I might also counter that if you want to run games where Jedi are at or close to their full strength and grandeur, then perhaps EotE isn't the right game to use for those settings, at least not yet.  For those kinds of settings, where Jedi knowledge hasn't been all but wiped out from the face of the galaxy, you may very well be better off sticking to Saga Edition or even WEG (particularly if you have the Tales of the Jedi supplement).  Force-users in EotE are pretty limited in the focus and scope of their powers, with only the most basic effects (telekinesis, mind trickery, and limited telepathy) being available to the PCs.  And as has been noted, a number of "fundamental" effects such as Blaster Deflection/Reflection, Force Grip/Choke and Farseeing really aren't possible with what's currently available.  Again, not a problem for EotE, but much more of an issue in just about any other era aside from Dark Times or Rebellion Era.

Not saying it's a waste of effort, just that the issue here is a lot bigger than simply "lack of a Jedi career."


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#5 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 16 October 2012 - 12:42 PM

This is true. In fact, Redirect is one of the mechanics I got stuck on making my talent trees :) I was thinking something along the lines of "Use [Despair] resulting from a blaster attack targeting you to redirect the weapon's damage at the enemy" but I have gotten nowhere near refining or even playtesting :) Though one of my NPCs does have this ability, should my PCs choose to attack her at some point in the future (shhhhh).

And, like you say, there are a lot of these fundamental "Jedi" abilities that just aren't represented. I figured, though, that the narrative dice could make up for quite a bit of the dearth of actual Jedi abilities. 

It's gonna be a long wait for Force & Destiny…



#6 dreddwulf1

dreddwulf1

    Member

  • Members
  • 29 posts

Posted 16 October 2012 - 07:35 PM

                                 I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

               That said, letting too many players make Jedi Characters can defeat the purpose of the Imperial setting. Simple solution: CHANGE the setting. Granted, this may take a bit of translation work, but if your players want something other than the empire (Which I've seen some of), the adjustment isn't THAT hard. Besides, a blaster pistol is a blaster pistol regardless of the timeline.

                Another way of putting this: If the rules and the people conflict, change the rules not the people. Less likely to frustrate yourself to death. We are here to have fun, after all.

                                 I do like the Idea of having a Jedi Career, Simply because the Jedi WEREN'T wiped from the galaxy, they went underground. There was still one academy running (according to the novels) and around seven Jedi mentioned in novels that time frame (One right in Coruscant!), as well as the Jensaarai, Dathomir Force Witches and several other Force-users that even the great Palpatine Himself couldn't find, much less dust off. The movies are ONE perspective of a VERY LARGE universe. Looking from only one perpective helped user the near-demise of the Jedi, after all. Though I can't say these are "quick and dirty" rules, I do like the added options to the Game if it can be done. Gives those GM's who do want to look at some ideas in that area an outlet, and those who don't an NPC basis to work from, not just as cardboard cut-outs but real characters.



#7 Sturn

Sturn

    Member

  • Members
  • 1,092 posts

Posted 16 October 2012 - 11:28 PM

dreddwulf1 said:

  I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

If we were all hoping to run a campaign called, "Luke Skywalker, Jedi Savior of the Galaxy!", then yes I would be with you. We aren't.  There is also a Sith Lord throughout all 6 of the movies, but the Edge of the Empire is not centered on running a Sith campaign either.



#8 eldath

eldath

    Member

  • Members
  • 182 posts

Posted 17 October 2012 - 12:33 AM

Sturn said:

dreddwulf1 said:

  I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

 

If we were all hoping to run a campaign called, "Luke Skywalker, Jedi Savior of the Galaxy!", then yes I would be with you. We aren't.  There is also a Sith Lord throughout all 6 of the movies, but the Edge of the Empire is not centered on running a Sith campaign either.

Athough I do agree that games set in the Rebellion era should not need Jedi rules, I do not agree that this means that no-one should need them. I really like the system that FFG have created and though I personally would prefer to have a more generic game with that ability to run games in any era, I do not feel that they should have to use an older system to run the kind of games I want ton run. If someone is willing and able to create some kind of rules I can  use then I am happy to work with them.

awayputurwpn said:


So, I've been working for some time now on a Jedi Career/Specialization concept for porting this system into other eras (but still keeping the general theme of "Edge"). It's still a ways out, mostly because I'm finding I'm too busy to actually test anything on it, but I have spawned an idea for the enterprising GM who wishes to introduce a fully-fledged Jedi into the mix.  These rules attempt to keep with the traditional Jedi Guardian/Sentinel/Consular concept and their typical perceived "roles." Nothing too surprising or novel here :)

So here I present The Quick and Dirty Jedi System:

1. Make Lightsaber a skill to purchase.

2. Make a career called "Jedi." The Jedi career should have the following skills: Athletics, Coordination, Discipline, Leadership, Lightsaber, Knowledge (Education), Perception, Vigilance.

3. (This step involves a smidgen of work on the GM's part, but should be nearly plug-and-play) The Jedi career can have three specializations, each with an analog for already existing specializations. For example, Marauder or Bodyguard could be transformed to Jedi Guardian, Politico or Scholar could be made into Jedi Consular, Assassin or Thief could be renamed as Jedi Sentinel). When you do this, allow them to treat any talents that mention "Brawl or Melee checks" as if they said "Lightsaber checks." Consider also giving Lightsaber as a bonus skill to the Jedi Guardian specialization.

4. Replace one bottom-level talent (25 XP) in each specialization with the Force Rating talent (allowing the Jedi to increase his Force Rating by +1 each time). The Jedi Consular's should be the easiest to purchase, and the Jedi Guardian's should be the hardest to purchase. The Sentinel's should be as easy to purchase to as is his Dedication talent.

5. The Jedi Career gives the player a starting Force Rating of 1. 



Like I said, I've been working on talent trees for each of these specializations and I have a good idea of what bonus skills I'd give them, and also of the new talents I would plug in, but I figured I'd see what people thought of the idea before I ran too much farther with it.

Please discuss!

I would be more inclined to have Force User as the base career (using the Force Sensitive Exile) with the specialisations being Jedi, Sith and Other. Other should cover all of the non-Jedi/Sith force traditions such as Dathomiri Force Witches, Killian Rangers, Ithorian Nature Priests, Jensaarai, Teepo Paladins and Sorcerors of Tund. With regard to career skills I would leave Lightsaber as only within the Jedi and Sith Specialisations.

That said, I think your work so far is very workable.

E
 



#9 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 17 October 2012 - 01:29 AM

eldath said:

I would be more inclined to have Force User as the base career (using the Force Sensitive Exile) with the specialisations being Jedi, Sith and Other. Other should cover all of the non-Jedi/Sith force traditions such as Dathomiri Force Witches, Killian Rangers, Ithorian Nature Priests, Jensaarai, Teepo Paladins and Sorcerors of Tund. With regard to career skills I would leave Lightsaber as only within the Jedi and Sith Specialisations.

I'm thinking this approach is much more viable than a purely "Jedi" career.  After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#10 Jegergryte

Jegergryte

    Member

  • Members
  • 1,714 posts

Posted 17 October 2012 - 02:25 AM

awayputurwpn said:

This is true. In fact, Redirect is one of the mechanics I got stuck on making my talent trees :) I was thinking something along the lines of "Use [Despair] resulting from a blaster attack targeting you to redirect the weapon's damage at the enemy" but I have gotten nowhere near refining or even playtesting :) Though one of my NPCs does have this ability, should my PCs choose to attack her at some point in the future (shhhhh).

I have been toying with the idea of deflecting/redirecting… first off, one idea could be to separate the two (deflect and redirect), or have an improved deflect talent somewhere on the tree (that will enable redirecting). The first talent, "deflect" is ranked and each rank could EITHER add setback dice to anyone shooting at the jedi (akin to a ranged defence bonus), OR upgrade difficulty once per rank - so rank three on a medium range band would roll against two challenge dice and a difficulty die, short range two challenge dice (if my math is correct). This is where the improved deflect comes in, this talent enables despairs to redirect the attack back automatically hitting, and/or X amount of threats can be spent to roll an attack against the shooter - OR the deflect talent can spend the despair, whereas the improved deflect enables the expenditure of X amount of threats instead - or some destiny point related expense.


Make sure your brain is engaged, before putting your mouth into gear.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

GMLovlie's/Jegergryte's Cubicle direct link to supplements here.


#11 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 17 October 2012 - 03:31 AM

Regarding Deflect and Reflect, I'm thinking it could be broken out into two separate effects.

Deflect is already covered via the Deflection weapon quality, and thus a talent that provdies Deflection (and Defensive) to a lightsaber is all that's needed on that front.  Make it a ranked talent so that you can have a Jedi who's really good at the defensive traits of the weapon (someone like CW-era Obi-Wan with his mastery of Soresu).

As for Blaster Reflection, I'm thinking that this could probably be it's own talent as well, but definitely a high-level one (5th row, at the very least), and using the Redirect Shot mechanic from SWSE as the root idea.  So something like "Once per round, spend 2 Strain to redirect a missed ranged attack at any target within range (based on the attacker's weapon), making a Lightsaber skill roll to attack but with the damage based upon the original weapon's damage."

Not very powerful in spite of getting what amounts to a free attack, since it's a once-per-round effect, but quite simple and puts the Deflection quality to good use.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#12 CharlieBananas

CharlieBananas

    Member

  • Members
  • 141 posts

Posted 17 October 2012 - 04:11 AM

I was just going to give the Lightsaber a "deflection" quality, something like - when under ranged attack from energy weapons a skilled target using this weapon is considered to be in cover (a number of setback dice = to the skill of the user). Also 3 threat can be spent to deflect a bolt of energy back at the attacker doing base damage, if a despair is spent the bolt also deals a critical hit. I wasn't sure if there should be a new reactive to-hit roll rolled, my gut says no.



#13 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 17 October 2012 - 06:53 AM

CharlieBananas said:

I was just going to give the Lightsaber a "deflection" quality, something like - when under ranged attack from energy weapons a skilled target using this weapon is considered to be in cover (a number of setback dice = to the skill of the user). Also 3 threat can be spent to deflect a bolt of energy back at the attacker doing base damage, if a despair is spent the bolt also deals a critical hit. I wasn't sure if there should be a new reactive to-hit roll rolled, my gut says no.

Yeah, I really dislike the idea of multiple rolls to redirect. Sounds like we are on the same page as to how to handle redirecting in one dice pool.

I was also thinking, for a possible "Redirect/Riposte" which would have Shien/Djem So flavors, one might suffer strain or spend a Destiny Point or something to make an attack targeting them into an Opposed Check. But then that'd necessitate extra rules on how to handle opposed combat checks. 

And yes, certain talents in the Jedi career should be, IMO, dedicated to improving one's skill with the Lightsaber. So there'd be a Defensive/Deflection boost, a talent similar to "Feral Strength;" and then for the Jedi Guardian, at least, a talent called "Master Swordsman" (suffer strain to decrease the difficulty of a lightsaber check), and perhaps "Natural Duelist" (reroll one lightsaber check once per session). 

Like I said, the big hang-up for me is in how to handle redirecting in an elegant and cinematic fashion. Otherwise I've got a lot of ideas that I like and that I think are workable and balanced. I just didn't want to throw out a half-baked set of specializations, so my idea was just to use what's already there in the book if people wanted to play in an era that is slightly more Jedi-friendly, but still in keeping with the theme of Edge of the Empire (for example, during the first Jedi Purge, or multiple other times throughout the Old Republic Era, or during Darth Krayt's Sith Empire).



#14 eldath

eldath

    Member

  • Members
  • 182 posts

Posted 17 October 2012 - 07:05 AM

Donovan Morningfire said:

I'm thinking this approach is much more viable than a purely "Jedi" career.  After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.

I can see your point on the Sith tradition but knowing players I can believe that someone would want to play one and I see no reason to not allow them so long as it fits in your game style. Also, if you have the force sensitive exile then you are likely to be running the game during the rebellion in which case Jedi should probebly not be available. You could I suppose go into the D20 version which is Jedi Guardian, Jedi Consular and Other Tradition, this might work.

E



#15 jordiver2

jordiver2

    Member

  • Members
  • 113 posts

Posted 17 October 2012 - 10:09 AM

 I'm seeing some great ideas in here, but there is one huge problem (at least in my opinion) -- the bounty hunter take a turn to shoot the jedi, and the jedi get to hurt the hunter. On the hunter's turn. Then on the jedi's turn, he can hurt somebody as well. That's 2 attacks per turn. Sure, sometimes the reflect doesn't work, so maybe the math suggests something closer to 1.5 attacks per turn, but that is .5 more than other people. I think the equivalent of a prepared action should be expended.

I hate to object, throw an idea out and run, but no time. There's the ball, your court, guys.



#16 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 18 October 2012 - 01:02 PM

eldath said:

 

Donovan Morningfire said:

 

I'm thinking this approach is much more viable than a purely "Jedi" career.  After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.

 

 

I can see your point on the Sith tradition but knowing players I can believe that someone would want to play one and I see no reason to not allow them so long as it fits in your game style. Also, if you have the force sensitive exile then you are likely to be running the game during the rebellion in which case Jedi should probebly not be available. You could I suppose go into the D20 version which is Jedi Guardian, Jedi Consular and Other Tradition, this might work.

E

 

 

Well, now with Force-Sensitive Exile being clarified to be a non-career specialization, that blows the door wide open for any sorts of non-career talent trees. 

I think that "Jedi" is appropriate as a career, and isn't as appropriate as a single specialization (and neither is "Sith"), but IMO there's certainly room for a "Lightsaber Duelist" talent tree that focused simply on the martial aspect of mastering the lightsaber, and was available to Jedi, Sith, and many of the other traditions out there. I think that'd be cool.



#17 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 19 October 2012 - 12:42 AM

awayputurwpn said:

I think that "Jedi" is appropriate as a career, and isn't as appropriate as a single specialization (and neither is "Sith"), but IMO there's certainly room for a "Lightsaber Duelist" talent tree that focused simply on the martial aspect of mastering the lightsaber, and was available to Jedi, Sith, and many of the other traditions out there. I think that'd be cool.

Well, as I stated above, the vast majority of what a Consular and Sentinel would cover is already handled by existing careers without having to devise new talent trees.  Which isn't quite as easy as it first looks, trust me.  About the only thing that is distinctly "Jedi" is lightsaber usage, which is unique enough to warrent it's own talent tree.

As GM Chris quite wisely cited, when doing homebrew material, if there's an existing system, already use it.  Lightsaber combatant?  Not covered.  Marauder has a similar theme, but is focused exclusively on Brawl & Melee and being a meatwall.  Social expertise? Politico.  Scholarly knowledge? Scholar.  Getting into places and ferreting out the truth? Thief.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#18 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,336 posts

Posted 19 October 2012 - 03:59 AM

 Yeah, you speak the truth Dono.  I envisioned Consular as a blend of Politico and Scholar with some Force-use and a dash of Lightsaber Defense. Sentinel was a bit harder to nail down, but I did settle on Thief mixed with Assassin for a general "feel." The Guardian talent tree was very much the easiest to fill out! Lightsaber dude who hits hard, defends excellently, and is resilient in mind and body.

back to my "Q-DJS," I guess it seemed quick enough for someone who wanted to introduce a Jedi career into their games for whatever reason, and that's where the "if there's an existing system, use it" came into play. I thought that any of those talent trees in the OP could basically be lifted out and dropped in, simply changing "Brawl or Melee" to "Lightsabers." And that really is minimal effort for putting a whole career together.

i suppose my "this or that" approach in the OP may have seemed cumbersome. I've been frustrated in the past when I put out general suggestions of how something might be changed, only to have my words picked apart by the rules-lawyering types who treat my soft suggestions as hard rules. Not here of course, and not on d20radio forums :) but still, my inclination now is to couch things in as non-committal and easy-going a manner as possible so as to emphasize the feel: "this is kinda how I see this working. How would you implement this yourself?" And then discuss rather than dissect :) Which, by the way, has been great over here on these boards. The discussion I mean. 

But really, my original idea could be boiled down to this: 1. Pick a specialization, 2. Put it in this pre-made Jedi career, 3. Change whatever you don't like. Heck a Force Rating talent doesn't even have to be in there; I just know that for me it would be weird if it wasn't. And "making a lightsaber skill" is as easy as writing it in the blank spaces on the character sheets. (Note also that characters should be able to choose Agility or Brawn as their characteristic to use when Lightsabering)



#19 Picaboo32

Picaboo32

    Member

  • Members
  • 3 posts

Posted 26 November 2012 - 04:33 AM

Sorry for the thread necromancy. New to the forum.

I have made a home-brew jedi career and some force powers for my game. Thought I will share it. Here is the link:

http://www.mediafire.com/?m88hq56w1km4h1b

Any comments or suggestions are welcome

 



#20 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 3,629 posts

Posted 26 November 2012 - 09:55 AM

Picaboo32 said:

Any comments or suggestions are welcome 

Short version… this completely breaks with the way FFG has Careers and Specializations work, making it very problematic to implement.  Especially as the set-up looks to be that each one is a separate career.  Skill lists pretty much look like a wish list of "hey, this would be awesome to have."

Also, several of the talents are simply far too good, namely Jedi Padawan, since it'd grant a Force Rating boost for only 15 XP, but also Force Training, giving the benefit of 20 XP for only 10 XP, a net savings of 10 XP  I won't even get into the trainwreck that a number of the Knight and Master talents are.

Most of Force Power: Body can be condensed into a single talents, one for the hibernation trance and a separate ranked one for enhanced athleticism.  Force Power: Heal just feels like it's been unnaturally stretched out to flesh out a power tree, and could also be condensed into a single talent, though perhaps one that mimics the existing healing rules by allowing a Force roll rather than a Medicine check, healing 1 Wound per LS Force Point.

As for Force Power: Dark, why not just call it Force Lightning and be done with it, since that's largely what this power is to begin with.  1st Control Upgrade should just have the first effect, and the Strength Upgrades simply provide a boost to damage.

Truthfully, it needs a whole lot of work.

 


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"





© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS