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Everything posted by Azraiel

  1. Originally I *really* didn't like force talents that added force dice to your Lightsaber checks, but I've mellowed on that front. They're nice talents, but there are plenty of ways to become effective with any weapon, Lightsabers included. My Guardian is (unsurprisingly) a tech-head, as was my old Saga Edition Jedi that I loosely modelled him on, and so he ended up with the Gadgeteer tree, which includes a rank of Deadly Accuracy. As a result, despite having no force-backed offensive abilities, he's probably the most intractable combatant in the party, and uses the fewest force abilities to do so.
  2. The Dantari Crystal in my party hasn't broken the game yet despite the owner being an FR4 Consular, though I do consider it to be *very* borderline OP. I can only think of one crystal published so far that I would simply not allow, and that's Ghostfire. It's not only cheeze, it's *anticlimactic* cheese. The worst kind of cheese.
  3. Honestly, while I feel the morality system needed a bit more meat on the bone, including harsher penalties for murder and torture as well as rules for morality-boosting acts of atonement, the inevitability of descent into darkness if you mess around with the Dark Side or act like a bastard is extremely appropriate. The Dark Side is like any other highly infectious disease, save that it afflicts the spirit as well as the body; if you fail to resist it, or worse yet court it like a Grey or Black practicioner, it will overtake you. Madness and violent death almost universally follows, it just takes longer to poison a Grey Force User than a more full blown devotee of the Dark Side. And sure, your players could exploit the current system by alternating manically between saintly acts one session and barbarity the next, but it'd be their loss if they did that. Munchkinism only thrives when it is tolerated, if they act like tools and claim that the orphanage they built makes up for those orphans they made on their murder spree, just crash their morality into the gutter where it belongs, or better yet tell them to come back when they can act like an adult. To be clear, I mostly like what you're saying in this post, but I feel that the morality system would have to be much more complex than is reasonable or enjoyable to track to "properly" represent the more nuanced effects of moral choices. I had a simple-ish idea I've been toying with to add *some* depth without adding pages of morality accountant work to my games. If I felt a player did something extraordinarily heinous (not going to lock myself into examples here as I haven't actually tested any thresholds for this idea, but for ballpark examples; torture for a "good" purpose might "only" dump a bucketfull of conflict on the torturer, while a premeditated murder, war crime, torture for pleasure, etc, would always qualify), I would award a rank in a "talent" of sorts, with a name like "stain upon the soul" that did nothing except possess the conflict talent marker, representing the ongoing unresolved spiritual burden on their soul. Expunging one or more ranks from that "talent" would require an exceptional act of atonement, and of course only honourable Jedi and the like would be likely to ever acknowledge such an act. And I mean big Light Side acts, whole quests of atonement; deeds of the "roll 2d10 and pick the higher for morality this session" variety.
  4. What they said. Basically, it's up to your taste, pick the powers you like, try to have sufficient dice free to use them well (in my experience, you usually want about two (2) force dice more than the minimum force rating required to learn a power in order to make decent, reliable use of it), and commit any spare power you have to other abilities you may need. My Guardian likes to run with both applications of sense as well as suppress running whenever he smells trouble, this way he's ready for physical and force based combat, and can simply end some or all of those commitments on the fly if he needs to marshal his full pool of force dice for something major like a big heal. Remember this: you can stop committing force dice at the end of any of your turns for free. This means that there is some strategy to committed force points, but as a rule, effects that don't consume strain are worth keeping active whenever practical. Also, some groups or GM's may consider this cheese, but there's an almost western movie-esque code of dramatic conduct between most Jedi and Sith. With few exceptions, both parties exchange a few words and an intense stare before igniting their lightsabers and joining battle. If your players can resist the urge to go all Firefly on your villains, this tense moment is the perfect time for both parties to commit force dice to their various powers in preparation for epic and honourable combat. If someone gets a nice suppress blast off and de-commits your force dice during combat, so be it, but spending actions to commit dice to things you could have turned on while you were engaging in deep and spiritual smack-talking makes for boring combat.
  5. Honestly, there's no special secret or unique abilities, Grey Force Sensitives try to walk a line between the enlightenment and balance of the Light Side and the raw power and emotional turbulence of the Dark Side. They seem to have an unfortunate habit of acting like edgelords, mocking other force traditions, and insisting that their way is "balanced" without ever substantiating how. The Jedi Order as an organisation eventually succumbed, as most organisations sadly and eventually do, to treachery and entropy (the Dark Side vergance hidden beneath the Jedi Temple certainly didn't help either!). Forbidding attachments was definitely a **** fool move on their part, but the notion that spiritual balance was wrested from the Light Side and is now the preview of some wishy-washy neutrality dogma is beyond nonsensical to me, in fact it's absolutely bonkers. Being strong in the Light is entirely about living in balance with the force and with oneself, it is the antithesis of being an extremist or a radical. But that's just my feelings on the matter, if you can play a Grey Force User with maturity, more power to you, and here's my advice to you. In the context of Force and Destiny, there are no "grey" specific talents or careers. If you want to keep your Morality from getting too strong, consider taking a conflict talent or two and use plenty of dark side points (warning: this will seriously peeve the rest of the party as it hogs all their destiny points). You can also occasionally do something awful to hoover up conflict, but that will pretty quickly alienate your allies, especially if what you do is bad enough to net them conflict for not stopping you. It's not exactly the most practical approach, I know, but I recommend focusing on picking up some of the sweet as hell conflict talents and trying not to go overboard committing crimes or hogging the destiny pool to generate the conflict you'll need to keep from becoming good.
  6. Think it's all been said already, but I feel the need to reiterate that Lightsabers in general, and crystals specifically, don't really need any additional benefits (although there's aways room for more types of lightsaber crystal!). The rules put forward are a nice compromise between fairness and power, with heaps of options for customisation and personalisation, at least as far as I'm concerned. If you want to give some special additional award for a moment as epic and iconic as a hero forging their first Lightsaber, I would recommend a useful but temporary benefit like a few boost dice from heroic inspiration, hands-on guidance, or ancient manuals to start them on what will probably be a campaign-spanning journey of upgrading, modifying and perfecting their signature weapon. I also strongly caution *against* destroying or otherwise permanently confiscating precious items like lightsabers, holocrons or even the trusty blaster they started the game with if it's valuable to them without a really good, story-driven reason to do so. A hero's weapon, be it a Jedi's Lightsaber or a Scoundrel's signature blaster, is as integral and as iconic to a character as their style, their code and their deeds. Hell, the Jedi don't name their sabers because from their point of view, it would be like naming their hand, and naming your hand is just weird. If a saber has to go for the story to proceed, make the crystal and enough shards of the hilt recoverable to build a successor weapon, if your hero's signature DL-44 is confiscated or stolen, give them a chance to track it down, or have it show up in an unexpected place once they're back on their feet (Don't forget that the Seek power can turn a prized weapon into a homing beacon, a perfect opportunity for a dramatic scene, like duelling an Inquisitor armed with the hero's masterwork Lightsaber in order to wrest it back!). Taking precious things in the name of "realism" in a fantasy space opera is a @#$% move, returning a player's personal Excalibur when the time is right demonstrates that you appreciate its value and is an opportunity for roleplaying a scene as epic as the moment they first forged the weapon they just went through hell to reclaim. I won't pretend that this is anything other than my opinion, but stealing/breaking/ruining your player's signature items out of expedience or entirely inapropriate and undramatic "realism", is just lazy and/or malicious GM'ing in my book.
  7. Perhaps a murder mystery? If base personnel start going missing or show up dead, the obvious assumption would be an Imperial agent. But that could easily prove to be a red herring after the players have had some time to lose their minds searching for an Imp, only to eventually find their way onto the trail of, well, almost anything you can think of. - A rebel commando who's seen too much and lost their mind. - A depraved smuggler making some scalp-money on the side. - A serial killer hiding amongst the ranks. - An undocumented emergent who has been corrupted by the Dark Side. - A sophovoric life form capable of disgusing itself as its victims. - An improperly reformatted droid suffering from multiple personality disorder. etc, etc Of course, if you like plot twists with your plot twists, it could always turn out to have been an Imp all along, using one of the above (or even the PC's!) as a patsy...
  8. If I could describe the new T70's in a word, it'd probably be "sportier". They're smaller, lighter and (presumably) faster and zippier. If I had to stat one up on the fly, I'd probably use the stat block of an A-Wing, upgrade the armement to Quad Lasers, Autoblaster Turret and Protons, and replace the navicomp with an Astromech Socket. Yes that would mean it's like an A-Wing only better, but that's fine for two reasons in my book; it's a much newer design, and it's an X-Wing, and X-Wings are awesome. Aside: I think the Autoblaster turret is silly, weather it's best represented by a personal or planetary scale weapon, it would make better sense to use that space for stronger shields or more avionics systems, anything to give you a better chance of getting the enemy back in front of the four gigantic laser cannons you already have.
  9. So I've been looking at lists of Canon and Legends Star Destroyers and while some of them are quite good, I honestly couldn't use most of them with a straight face. So I put the question to you, dear forum trawlers; what would you consider to be "good" names for Imperial Star Destroyers? My first instinct would be to use names inspired by the British naval tradition of naming ships after martial virtues, and mix in some Orwellian undertones as well as names that are more subtly ominous than the apparent canon baseline. So far I've come up with the following: Imposition of Law Destrier White Herald Implacable Valour Unified Will Burden of Supremacy Surprise Tyranny of Choice Duty of Man Merciless Banner of Peace Vigilant Divine Right Folly of Tolerance Diplomat Call it Peace Any thoughts? Suggestions? Alternate naming schemes?
  10. My understanding is that Rousing Oratory specifically represents an almost supernatural level of inspirational speaking. You can incite rebellion and inspire troops with normal abilities, but Rousing Oratory represents something beyond that. Even in a setting as hammy as Star Wars, it takes more than a single impressive speech to convince most people that they could rise up against something with the ability and will to crush them like bugs, and not be crushed. As for using it on Rebel Soldiers, the justification is thinner and less likely to come up, granted. But even then, Rousing Oratory allows you to attempt things with charisma alone that you normally could not, it elevates your persuasiveness and leadership to the level of a superpower. At least, that's my reading.
  11. The impression I've gotten through play and immersion in the rule book was that Parry and Reflect are fairly balanced... If both parties are wearing Cortosis. That is to say, those talents seem to have been balanced and playtested with end game play in mind.
  12. My short answer is "No and no". My long answer is "No and no, but pace yourself. Most Force powers require a force rating of a couple of points higher than their minimum requirement before mastering them is worthwhile."
  13. I wouldn't mention this as it's more concealment than disguise, but severed limbs seem to be extremely common in my playing experience. My Jedi upgraded his replacement forearm with a Cybernetic Cavity; perfect for a lightsaber both in terms of storage capacity and ability to outfox weapon scanners by hiding a powered device inside a larger powered device. I'm hoping my dismemberment days are over, but at least if I lose another limb I'll have more space for another lightsaber! XD
  14. Good to know, thanks. I'm curious because a house rule or two has been applied to morality at my table that has, in my opinion, broken the morality system. If I can't get the RAW restored, I can at least bring Light Side rewards to the GM's attention. Last session especially was filled with utterly selfless heroics that deserve recognition, including a PC taking an already damaged tramp freighter, and flying it solo to the rescue of a hamlet which was currently under orbital bombardment from an Imperial I-Class Star Destroyer. She was frantically darting and weaving through the rain of laser fire, making nail biting dust-off after dust-off until she had saved every single living soul left, cramming about twenty people aboard her tiny ship and making off like a bandit with squadrons of TIE's screaming in to try and finish the job. She's not even a great pilot, she just saw what was right and went for it. Pure Light Side heroics.
  15. It really does seem like "high level" is a lot higher in Force and Destiny than it is in EotE and AoR. There's no real way around the fact that critical stuff like defence dice and parry and reflect ranks are pretty thin on the ground, meaning that you need a *lot* of talents to make full use of your Lightsaber. I kinda feel like the formula for calculating how much your parry and reflect talents reduce incoming damage should have been something like Ranks + Lightsaber Skill, rather than Ranks +2. Perhaps we'll see some kind of "Mastery" talent for Parry and Reflect if FFG ever publishes something analogous to D&D epic levels. All that said, Jedi (and Sith, for that matter) are the most elite fighters in the setting and they train constantly throughout their lives, so it makes sense for them to need more talents/trees to reach their potential. Just hope your Storytellers are kind enough with the XP...
  16. *slowly raises hand* I... May be eyeballing the Sage career in my game because it has two force points... In my defense my character did grow up on a frontier farm and... Damnit, Seer, not Sage. Seer is way more wilderness man-ey. ...Can I come back in yet?
  17. That's definitely not the default way of doing things, although a talent that gave the option to accrue threat instead of it cancelling out advantage would lead to some crazy powerful, pretty whacky Mad Science devices, I would think. Finely crafted Blasters with both Accurate and Innacurate for extra swingy rolls, a Lightsaber Forge that produces peerless lightsabers and also random electrical fires. That sort of thing.
  18. So I need to sink more points into Enhance, apparently...
  19. I notice that you didn't mention your career choice, so, firstly, I would suggest that you decide if you actually want to be a Consular, as that's a bigger deal than you may think at first glance. Your chosen Career has a significant impact on not just your starting options, but your future incentives for advancement. You can always buy into your preferred form (perhaps in preparation for actually building your first lightsaber) at a later date. That said, I do like Niman. It's very appropriate that the "Moderation Form" offers a point of force rating as well as such a diverse set of talents. Also, your stats look fine to me, but if you're hell-bent on charging into melee right from the start, I suggest investing in the left-hand column of Force Sense for the large defensive boost (and frankly, the whole power is great, an often overlooked gem imo). Also keep in mind that if don't have access to a lightsaber crystal early on, you'll need a training saber (or one of a handful of rare and expensive alternatives) to be able to use reflect.
  20. *slowly raises hand* I... May be eyeballing the Sage career in my game because it has two force points... In my defense my character did grow up on a frontier farm and...
  21. Aetrion, I get the impression you're either not understanding or rejecting the core premise here without articulating exactly why. There's an imbalance in the rules to be sure, but it isn't big, and it's in the wrong direction. Or at least, the wrong direction for it to be a foundation for your concerns. Non-Force users are cheeze compared to starting Jedi. You're not wrong when you comment on the enormous potential for growth force powers and some of the top shelf Jedi abilities offer, but that growth is slow, measured and reasonable. Eventually, in the distant future of a long and lovingly crafted campaign, the tables turn on the munchkins. But practically speaking, by the time a Jedi PC is ready to call themselves a Padawan, a non force user is a master of their craft. By the time your PC is powerful enough to be considered a Knight (and no, we're not going by the standards of the book. "Knight-Level Play" ...Tell me another one!), let alone a Master, the other guy is ready to retire or make a start on an entirely new skill-set. Eventually Jedi pull out ahead and stay there, but their non-sensitive friends will also be legendary badasses who spent most of the campaign with a competitive edge.
  22. I vaguely recall reading or somewhere on these forums about rolling a second morality die (and presumably picking the highest?) as a reward for being especially heroic and/or in tune with the light side during a session. I'm trying to find where I saw it but I'm drawing a blank and have all but given up, although I am certain I saw it *somewhere*. Is this an optional rule, perhaps from a supplement I don't own yet? Or maybe some house rule someone's come up with? Either way I'm curious as to the source, and also what you guys would consider sufficiently light side to warrant such a reward.
  23. Check out a few posts back where the Dev's were asked the question regarding the 'must' clause. The answer is the Force user **must** spend a FP regardless of whether the attack hits or misses. If this means the Force User has to tap a Destiny Point, 1 Conflict, and use a DS pip, then that is what they have to do. Wow, I wouldn't inflict that ruling on my table, and the RAW is so clear cut in the exact opposite direction that I wonder if this particular word of god is more of a retcon than a clarification, but it is word of god all the same. Thankyou for elaborating, very helpful!
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