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Tywyll

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About Tywyll

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  1. Okay, I'm very new to the FFG Star Wars and only have F&D. I'm slowly reading it over. Last night I noticed something that really surprised me. 35xp spent on Force Move allows you to through silhouette 1 objects at people (like two people thrown into each other) for 10 damage. Meanwhile the Force... whatever, the Dark Side of Protect, does your Willpower + ranks in Strength. Am I missing something or is Move waaaaay more deadly and Light Side approved?
  2. This is absolutely amazing! I love it! Thank you so much for all your incredible hard work and time. I've downloaded 1.5. Couple of things. One, only the CharGen.exe works for me. I can't get into the DataEditor or GMTools for some reason. Also, is it okay to ask if anyone has already edited their data (like for talents) and is willing to share? The Talent sheets aren't super useful at the minute for new players (though I understand why you did it that way for CYA reasons).
  3. I have the chance to pick up some of the stuff for this game for a steal, but I am hesitating. I've always been interested but never played it. 1) How well does it run? Do the fiddly bits make it harder or easier to DM? 2) How well does it handle long term pc growth? If you've played the same characters for 2 years, does the system break down? 3) Can you play without the bits if need be? If not, what is the minimum amount of 'bits' that you need to use to play? 4) Can you reskin the game for other settings? Can you house rule/make up your own stuff easily? Or is everything interlocked so changing stuff makes a muddle? Cheers
  4. I really like this. I'm dying to see your races and spells though!
  5. So, I just picked up Force and Destiny. I don't have any of the other games in the Star Wars line, this is my first. I also don't have any of the beginners boxes. Just looking at character creation, I was left with a similar quandry that I always had with another FFG game, Anima. That is, how do you build an effective character? Or rather, a capable one? I haven't seen a chart or anything representing what levels of skill and attributes mean. I realize it's super hard to improve attributes after play, so it seems like you should do that in char gen, but then will you have any skills? I guess what I am looking for is general recommendations for how many of what things should characters spend their xp on? I realize that this varies with concept, but you know, in general. I also noticed that 'Knight Level Play' was a bonus of 150 xp. But looking at the XP guidelines, that seems like only around 10 sessions of play on average. Is a 150 xp a lot? Finally, has anyone played this system for a long time and if so, how do high 'level' characters shake out? Does the system break down when you play a character with 300+ xp under their belt? Or is the math good?
  6. Personally, I dig your app. I find it easier to use than the other one out there (though that one is nice too). Out of curiosity, are you planning on adding any more functionality to it when you redesign it? Specifically, i was wondering if it could record characters and their attack/def so you could just select a vs b after inputting their stats once. I don't know anything about apps or programming them, so maybe that would be really hard. But if not, it would be awesome if you could do something like that. Either way, I look forward to what's coming next.
  7. nameless81 said: Just one question Tywyll, how do you divvy up the MK, I have a good idea (because it is probably obvious) however I still want to see what you have to say. Well, in my campaign, since I use training times, when they gain MK is not as relevant as how much time they have to spend those points. But, if I were not using the training rules, I'd probably spread out the MK in chunks of 10, starting at the 10th DP break point and working back. So, if a character gained 50 MK per level, they'd get 10 at 6, 7, 8, 9, & 10 DP blocks. If they earned 30 MK they'd get them at 8, 9, and 10 25 would earn 5 at 8 and then 10 at 9 and 10. etc. You could spread them out further so you are getting them earlier in the level, but since the MK numbers vary so much, and anything less than 5 is worthless, I'd probably avoid that for fiddliness sake.
  8. nameless81 said: Just one question Tywyll, how do you divvy up the MK, I have a good idea (because it is probably obvious) however I still want to see what you have to say. Well, in my campaign, since I use training times, when they gain MK is not as relevant as how much time they have to spend those points. But, if I were not using the training rules, I'd probably spread out the MK in chunks of 10, starting at the 10th DP break point and working back. So, if a character gained 50 MK per level, they'd get 10 at 6, 7, 8, 9, & 10 DP blocks. If they earned 30 MK they'd get them at 8, 9, and 10 25 would earn 5 at 8 and then 10 at 9 and 10. etc. You could spread them out further so you are getting them earlier in the level, but since the MK numbers vary so much, and anything less than 5 is worthless, I'd probably avoid that for fiddliness sake.
  9. Lia Valenth said: Getting Use of Ki for free is a little over the top in my opinion. Otherwise interesting idea for an all-Ki party. Why? The power as written does nothing but deduct points. If the campaign's basic campaign assumption is simply: Everybody is Kung Fu Fighting! then that speed bump is unnecessary. I even think there is a place in Dominus Exxet where it even suggests something like this for a similar campaign.
  10. Lia Valenth said: As awesome as this is, I can not read the languages it is going to be released in, at least for a while. So it is more of an annoyance than anything. Yeah, totally with you there. And I'm not that interested in Gaia 2 either. I mean, unless its going to answer the questions that are forced into the meta plot in Gaia 1, more lands with more Mary Sue's and more 'mysteries' that are only mysterious because of withheld info is kind of ... meh.
  11. Ok, in the spending PP section of the psychic rules, the text and the example they give for strengthening a power give two different results. Which is correct? If you want to improve a specific power, say Psychokenetic Armor, does it cost 1 PP per +10, up to 5 for +50? Or does it cost something else (because the text says the most you can spend on a single power is 10... which makes no sense)? I assume its 1 per +10 because that would stick with the cost of increasing all of them (1+2+3+4 etc) and make it a nice option if you want to specialize. Is it clearer in one of the other versions?
  12. I'd be more excited if you told me you were planning on making one of your wonderful translation projects... hint hint!
  13. Personally I think it sounds cool and is far better than the Velata (personally I don't care that they are 'official' but YMMV). It also sounds a bit Elder Scrolls like. But... if its a playable character, technically, its 'illegal' to give the gift via Essential abilities. Whether your GM agrees with that is up to them, but RAW forbids it. I'd be tempted to, instead of magic, make them really good at the Telepathy Psychic abilities (or perhaps you have two different versions of vamps, one with the 'buff'/mind control powers of psionics, the other with Necromancy, and a few with both). This would represent the mesmerism and all that that vamps are supposed to normally have.
  14. Are we sure that the no PDF thing isn't just something like what WOTC did to combat piracy?
  15. Honestly, if I were going to run the kind of game you are describing, I'd do the following: 1) Double all class MK awards 2) All characters start with Use Ki free 3) All characters start with one level of Ki recovery 4) Use the rules for a single ki pool This would create a campaign world where characters (not necessarily mundanes, they don't have to get these benefits) would be martial masters without compare. But if you wanted to go further, here's a few more options: 1) Every level, characters get 10 DP worth of KI. 2) Every level, characters get 30 points worth of accumulation for free. 3) All characters can start with an Elemental Bloodline for free (this fits those anime where characters have an elemental nature to start with). If they want more than one, they pay the normal costs (thereby keeping such characters more rare).
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