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kmanweiss

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  1. Armada is in a tough spot supply wise right now. CSI has 12 out of 29 items in stock...thats less than half! FFG themselves is out of stock of 7 of the expansions including both the ISD and the Chimera. In fact 5 of the ships they are out of stock on are Imperial. You're in a tough spot if you want build an Imperial fleet right now.
  2. I feel this way about a lot of ideas. I feel that a movie tends to be too compact for some ideas. And directors try to shove too much content into it making it a disjointed puzzle of half explored ideas. On the other end of the spectrum, I feel some shows go on WAY too long. They start rehashing ideas, replacing cast, filling time with bottle episodes and clip shows. Ugh. I wish more studios would just develop a really good miniseries, or single season show. Worst case scenario, cut things off after 2 or maybe 3 seasons at most. End on a high note instead of dragging the show kicking and screaming into a 7th season of retread stories, shark jumping atrocities and half the original audience. I really hope this is Disney's plan for these character focused shows. Give them 6-12 episodes to tell something really epic, and wrap up the story. If you have another idea for them (Obi right after Ep3, and another idea of Obi right before Ep4), then do a separate show run of just that idea. Instead of some 10+ season ongoing mess, give us several compact, interesting stories from different perspectives.
  3. If the players aren't in combat or tense situation, astrogation checks are not even rolled. If they are in a situation that matters (escaping capture, in combat, about to be in combat, etc), then getting an astrogation check correct is important, but I use it as more of a delay situation. It will take 4 rounds to properly calculate the jump to hyperspace. Success is just that, success, you jumped to hyperspace. Advantages make the jump quicker (you make the calculations quickly and jump in 2 or 3 turns). Threats delay the calculation (you're distracted as your ship is taking fire, it will take 5 rounds to jump). Triumph is a big cut in jump time as in 1 round or perhaps immediately (the ship had the coordinates pre-programmed, or you had a moment of perfect clarity and just typed in the correct coordinates). I've never had a player fail or throw a despair, so I haven't even thought about it till right now. I think for a failure I'd probably have the jump just outright fail and have them try again (new roll, new countdown). For a despair, a miscalculated jump could be fun. Accidentally jump into an Imperial shipyard. Have them get stuck in Hyperspace and are attacked my some sort of hyperspace creature that is attracted to their failing hyperdrive. Have the jump succeed, but the Hyperdrive and main drive both burn out causing the ship to need massive repair.
  4. A finger is not trivial. Joints, muscles, tendons, ligaments, bone, fat, skin, nails, nerves, vascular tissues, etc. An arm may contain more mass, but the degree of complication is still just as great. Sure, an ear or the tip of your nose are rather simple in comparison, but there is still a lot going on there. I wouldn't put it past Star Wars tech levels to be able to regrow some fairly complicated tissues in order to replace body parts...in a lab, which the proper tech at hand. The healing potion however can't just craft matter out of nothing. It can heal tissue that exists, but it can't create new tissue beyond what the body can regenerate. Cleanly cut off arm, crudely stuck back in place and then drink the potion...I could see some fairly miraculous healing where the body regrafts the limb to itself. Cut that ear, finger, nose, wingus off and throw it away. Sorry, the body can't regenerate that much complicated mass. The healing potion can stop the bleeding, create some scar tissue covering, and make sure you don't die, but that's about it because that is all the body can do on it's own. The healing potion just expedites the healing process.
  5. I'm stealing that. I just wrote an adventure that has an old Separatist tactical droid as a main villain and I didn't have a name for him yet. This will be perfect!
  6. My take would be that it can't regrow anything be it a limb, a finger, an ear, or a nose. It calls out limbs specifically because that's a critical effect on the chart and likely the most often lost parts of the body.
  7. Can we find a way to include thac0 too? LOL I see where you are going, and it's interesting. I could see some sort of mini-game duel situation where you are competing in a fencing competition that is set up like this. But honestly, outside of maybe a one time event...It's too confusing to bother with. This is where suspension of disbelief comes into play. Things are simplified and balances across the system to work together easily. Does it always make sense, maybe not. But it plays well.
  8. I always enjoy this conversation. When fighting with a small, light, foil like weapon, agility should be the main skill. Well I think melee combat is more about intelligence, knowing when to strike, when to parry, when to deflect, when to block, where to strike, how to strike. Well I think it's more cunning based. You have to feint, counter opposing feints, know how to get around defenses. I think it's more presence based. I fight using my presence to intimidate the enemy into dropping their defenses or revealing a weakness. In reality, competitive fencers are VERY concerned about strength. They have very specific weight training programs. Some olympic fencers spend as much time lifting weights and doing strength training as they do actually practicing fencing. The fact of the matter is all of it's important. All of it plays a part. All of it would play a part in every concept of the game. Someone is good at hacking with high intellect. What if they have a 1 agility and are are as slow as a sloth from zootopia...that typing speed is going to suffer. But what about cunning to navigate the security systems defending the computer, or wisdom from encountering previous hacking attempts on similar systems. That 1 strength 6 agility character is going to get tired of firing that blaster after awhile, even light things start to get heavy when you hold them in an extended way for a long period of time. Strength plays a major part in melee combat with all melee weapons for the most part (strength to overcome blocks/parries, strength to push past armor, etc). It's easier to have a base rule instead of building out all the variables. There are a few outliers, and if the player makes an impassioned, reasonable argument for using a different skill, I as the GM will allow it. There is no need for formal rules for it. And I wouldn't necessarily make the same decision for every character. It has to make sense for that character and that weapon. But ultimately what matters the most is the skill, not the characteristic. Is the 4 strength 1 agility character going to be better than a 1 strength, 4 agility character? Yes, without a doubt. I'd argue the same is true in real life. But if the 1 strength character has 6 ranks in melee, and the 4 strength character has none...well, that changes things up a bit. In general a higher strength character is going to be better at melee. In general a higher agility character is going to be better at ranged weapons. If you feel the need to tweak something, have at it.
  9. Oh, so free will is different in the star wars universe? Please explain. It's not fake outrage, the fact that you don't respect the concept of free thought is pretty appalling. It's inhumane. Brainwashing, grooming, indoctrination, and other such mental rewiring systems are evil, and seen as morally reprehensible by most governments of the world.. You are robbing someone of their personal agency. The Jedi do it with a flick of their wrist. Palpatine tricking the Jedi and manipulating the senate to hand over control to him is bad. But absolutely controlling another persons thoughts is ok? In virtually every single depiction in media, such control over someone else is seen as evil. The people that perform those types of actions are the villains. In instances where good people perform such actions, it's seen as them dipping into the darker sides of their psyche, crossing a line, or the start of their decline into complete darkness...except in star wars where the good guys are the ones controlling minds. Not all that surprising when you also have the same group of people joking about killing people in 'aggressive negotiations'. Temporary or not, you are messing with someone's brain, their ability to make choices for themselves. It can compel them to do literally anything. It has a real, painful consequence. It could have much longer, and more severe impacts depending on the person and what actions were taken when you consider the consequences to those actions. I love the path you've taken in this though. Jedi don't do bad things. Well, they'd never do those bad things to important people. Well, they'd never do those bad things to important people about important things. It's not really that bad. Move the goalposts much? The fact that you even used the second one as a defense of the action is enlightening. It only works on the weak minded. So it's no big deal because they are only mentally controlling the weak and defenseless. You know, the very type of people the Jedi should be protecting. The Supreme Chancellor secretly dispatched two Jedi to settle the conflict. He covertly (and illegally) sent people with mind control abilities to find a solution to a month long blockade that was driving two factions of republic representatives against one another. Two people we see use mind control powers frequently. This wasn't an official negotiation. This wasn't a good faith meeting. Heck, Naboo wasn't even involved with the talks. The Jedi were sent to deal directly with the Trade Federation. That's not the role of a negotiator. To believe that mind control was not on the table for these 'negotiations' is one heck of a naive take. To each their own though. I believe the Jedi's use of mind control is a pretty morally/ethically questionable action that seems more in line with dark force than light force. You have no qualms about forcing people to do things against their will. There really isn't a middle ground to that debate. It's been interesting, enlightening, and entertaining to have the discussion with you. Cheers!
  10. Wow, just wow. Free thought is a fundamental human right. It's been ruled on in the US supreme court. It exists in international human rights law. Its part of UN human rights considerations. It's one thing to have a law that restricts behavior, or to imprison a criminal for the safety of society, it's another to manipulate one's mind. In fact there are a huge series of laws designed specifically to protect people from such things. There are tons of limitations in advertising so as not to manipulate a person's free thought. There are grooming laws specifically to protect people who would prey upon others by corrupting their free thought. Telling someone how they should think. Providing them with evidence. Convincing them through passion. Telling someone what they can and can't do in a society. These are all normal operations, and none of them actually control one's thoughts or impulses. Actually changing one's thought patterns is not the same thing by any means. It's absolute control, not influence. You talk about someone working an awful job to provide for their children. They are making a choice to stay in that job for the sake of their children. They may feel trapped, but they still have free will, free thought, and they are choosing their position as bad as it may be. A Jedi however could walk up to that person, wave their hand and tell them to quit their job and abandon their children....and the person would do it. The Jedi didn't convince the person to do it. They didn't make an impassioned plea to the individual, they actively changed the thought patterns of the individual. That person would quit their job, abandon their children, and hours or days later an incredible head ache would overcome them and start to eat away at them until they suddenly realize they performed some action that makes no sense to them. They did something they'd never dream of doing as it goes against every aspect of their character. They'd be overwhelmed with confusion, guilt, anxiety, and would try to fix the problem and undo the damage done. A jedi mind trick isn't compelling a person to change their lifestyle from that point forward. They don't forget the interaction. They can recall the instance and see how out of character it is. It causes intense physical pain. The psychological damage of the incident is unimaginable. Imagine being told to do something totally against your will, and just doing it without question, and then having to live with the consequences of not knowing why you did it, or how it could happen. As for Watto, well society can be judged by how it treats ALL members of society, be them criminals, prisoners, etc. Watto is a person. A flawed, evil person, but still a person. I'd argue that even he has rights, and if the freedom of thought is a fundamental human right, then it's not something you can take away from anyone. You can wish the worst for him, you can charge him with crimes, you can imprison him, you can hope he suffers, but removing a person's free thought is akin to removing their life. There is canon evidence of the affects of jedi mind trick victims. It's not a 'hey, look over there...made you look!' kind of thing. It's warping of one's thoughts. The stormtrooper that Obi used it on in Ep4 later after recovering from a nasty headache realized that those were the droids he was looking for. He couldn't figure out how he could make that kind of mistake. He knew exactly what he was looking at, but told the old man to move along. He didn't even check their ID. It was a dereliction of duty and he was appalled. The interesting part is he was part of the crew that retook the control room on the Death Star. He spotted them there, even after he started to remember what happened earlier. He was literally deconstructing it in his head about how those were the droids, and he was thinking of their physical descriptions when C3PO asked to take R2 to maintenance. He allowed them to leave only to have it hit him moments later that those were the same droids as his brain was still messed up. He pursued them but was stopped before he could reacquire them. Most likely we has being called to command to be punished, and possibly killed for his dereliction of duty on Tatooine where he let the droids slip past him.
  11. I believe Sifo did commission the clone army himself, but then was shot down and killed shortly after that. Palpatine had found out about the clone army, got Sifo assigned to a mission to deal with the Pyke syndicate and then Dooku hired the Pyke's to kill Sifo. In the grand scheme of things is was likely days or weeks between the ordering of the army and Sifo's death. The clone army had been comissioned, but no specifics had been determined. This is when Palpatine and Dooku stepped in. They hired Jango to be the base of the genetic material and instituted the orders.
  12. It was a loaded cube? I haven't heard that? What proof do we have backing that? A quick search turned up nothing specific. The sides might not have been 3/3 red/blue but that doesn't necessarily indicate a loaded die as much as a die with different chances of outcomes. A force die from SWRPG isn't loaded, but it doesn't have a 50/50 chance of black vs white (number of white pips vs black pips however does average out). Assuming there was more blue than red, that might have been the gamble based on how he valued his two slaves. Mom was worth less so he was more willing to lose her and gave her a higher chance of the result. I'd love to see something definitive on it. What they do in each case is arguably 'good'. Stealing a speeder to chase a criminal, cheating a slave owner to 'free' a slave, borrowing a boat, convincing a guy to give up selling drugs, escaping a military checkpoint without killing, trying to rip off a slave owner, etc. But this is where morals and ethics get involved. Do the ends justify the means? Does overpowering someone's sense of willpower and self determination cross an ethical or moral line? It sure seems like it should. In that case, does it matter what the end result is. The Jedi have a strict ethical code that seems very inflexible, yet they regularly interfere with the self determination of others for both small and large reasons. Do we allow unethical medical testing if it produces useful results? No. And we are often horrified by stories from the past where this wasn't the case. Is this really that far off? I'm not even sure that Jinn having a chance to prevent the Naboo conflict with a mind trick is a bad thing. The act itself is bad, but then again, how many lives were lost on Naboo? Could lives had been saved had Jinn used a Jedi mind trick to get them to pull out of the blockade? Does that end justify the means though? This gets even darker when you consider the side effects of a Jedi mind trick. The victim of the Jedi mind trick could easily be punished for a dereliction of duty in many cases. The punishment for this could be death in some cases. We've seen canon examples of the pain from being mind tricked. I could see something like that driving someone to suicide. What if in the case of Watto, had the mind trick worked, and Watto loses a large valuable item he could sell, and instead now loses money...what if he couldn't feed his slaves because of this, or his family. Sure, he's a bad guy on a moral/ethical scale due to slavery (which was legal on Tatooine at the time), but does that warrant ripping him off? How different would his life be if he was tricked into accepting republic credits that are worthless, or if Anakin had stayed his slave. Heck, how many additional lives were lost because Jinn cheated and 'saved' Anakin? This is why it's so interesting to me. The Jedi talk about being good. They talk about morals and ethics. There are clearly force powers that are evil, and it's not just based on how they are used or if it's justifiable to use them in that manner, or in that circumstance. Yet Jedi warp people's own self determination on the reg, and it seems they are totally cool with this. That is so bizarre to me.
  13. I keep bouncing around to different options. My main guess right now is that it's an unlimited (or extended by some amount) range using only the shaded dice, but it's the only attack it can make that round. It can be used every round. It's not a hull zone though, so you can't use gunnery teams with it. So it's a bit like Ackbar, but with a narrow focus in the front arc. I also assume its a bit of a glass cannon with weak shields/hull, yet expensive. It's probably more of a Vic movement chart also.
  14. Definately, that artwork with the Imp and Republic SSDs broadsiding each other is amazing. The Lusankya is an interesting ship.
  15. So you honestly believe that they draw a line there? They'll use it for everything short of negotiation with a politician for actual political issues? I mean we've shown they'll use it to cheat, steal, rip people off, and avoid the law. We've shown them use it on thugs, crime lords, business owners, soldiers, common folk, and politicians. Do you really not infer anything that you don't see actually happen in a movie? Why would that be the line they refuse to cross? So you believe that had the nemodians sat down with Jinn and Kenobi and outright refused to change their ways, Jinn wouldn't have used the force to get his way? To put a stop to the blockade? To prevent the invasion/occupation? He would have just sat back and let it happen? Headed down to the surface to do what he did anyways? "They won't peacefully cooperate, so I guess it's lightsaber time!" Nah. He would have waved his hand and told them to withdraw.
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