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Everything posted by kmanweiss

  1. The reverse grip comes from dagger use. A stabbing motion with a reverse grip dagger uses the same muscles as a slashing motion from a normal grip sword. Also in this configuration the dagger can also act as a close range slashing weapon, and can even be used to deflect attacks. The dagger is not as prone to disarming as a full sized sword. It doesn't make a lick of sense to use a lightsaber like this though. The grip is only good for blocking melee as the hand/arm blocks line of sight for trying to stop ranged attacks. On top of that, the longer the blade, the easier it is to disarm, or have a blow that pushes the blade into the wielder as they have no strength to counter a strike like that. The lightsaber blade is also too long for stabbing attacks. So while it looks cool, and is based on a real concept, it would be virtually useless if not just straight up detrimental to the user.
  2. This is actually a great place to start a character. A lot of systems have not only perks, but detrimental flaws that have to be selected also. This gives the character....well, character. Not everyone in a group has to be amazing at everything. Most people aren't. Most people aren't even good at one thing...just mediocre. Your character is that. He's mediocre at adventuring, and that's interesting because we rarely see it in RPGs. Overcoming that adversity gives the character his own personal arc. Give him something though. If you only gives flaws, the character has nothing interesting. I recently made a character that will be joining a high level group, so I have a lot of XP/cash to work with in order to fit into the group. He has two bio-locked lightsabers disguised as religious prayer cylinders (metal cylinders with carved/inlaid religious text). He is also very defensively built with a lot of parry and reflect along with non-restricted weaponry that lends to that (shield gauntlet and a melee weapon). He has moderate characteristics (all 2s with a 3 in brawn) with some skill in melee and ranged light. He carries a pistol for when he needs to do ranged attacks. He's very good at lightsabers, but he can't use them as he'd be labeled a jedi and hunted. He blends in as there is nothing outlandish about him. No huge weapons, no massive set of armor. In a fight he doesn't exactly kill people outright, but he can 'tank' a lot of attacks while taking little to no damage and he just kind of 'accidentally' kills/injures people through use of parry/deflect force skills. In situations where he knows no witnesses will survive and there will be no evidence of his being a jedi...then the lightsabers come out and he really kicks some butt. It makes for an interesting character.
  3. From a gameplay perspective, I see no issue with it. A dark force user would fit in quite well. They'd be willing to do the dirty work, they'd have personal reasons to stop the Empire, and they'd be effective at various rebel efforts. They wouldn't fit in with everyone however, and many rebel cells wouldn't want them attached to their group. The greater rebel effort would probably disavow any connection to them. Take the Rebels cartoon. Their cell did a lot of Robin Hood style of work. A dark force user isn't going to be down for this. They'd rather take the goods themselves, sell them for profit, then use that money to better equip themselves (while explaining that the more powerful they are, the more of a threat to the empire they are....feeding some poor starving folks doesn't hurt the Empire). A dark force user would fit in with Cassian, or better yet Saw's group. Eventually the character becomes a problem as the dark side would lead to the desire of more and more power to where they would be a threat to the new republic...but that's not likely something you'll deal with in the game. The interesting part for the game itself is giving the party choices (give food to starving locals or sell the produce and fund yourself, risk innocents and children during attacks or protect the innocents and strike at more secure targets) and watch as they fight each other and attempt to undermine each other while still trying to complete the same goal.
  4. A. Yes B. No, it makes you an interesting and fun person. You can't be a bad person for trying out crazy ideas. It's how new metas are discovered. But I can't imagine that fleet being worth much. I think your best bet is to use your hull advantage (50!) and ram-rush your opponent. Fly fast and ram like crazy in order to actually put some hurt on the enemy. With any luck you panic your opposition into making some mistakes.
  5. Reading a book, watching a movie, reading a comic, or even playing a board/card/dice game from an Imperial perspective is explicitly different from asking people to actively play the role of a bad guy in an RPG. An RPG opens up a wide range of possible experiences, experiences that the publisher can't control. That lack of control is scary for a big name like Disney. If some kids, with the content currently released, played an Imperial campaign and dabbled in ideas of slavery, fascism, genocide, etc and a parent found out. That parent could make a big stink about it, and it could turn into a media storm. But, Disney would have plausible deniability in stating that the game is designed for players to be playing the good guys, the rebels, the Luke Skywalkers, the Han Solos, the Jedi that fight against that. Once they put the game in the player's hands, it's no longer in their control. If they release a Imperial Source Book they risk losing that plausible deniability. Now the mom can hold up the 'fascist guidebook' in front of the local TV news station cameras who are desperate for literally anything they can get their hands on. The last thing Disney wants to do is have an 80's style anti-RPG war with overly concerned moms forming some new BADD group. In today's political sphere, releasing a source book for a pro-fascist faction could ignite something even more upsetting than a new age BADD if they suddenly attracted a very vocal crowd of people as new players. Disney is much more concerned about their image than Lucas Arts was. I doubt in today's day and age that Disney would be willing to do a KOTOR that allows you to swing to the evil side, or a SWTOR that allows you to play evil characters, have slaves, and even torture them. Heck, I doubt we'd even see a Star Wars: First Order TIE Fighter game. All of those muddy the waters a little to much for a franchise where Disney wants to make sure you know who to root for. It's not a matter of interest, or sales projections, or how dark the material would need to be (or conversely how thoroughly scrubbed of any offensive material you could make it). It's a matter of how much Disney is willing to risk any crazy story popping up that could put them in a negative light. Disney is VERY concerned about their public image, and very controlling of any PR. No doubt share holders, lawyers, or PR managers have likely said that a book that encourages players to take on the role of fascist bad guys may not be the best idea. The thing is, it's not Disney's fault. It's reactionary to how people perceive things. The general public understands that a book is just a story. A movie can just be for entertainment. They understand that pushing plastic toys around on a table is not an emulation of the beliefs that the characters in those IPs held. They even, for the most part, comprehend that a video game is just entertainment. But few people, in the grand scheme of things, understand RPGs. They don't understand playing the role of a character that isn't you, doesn't have your beliefs, morals, or ethics. There is still a sizable portion of the population that think playing D&D is a direct path to evil, committing sins, and going to ****. I've never actually met anyone that thinks rock and roll is evil, or that reading Harry Potter is evil, or thinks we should ban or destroy certain books. I occasionally hear about some fringe lunatic with one of those beliefs, but I've never actually met one. Heck, I can't even think of a single person that I've met in person that has tried to blame the evils of the world on video games despite the popularity of that idea in the media. However, I've actually heard people, in person, question the safety of role playing games more times than I can count. Could they release an Imperial source book? Sure. Will they? Who knows. Is it understandable if such a book never sees the light of day? Absolutely. Are some of those concerns based on pretty shaky ground? Ayup. I doubt anyone here would have a problem with such a book. I doubt anyone here actually opposes such a book being published. Trying to convince me, or others they SHOULD publish such a book is pointless, because I'd pre-order that book as soon as it was possible. All I'm trying to explain is a valid reason why such a book may never be released.
  6. I think it has more to do with the bad taste finally fading away. The prequels have GREAT content for games. Clones, droid armies, jedi starfighters, iconic ships, etc. Those movies gave us great visuals that really looked like star wars. They are highly marketable from a content standpoint. They are not well liked as movies though due to plot, acting, story content, drastic changes to established lore. I think enough time has passed, that people no longer get angry about how bad the movies were and just remember the awesome visuals. Plus, they have new movies to complain about. So you can release clone wars content without people refusing to buy it because the movies ruined their childhood.
  7. I'm with you right up until salvo preventing your usual attacks. You might be spot on, in fact I wouldn't be surprised. I just feel that sucks a lot of the power away from that defensive ability and could really make it almost useless in many cases. Enemy in your rear arc, they fire, you could salvo with 2 or 3 dice (no upgrades, no crits, no accuracy), but then you sacrifice one of your attacks. I find it kind of interesting that one thing a lot of people complain about with the system is that the chasing ship really struggles to attack what it's chasing, while the chased ship has it easier. Salvo actually helps the chased ship even more now making it even harder to chase ships. What is supposed to be a tactically advantageous position is getting worse. Not a big deal due to how few ships have access to salvo, just something that occurred to me.
  8. It's the only sort of thing my players do. Hired by one criminal faction to destroy another criminal faction. They find out their boss is the kind of guy that kills people that fail or double cross him. They don't take this as a warning, but as a challenge. So instead of destroying the small upstart criminal faction, they covertly take out the leadership, take their place, then use newly controlled criminal faction to wage war against the other faction...after collecting the reward for completing the original job. Seriously, it was a simple smash a grab, blow everything up mission that was supposed to be 2-3 sessions...they turned it into a campaign to kill their employer just because they heard he was a massive a-hole. Best part, despite gathering an actual fleet of ships and a veritable army or soldiers, once they killed the original employer and disrupted his criminal network, they just handed leadership of their criminal faction over to someone else in the organization and went about their way with their freighter. Another time they were hired to do a simple delivery job (that turned more complicated of course) and ended up having to stop by a small scrap refinery that used slave labor. They were in a rush so they had to leave, but 3 adventures later..."Hey, remember that slave camp, we should go back and blow it up." They detoured off a major job just to blow the crap out of a dozen or so thugs. As a GM with this group, I feel like an aircraft marshal trying to guide them in for a smooth landing and they end up at another airport 3 states over more often than not.
  9. Spending a salvo defense token allows a ship to perform a salvo attack after the Resolve Damage step of an attack, returning your assailant’s fire shot for shot. Even if your ship is destroyed before performing a salvo attack, as long as the token had been spent it still performs the attack before being removed. That is taken directly from their announcement of the new ships. It's clearly the ability to return fire when getting attacked. The point is to add additional tactical decisions. Have a ship with 1 red dice and you are at long range. No reason not to fire...unless the enemy ship can salvo and return fire with more power. Of if you have multiple ships that can attack a target, which order do you want to activate them in order to draw out the salvo at the right time, or hopefully deactivate the salvo before they can use it. Salvo becomes a deterrent if you can add it to a powerful ship. I don't want them to attack this ship as it's powerful and has my commander, so if I put salvo on it, now they have to risk retaliation if they target it. Just like counter, it changes the decisions that need to be made.
  10. Used their freighter as a ballistic missile against a hutt palace. Survived in escape pod. Used a speeder bike as a ballistic missile to take out an AT-ST. Survived by jumping off and rolling really well. Guy tried to take on an acklay in melee combat, lost an arm. Medic on the team reattached the arm in the field. I hate how consistently my players can best impossible difficulty challenges. Jumped onto a moving AT-ST, climbed it to the top, shot open the lock and killed the pilots...while the rest of the party was in another AT-ST and was shooting at the AT-ST that was being climbed. Convinced an Imperial spy that the off-the-books base the players captured had been acquired by Imperial Intelligence and that his CO will be severely punished in any further actions were taken against the base. Started a slave revolt in a city who's only economy was slavery, during a timed mission which had nothing to do with this city, the slaves, or the slavers. My favorite though was using capital ship grade tractor beams as a defensive emplacement during a base defense encounter. The idea of bouncing AT-STs against rock walls like rag dolls was pretty great.
  11. Armada is not "pay to win". At least not yet. Pay to win equates to buying that gives a player a distinct advantage, but few players purchase it. The only way that really figures into a miniatures game is through power creep, rare upgrades, or limited edition stuff. Power creep isn't a problem in Armada, at least not yet. In some games, later waves make them selves worth buying by making them straight up more powerful. People that can continually invest large amounts of money in the new waves stay the most competitive through those expenditures. Wave 1, 2, and 3 ships in Armada still make up the backbone of many fleets. Every ship is still competitive. No one really gets an advantage over another player by purchasing 6 copies of the Chimera. Sure, there are some more desirable upgrades hidden in expansions that may be less desirable to you, but there are lots of alternative and cheaper ways to get what you need. X-wing really dabbled in this with the huge ships, and it honestly wasn't good for the game, and they've remedied it to a large degree with the conversion kits in 2.0. I can't speak to whether or not the SSD is having the same effect here. I do honestly believe they should sell upgrade packs of cards however. Some upgrades exist only on one or two ships, and some of those are the most expensive ships. Yes, there are re-sellers that part stuff out, and prize support has helped supplement some of the gaps, but upgrade packs would still be popular, and help dispel the concept of pay to win. FFG doesn't do limited editions or unique prize support, so this isn't a factor.
  12. I have a player that is a bit of a min/maxer. He's worked his way up to a 6 yellow ranged heavy roll for combat. On top of that, he's able to stack some blue dice with aiming and some automatic advantages giving rolls that are usually beyond crazy. He's using a range heavy weapon that is fully tricked out with auto-fire. The guy can typically take out multiple minion groups each time he fires just due to the crazy amount of dice he throws. Something has 5 soak and 10 damage, he's going to get 6 instances of 14 damage in one roll or something. Combat encounter against imperial army, stormtroopers, officers, mercs. Huge battle scene. He anticipated the retreat of a commanding enemy character and moved in a way to cut him off if he made a run for it. Everything lined up perfectly for him to have a full roll with all his advantages, aim, he even had an additional blue passed to him...2 purple difficulty roll. Dude missed. Every positive die either came up blank or with advantages only. He had enough advantages to trigger auto-fire 3 times, and he typically does so even if it's overkill. I described it as one of those warner brother cartoon scenes where the wall surrounding the target was basically obliterated except for a perfectly shaped form of the guy as every single energy bolt somehow missed him.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. 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.
  21. 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!
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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