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GroggyGolem

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  1. They didn't look at it much so it wasn't a lot of help. Turns out other games that are less about rules and more about story helped for that player to get creative.
  2. My thoughts exactly. Regarding the main subject of this topic: In terms of Force Healing, I took it as this power was something Rey had learned from the Sacred Jedi Texts!™ That being the case, it would explain why Jedi of the movies had yet to use the power: They didn't know about it, it was lost knowledge on Ach-To. Why could Ben use it? He saw and experienced Rey do it, and they have that neat little Force Bond that allows them to easily feel what the other person is thinking or feeling. The Power was a massive foreshadowing, or as I like to call it, Force-shadowing. Rey explicitly calls out that she's transferring her own Force energy to the snake early in the film. It's an entirely selfless ability, not something that the Jedi of the republic would necessarily do, would they have even known about it. Pretty obvious where that plot point was heading. Especially since Rey had already saved the day, and since this is a massive retread of the Original trilogy, Ben had to somehow selflessly sacrifice himself by the end of the movie. The child in the Mandalorian must be using the Force instinctually, and I have got to think his parents were Force Sensitive as well, because he's done quite a few powerful things. It's pretty established at this point, especially after this new trilogy, that if you're pulling off insane powers without much training, it's because you're from a lineage of strong Force users. Really the one thing I found weird in this movie was that Rey was having trouble contacting the Cosmic Force and reaching out to the Jedi of the past, and that there was apparently some sort of training she needed to do (this training is mentioned at the end of Revenge of the Sith by Yoda to Obi-Wan) that Luke just got a freaking pass on. Talk about a Marty Stu amiright? That guy can just talk to Blue Glowy's without even trying.
  3. Willpower, discipline, slippery minded talent, and suppress power are the only ways I know of to protect from Force powers used against you. I will say that the rule on Force Powers against important NPCs or Player Characters says by default you make an opposed Discipline vs Discipline check but the rules allow the GM to determine which skills are used in any case, so there may be times where you're resisting the Harm power with your Resilience or resisting the Bind power with your Coordination to dodge at the last second. Personally, I have mainly kept it as Discipline vs Discipline when I ran games. That way I don't take away from the players that ask how to defend against the Force.
  4. I see a lot of the additional rules and mechanics to simulate a kid as arbitrary and tedious. If someone in my games were to really want to play a kid with their lack of skill and naivete represented by game mechanics, then I'd just tell my player that after character creation, they can do that by only spending XP at specific story milestones or after story arcs finish. I'd leave it up to them though in how they spend XP, because they're asking to have a character that's worse than everyone else in the group on purpose, and that desire will only last so long before they want to upgrade. So, I'd do absolutely nothing different as GM and leave the decision up to them about how much XP they want to stockpile and when they feel it's appropriate to spend that XP.
  5. The same way you play everyone else. Kid main characters in Star Wars are just as competent as adult main characters. Anakin is introduced as a skilled mechanic, knows multiple languages, is very streetwise in terms of where to go and who to stay away from, and he's the only human who can podrace, due to his foresight in the Force. Let's not forget podracing is basically a high-speed death race. Later in the film he intuits how to pilot a starship after accidentally turning it on and destroys a Separatist capitol ship. And he's just 9 years old. Where he was lacking was in his knowledge of life outside of his homeland and in his naivete regarding the legendary Jedi Knights. So the only thing I'd do different is roleplay them as naive to certain things, maybe a little stubborn or quick-tempered, but also creative and energetic and somewhat mischievous towards the badguys.
  6. I have run SWRPG for a group like this. It perfectly encapsulates the murder hobos that mainly threaten each other without ever backing it up with actions when not killing NPCs feel. Mayfair condescendingly made fun of his crew Shion and Burk growled and hissed at each other Zero claimed mechanical superiority Not one of them made a move against each other. Then there's the newcomer Mando who has a good idea of how they are ahead of time, but when things happen he goes nah, I'm gonna friggin wreck them if they get in my way.
  7. On second thought, I could see reason to make talent trees if you're running for a group very much used to rigidly defined roles, such as those who come from playing d20 games. By that I mean creating a version of barbarian, bard, cleric, druid, ranger, rogue, paladin, wizard, etc... For your Terrinoth/generic fantasy games. Some of the talents are pretty set towards those roles as well, such as the berserk talent, or verse magic, backstab, animal companion, etc...
  8. I see talent trees as a step backwards, especially because this option just adds to the front-loaded amount of work GM's need to do in Genesys, but to each their own. I'll stick with the talent pyramid instead, much simpler and requires no playtesting on my game's part.
  9. The whole setup at the beginning of Jedi Fallen Order is because Cal gets caught using the Force by a Probe Droid. Boom, Inquisitors within a very short period of time. Caught that on the second viewing this evening. I knew he was familiar at first sight but I couldn't place him til I focused more on his face this 2nd time.
  10. It was really cool to see the vx hands-free weapon system in action. Also Clancy Brown as a brawny devaronian. Also 3 of the shows directors as xwing pilots. Also Mando being like a horror movie villain sneaking around in the shadows and getting all the peeps
  11. Edge of the Empire, CRB, page 9 in the section on The Game Master: Edge of the Empire, CRB, page 17 in the section on Difficulty (emphasis mine) Edge of the Empire, CRB, page 20 section Modifying a Dice Pool: There's also a box on pg 21, called Increase, Upgrade, or Add? Bottom line is as the GM you have free reign to set the difficulty and add in boost or setback depending on factors. More rarely, you can upgrade the difficulty of checks, though more often that will come from specific rules or character abilities. Also there's the whole thing where rules are guidelines and you do whatever works best for your table thing (EotE CRB, pg 288 box called Fun First, Rules Second!)
  12. As the GM, you have the power to upgrade the difficulty of dice rolls for the players without spending Destiny. I would just do that and tell them this difficulty is upgraded because of this specific factor. Or sometimes just don't tell them until afterwardw because that may ruin the surprise.
  13. I always looked at Vader's blocking shots to either be more about his armor or about the Protect power, as he seems to have Protect/Unleash. He just doesn't have the mastery upgrade and his unleash manifests as a cold wave, as seen in star wars rebels: the siege of Lothal.
  14. Played (PC) starting on Jedi Knight, going to Jedi Master at one point and then Grandmaster later in the game. Got all the achievements, plan to play again completely on grandmaster. Once you learn the combat system, there's still a chance to slip up, so every combat is still fun, but you get pretty skilled as a player (and the character does too). It's been really fun, one of my favorite star wars games since the first KotOR. I will agree that the sliding sections are not my favorite. Should there be additional games of this type (Star Wars: Jedi is titled like a series, with - Fallen Order as a specific entry into the series) I would prefer some additional use of Force Powers while platforming and traversing, with less sliding. I would also enjoy more stuff like Force Echoes, which are optional to collect but add to the story, stuff like what happened before you got to a planet, filling in some character backstories and even stuff that's entirely focused on side characters you have the chance of talking to at certain points in the game. The crates and scanned enemies and objects was not very integrated into the story other than just lore and "here's the strategy to beat them" and the crates only gave cosmetic items that you cannot take into a second playthrough as there's no NG+. I did enjoy that you could gain a good amount of xp by exploration, so you weren't required just to kill stuff, which is nice, trying to be a jedi and increasing your abilities by slaughtering everything around you feels very non-jedi, so gaining comparable xp through crates, echoes, secrets and scans was really neat. Loved the combat, the duels were fun even tho I had to repeat them several times, but it taught the exact thing that a Jedi is supposed to have: patience.
  15. It's best to remember that it's not a mind-control with that upgrade for Influence, so they can't just immediately make an NPC do something, but yes they can use the Force to enhance their speech. So you can be super charming with the Force, but the response of the target is based on their thoughts and who they are. Say you deceive someone with the intent of getting into the enemy base. said NPC might accidentally let slip your lie when gushing about that cool imperial officer they just met, which someone else might know is a lie, alerting them both to your infiltration of said base. Now were your player to get ahold of the control: emotion/belief, that is the Jedi Mind Trick, which will allow them temporary influence over someone's mind by making them feel an emotion or believe something. This does not mean that your player has direct mind-control over the NPC. Say you make them believe their greatest enemy is in front of them (actually their employer). Their actions depend heavily on the NPC. If they are a non-combatant, they may run and hide. If they are a trained soldier, they may attack. If you make them feel rage, they may just yell a lot or throw a glass, they may not attack anyone. If you make them happy, they may overlook some personal slight you just made or they might buy you a round of drinks. Again, subject to the NPC's personality.
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