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Jedi Ronin

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  1. Sure. Lucas didn’t develop this as literally as it’s taken. Force pushing is definitely something the Jedi trained in but that use is the Force has other uses too including defensive fighting (Yoda knocked the guards out and didn’t crush them to death for example). Overall point is that Jedi were not pacifists but didn’t train in exclusively aggressive uses of the Force that draw on the dark side.
  2. I think the comment was primarily intended to apply to the direst use of the Force. I don’t think it extends to the use of a lightsaber. He was training Luke to kill Vader and Sidious after all.
  3. AA has Luke at FR 3 and he does have the basic Move power and he also has more than the basic in Enhance, Foresee, and Sense. He has FR 3 because that's he's strong in the Force. It doesn't imply a lot of training but basic potential and "natural" strength in connecting to and using the Force. Trying to perfectly match up NPC/PC stat blocks with movie characters has been attempted by fans since WEG days and has always been folly. Games have a system and mechanical balance that the movies do not.
  4. You could go the transhuman route. Achieve immortality by moving consciousness from a biological form to digital/analog. Or from one biological form/body to another. Maybe transferring your consciousness to a clone (or enhanced clone). Instantaneous travel (stargate). Zero point energy- basically a new infinite and powerful energy source.
  5. Sounds like fun. Some suggestions... Be aware that most GMs can count on their "party" having a wide array of abilities suited to taking on many different kinds of tasks from combat to espionage to social encounters etc. I'd tailor the campaign very tightly around the expertise of your wife's character. As suggested above throw an NPC (droid?) in the group. IF you think your wife would enjoy being in charge of the group add in more NPCs (though this can be very daunting for player, much less new ones). Be prepared for what happens next if Skill Checks or Encounters result in "failure". Star Wars is a great setting for this so GMs have a lot of examples to draw on but failing a roll or encounter should just set up the next challenge and not stop the game (PC gets captured, has to find a different way of accomplishing the task); failure means there's setbacks (narratively) that drive the story forward to the next task. In Star Wars movies this is look shooting the door controls to lock out the stormtroopers but also the controls that extend the bridge, Han failing to hotwire the doors on Endor then using another approach, Han, Leia, Chewy ending up in a garbage compactor, etc.
  6. What does this argument really come down to? From what I can see Daeglan thinks Holdo's decisions (and Poe's and others) are so bad and/or uncharacteristic and/or unrealistic that it breaks the immersion and enjoyment for him. Others don't have that experience. Peoples subjective (enjoyment/immersion) interpretation of the facts (what happens on screen) is what it is. Arguing the details of the scenario is not going to move anyone on this.
  7. You've got the gist of it. The books are focused on the Empire/Alliance era but the rules support playing in any era really (just reskin Stormtrooper as Sithtrooper for example). The question to ask when deciding which of the 3 lines to focus on is what do you want the focus of your game to be. Force And Destiny is everything Jedi and Force related, Age of Rebellion is Alliance but also military/spy action, Edge of the Empire is scum and villainy (with some good military options as well). If you want the broadest options I'd say go with Edge of the Empire, if Jedi/Force are really important go with Force and Destiny. Force and Destiny does have lots of non-Jedi options but all characters created using it are technically force users (though you don't need to play that up or develop it but it is built into the characters and you get less skill points because you get force ability).
  8. Rey beat Kylo in TFA because JJ Abrams wrote/directed it that way. That's it. Anything and everything else is just reading into it. Movies are not made by strictly adhering to setting lore or setting logic set up. Usually it tries to stay within the realm of "realistic" but erring on the side of interesting. And some fans will find some things more believable than others or fault the story making for not including some elements etc and others will read bad motives into those doing it. This is the nature of fandom since forever. This argument will never end and never go anywhere, never convince anyone of anything.
  9. Those are some really good ideas - involving choices and skill checks. That kind of stuff didn't really occur to me. Why not? I guess the lazy answer is that this isn't what we see in the movies. Though now that you mentioned it there is some cadet training in Star Wars Rebels that does stuff like this - though the narrative device isn't "training" but Ezra infiltrating and spying but it's still a great example. I also haven't give it a lot of thought. It's something I might make use of in my current game.
  10. Good point. I think it comes down to that form because to make a game engaging and interesting (especially sustaining it) the player has to be making choices (typically leading to skill checks). Choices have to have an effect on the game and success/failure has to have some consequence. I think that's why training gets boiled down to exposition - where are the choices? And even just having a series of skill checks for things being trained (athletics, discipline, resilience, coordination, Force Power check, etc) isn't as interesting if they're not really associated with choices. Seems like the key to making training engaging is that - like all other encounters - they involve some dilemma or challenge to work around or through. Even the training scene in V doesn't really do this - look is making all sorts of skill checks but he's not really making choices except for the cave (same with Rey in VIII). Although an excellent deleted scene from VIII does offer an interesting training scene with a choice (it has the "lost" lesson where Luke teaches Rey about the Jedi perspective on balance and she runs off to "save" the village of Caretakers). Though this scene didn't necessarily involve any skill checks the character making the choice to do something (or not) given a moral dilemma makes for a powerful training encounter - so having choices is more engaging than just skill checks (not that you have to pick one or the other).
  11. This regards an exchange we had (I know you're making it more generalized here but I'll respond specifically) but I wasn't confused at how it could possibly done at the table (in fact my question had several "you mean X?" statements to it that ended up being what you answered) it was more how do you make that more interesting and engaging than just a single check. Nexus of Power and Disciples of Harmony have lots of stuff (basically creating challenges and entire encounters out of mentoring/training sessions that involve a series of skill checks and decisions). The context of this conversation was how much (and how best to include) training in a game and a side-bar of that with the assumption that a player was interested in playing it up more and the training playing a bigger role in character/story development. Assuming that they may very well be interested in single-check events peppered throughout a session or campaign leading them along.
  12. If you're looking for an online game go to to this sub-forum where the local online games are run. https://community.fantasyflightgames.com/forum/431-star-wars-force-and-destiny-beginner-game/ I think some are accepting new players. https://community.fantasyflightgames.com/topic/295422-lfp-trials-of-the-jedi/
  13. What do you do in game to play out learning/training a Force Power? They've purchased it and activate it in training scenarios?
  14. To add a bit more, part of this question is what kind of experience does the player want. Do they want the training up to greatness experience or do they want more of a falling into or jump to greatness experience? There's a lot of story and fun that can be hand in training - Nexus of Power and Disciples of Harmony cover a lot of ground here with advice and mechanics support - but if the player isn't into that then hand-waiving it or putting it onto the background ("Oh, we're travelling for a week? Ok, I'll practice X") is fine too.
  15. Any convincing on Rey that's going to happen has already happened. Both sides have just enough to point to to keep themselves going forever. Everyone watching it has already made up their mind too. Maybe accept that the Rey conversation isn't going anywhere and moving it to another thread if you still want to have it. I ask for some hook to hang the character development on but not much. Most characters who want to play Jedi or Force Sensitives work it into their backstory which is most of the work. If they're creating characters out of F&D then the "party resource" of a Holocron or Mentor then that's plenty for me. I think the XP required to get good at force related stuff bakes in enough time to develop the abilities that they don't show up suddenly (if that's even a problem). And to actually reference the movies in a way that's on topic and addresses your question: do what the film makers do and is to your (GM and player) taste. I think too much attention is paid to character development as in-setting canon and too little on what is in reality a director decision in character development. There's not some grand scheme to explain Luke's training and Rey's training and Obi-wan's training other than they do things the story teller needs them to do when they need them to do it. JJ Abrams used a more accelerated time scale than used before and some people have a problem with that, if you're one of them then build in more in the game to bring training in to the narrative (holocrons, mentors, etc). If you want fairly quick character development but want more nods to training more then that's more a Luke story arc. If you want in depth training then Obi-wan is your model. Rebels seemed to have middle-road where Ezra developed over seasons but did get fairly competent quickly - but his training and failures were highlighted in several episodes (I'm thinking when re learned reflect and well as developing his animal affinity). Know what story beats you (GM and player) like and go for that. I think the basic F&D core book puts a lot of these elements in the game if you want to use them. In my play group one player didn't decide until months into the campaign that he wanted to branch his character out into being Force Sensitive and it's worked out really well. He hasn't used any flashy force powers so that wasn't an issue but he's reached out to the Jedi in the group to get some actual training so any such changes in ability will have an explanation now. Though if he had done things like suddenly used Move or Influence etc I think it could easily have been chalked up to doing something extraordinary and untrained subconsciously when threatened (the old trope of "young wizard used magic without knowing it" seems to work in star wars too to some degree).
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