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  1. They're targeted as a group but are affected individually. If it's not a damaging attack you don't normally carry over onto the others. It's a bit of a GM's call as to whether you can do it, I guess. Blast weapons do work the way you describe, but I didn't think the Force did. The move power uses magnitude to hurl multiple objects. Rakaydos, look at the top of the page. It tells you the requirements to take a given power. This book introduces powers that need more then 1 Force Rating.
  2. I agree with your second assertion, but you're wrong about the first. Return of the Jedi - when Luke enters Jabba's palace he force chokes two Gamorians when they try to bar his way. Pretty sure that's multiple targets simultaneously, even if they are sequentially targeted (though for game purposes it's much the same). I do think the power is a bit overvalued by the developers. Certainly it can be powerful, but often won't be. There will be times when there are no allies to be the DPS to your Tank and stalling isn't an option (even if it is, how boring can you get?). Charging such a staggering amount of XP combined with the steep entry requirements is too much. Economically speaking, a power that's only useful in half of combats should be twice as powerful or you shouldn't take it. It's hard to argue against the utility of the Enduring talent. The trick really is comparing apples and oranges. For what it's worth I can see both sides here. Yeti's right in that the talent is over costed (maybe 85 xp to get to the useful level?) , but he's overstating things to say that it's terrible.
  3. It's not a bad idea, but I think that we do need to consider that it will encourage the mono-demensional character. By that I mean it will encourage folks to dump everything into Willpower and Discipline so that you can pwnanate with maximum Force-itude. While Jedi masters are described as being able to assemble a lightsaber rapidly, it is the more techie types who are able to get the max performance out of them. Maybe a Mechanics (Willpower) test or Lightsaber (Intellect)? I feel like those better indicate a lightsaber is a blending of the Force and Tech.
  4. It seems to me that the shock prod is begging for a player to mod the crap out of it. 2P51 is correct. It's a weapon for someone to munchkinize on a techie type. It's not for a PC to use as is. I'd like to see a "Shock Capacitor" mod that allows characters to up the stun damage on a weapon. I don't think this is a weapon PCs were ever intended to use against a BBEG. It's one they use to teach some punks a lesson, or get the krayt dragon to go bother some other town. Where FFG messed up is on the encumbrance rules. It's hard for many PCs to have a secondary or tertiary weapon, which is where the shock prod fits in. As an aside, why do folks think that a weighted head works on the force pike? Weighted head and pike don't seem to fit together to me. A pike with a heavy end would be worse then useless. Maybe on the base?
  5. It seems fair to me. Yes, a crit can occur, but the odds of it killing someone are beyond terrible. You need like +50 to the roll and a 95+ on the dice to outright kill someone with one hit. That's pretty darn slim. Most GMs are not so bloodthirsty as to combine vicious and lethal blows in such a manner. If a player has that ability then Big Bad Evil Guys just get enough Durable to eliminate the possibility of the one hit kill. The quick kill doesn't bother me, it's the one hit kill that shouldn't take out PCs and important NPCs. I loath the giant bag of hit points enemies. Rolling dice for a half hour plus really isn't that much fun. That's my primary fear. GMs will make the light saber wielder with tons of parry and reflect and second wind to get strain back and it will take all night just to whittle the bastard down. That's the kind of stuff that gets player to play games on their laptops/phones when round 14 starts.
  6. I saw a pdf of the talent trees and I think there is a talent in the Shadow spec that allows one to hide ability with, and use of the Force. I presume that's how Palpy does it. I don't know the mechanics of sensing the use of the Force, but I'm guessing that it is Sense related.
  7. In theory it's a standard Force Move attack. The guy getting thrown has to be in short range. The target of the sentient missile has to be within the range band you purchased (default short range). Then you roll Discipline to see if you hit. The target can use defensive talents/powers as normal (i.e now would be a good time to use that Dodge talent). Hitting a second opponent sounds to me like some sort of advantage or possibly a good use of triumph. I wouldn't let a person missile hit multiple targets unless the target was a minion group. In that case the regular minion rules adequately cover things. No additional rules needed. The damage is spelled out in the power. 10+successes (for a sil 1 person) to both the hitter and hittee. Remember that this trick requires two light side pips to pull off. Three if you want to toss your target beyond short range.
  8. While it's true that many (most?) skills involve some sort of physical action, I think we are looking at the primary form of action. Mechanics is really about knowing which bolt to tighten and which wire goes where. It's not really a question of physical ability. Unless someone is severely handicapped turning a wrench isn't much of an issue. Throwing is an instinctual response for most humans. There is no fancy knowledge base to draw upon to throw something. All the toddlers of my experience have mastered the basics. Electrical engineering? Not so much. Either you are a skilled jock or you aren't. The game system abstracts your jock-ishness into the skill Athletics. Thus to many of us it makes sense to put throwing there. There is no right or wrong answer. I'm not in favor of creating a Throwing skill as the system wasn't designed with that in mind. At the moment you need the Well Rounded talent to make a custom skill a class skill. Given that this is a talent mostly applied to academic types it's a bit contradictory to have them using it on being a better thrower.
  9. To be fair, firing a gun is a matter of setting your body to absorb the recoil and plotting the trajectory of the bullet. Shooting is a limited use of muscle groups. Most of us can hold still for a split second. It takes some coordination to properly compensate for recoil, but not as much as you might think. Swimming, climbing, and throwing are all about total body movement. You have to coordinate large groups of muscles across the body to swim or to properly hurl something to any distance. The only thing that guns and baseballs have in common is trajectory analysis. Swimming, climbing, and throwing all require multiple limb synchronization. In the absence of a throw skill athletics feels like a more natural grouping then firearms. At least to me.
  10. Whether people like FFG's business plan or not is immaterial at this point. They aren't going to change it. We can criticize them on doing a barely adequate job of implementing their own plan. Weighted Head. WTF!? Bothans. Again. Really? They are pretty low on fan lists of favorite species. Two new weapons. That's it. It's a game about soldiers and their gear and we got two stinking weapons. Only one new ship mod despite the addition of new capitol ship goodness. No new armor mods. No new weapon mods. They did some things right: Capitol ships. There are new mechanics around these space behemoths. New fighters. Mostly I like the new Careers and Specs. I love the Commander career in particular. The Galaxy Gazetteer. The Duty mechanic. See there is another new mechanic in the game!
  11. I don't object to the idea of three books. I object to the fact that they reprinted a bunch of stuff that didn't need to be reprinted. That reeks of unprofessionalism. At least the 3 D&D books all contain discrete information. There is still the weighted head mod that can't be applied to a single weapon per RAW (in either the red or white book lines). Seriously? No one thought to delete that bit of superfluousness? They could only come up with two more weapons that the rebels would use that outcasts wouldn't? The anti-tank capabilities are severely lacking. Instead of getting mods that reduced encumbrance (something of great interest to any soldier who's had to hump something over a mountain) we got ridiculous mods reprinted like the under barrel flame projector. That's a mod for a weird bounty hunter with a flair for the dramatic. Not a tool for a professional. They concentrated on the fluff part and capitol ship combat areas and wrote individual scale off as good enough. That was weak. For $60 MSRP they could have done more. Heck, they even saved money with mediocre Chinese printing. It feels like too much of a cash grab, and I can understand why folks are irritated. Nerd Rage is going too far, but expressing distaste for a job at best adequately done is more than fair.
  12. Common Sense is most uncommon, and almost always in agreement with whomever is speaking at the moment.
  13. I'm in the camp that thinks lumping thrown into the Ranged (light) category was an oversimplification. By this logic a 1 Brawn, 4 Agility character is a demon with grenades and that doesn't sit right. Good pitchers and quarterbacks are strong. They also have long limbs, but that's probably too nitty-gritty for an RPG. Personally, I don't think that accuracy with firearms has much to do with agility at all. It's all about spatial awareness and that's more of a Cunning thing. It's too late to fix it now and there is a lot of gamer inertia behind the idea that accuracy and agility are linked. From a game balance standpoint Agility needs to have the ranged skills, Cunning already has too many good ones. More classes have access to Athletics and that's a bonus in my book. I don't like the idea that players have to sit and spin when the current challenge isn't in their character's wheelhouse. It's boring and I don't game to be bored. Giving the Archeologist something to do in a fight is a good thing.
  14. In my experience things like infrared vision can be more of a hassle than a benefit. The problem is groups and that not everyone in them has the same experiential basis. Unless you have an interest in physics, photography, or military training most people don't really know what infrared can and can't do. Media makes it up most of the time. How many people think about a refrigerator casting an infrared shadow? On a space ship with plumbing going every which way infrared would be next to useless. I like the idea that you allow blue dice when the situation might possibly warrant it. Then it's up to the dice gods and you don't have players arguing over whether that wall has wires and pipes in it or if it's just drywall. I'd have been okay with them saying that Toydarians and Hutts are immune to mental force powers. It's a nice bonus, but it immunity to influence isn't exactly game breaking for either Jedi or Toydarians. FF seems to have largely gone with the MMO idea that race is largely cosmetic.
  15. It would be fairly simple with advanced tech and some skill with electronics to cobble together a tape player and repair system. That he has the system still working isn't that unrealistic given his skills as a junker/scavenger. The part that doesn't make sense is that he hasn't converted it to digital long ago. I suspect it is meant to be a comment on his character that he is connected to both concepts (the music) and the tangible (the tape and walkman). Quill would rather spend the time repairing his gear on a continuous basis than discard his connection to family. As for the villains not being as compelling as they could be, I understand. I would have liked to see more of Ronin's backstory, but I would rather have compelling heroes. If the protagonists take time away from antagonists that's a a trade more movies need to make. Too much contemporary media fails to realize that the audience is there for the heroes, not the bad guys.
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