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yeti1069

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  1. Like
    yeti1069 got a reaction from Aservan in Force user advancement thoughts   
    Nothing to be ashamed of, and no surprise there. I'm a pretty good rules lawyer, and I'm constantly getting stuff wrong, and of the stuff I get right, another rules-lawyery friend of mine in the group gets it wrong half the time.
     
    The books are laid out like ****, with rules scattered all over the place, direct references missing, and important bits buried in paragraphs. I'm enjoying the game, but I'm constantly wishing FFG would hire someone to reorganize the whole thing. It boggles the mind that they could do such a poor job with this when there are literally dozens of RPG rulebooks out there with better layout.
     
    On top of that, some things aren't worded very clearly, and there are a lot of exceptions, or rules that stand alone.
  2. Like
    yeti1069 got a reaction from kaosoe in Force user advancement thoughts   
    On the face of it, the lack of opposed checks with Force powers looks like it will become a problem. Sure, the success rate for rolling light side pips is kind of low, but the entire rest of the system works with difficulty and opposed checks, then you have these Force powers that allow for detection, the causing of Strain, disarming, and moving without anything but Force dice being rolled.
     
    If yanking weapons out of people's hands were so easy, shouldn't we see more of that? I kind of envision a fight between a Jedi and a Sith where first one yanks a lightsaber out of the other's hand, then the other yanks it back and no one takes a swing...
  3. Like
    yeti1069 got a reaction from whafrog in Force user advancement thoughts   
    Maybe neither of us is understanding the other, or we're both saying the same thing in different ways and getting confused?
     
    Anyway, what I'm saying is: 1 point to activate power, 1 point to activate Strength Upgrade, 1 point to activate Range Upgrade, 1 point to activate Magnitude Upgrade: 4 points total.
     
    Then, for Range and Magnitude, you can activate them multiple times, if need be, to repeat the effect (extend out to another Range Upgrade rank in range bands/affect an additional Magnitude Upgrade ranks in targets). For Strength, you cannot activate it more than once--you just affect the a silhouette up to the number of Strength Upgrades you have (0 upgrades, Sil 0, 1 upgrade, Sil 1, 2 upgrades, Sil 2, etc...).
     
    So, with Force Rating 1, the most you can roll is 2 pips, which means activating the power and 1 upgrade.
  4. Like
    yeti1069 got a reaction from Liloki in Force user advancement thoughts   
    Nothing to be ashamed of, and no surprise there. I'm a pretty good rules lawyer, and I'm constantly getting stuff wrong, and of the stuff I get right, another rules-lawyery friend of mine in the group gets it wrong half the time.
     
    The books are laid out like ****, with rules scattered all over the place, direct references missing, and important bits buried in paragraphs. I'm enjoying the game, but I'm constantly wishing FFG would hire someone to reorganize the whole thing. It boggles the mind that they could do such a poor job with this when there are literally dozens of RPG rulebooks out there with better layout.
     
    On top of that, some things aren't worded very clearly, and there are a lot of exceptions, or rules that stand alone.
  5. Like
    yeti1069 got a reaction from Col. Orange in Force question   
    Pretty sure the upgrades work with 1 point to activate the highest effect of that upgrade.
     
    So, if you have 1 rank in Magnitude (number of targets effected), 2 ranks in range, you could spend 1 pip for each to affect 1 additional target (2) out to medium range.
     
    Now, some upgrades allow you to activate them multiple times. So, in the above case, if you wanted to affect 3 targets out to extreme range, you could spend 2 pips for each upgrade.
     
    Note, however, that some upgrades, such as Move's strength upgrade, do not have the text allowing you to activate them more than once--you can affect a silhouette only as large as the number of strength upgrades you have.
  6. Like
    yeti1069 got a reaction from UHF in Force user advancement thoughts   
    Nothing to be ashamed of, and no surprise there. I'm a pretty good rules lawyer, and I'm constantly getting stuff wrong, and of the stuff I get right, another rules-lawyery friend of mine in the group gets it wrong half the time.
     
    The books are laid out like ****, with rules scattered all over the place, direct references missing, and important bits buried in paragraphs. I'm enjoying the game, but I'm constantly wishing FFG would hire someone to reorganize the whole thing. It boggles the mind that they could do such a poor job with this when there are literally dozens of RPG rulebooks out there with better layout.
     
    On top of that, some things aren't worded very clearly, and there are a lot of exceptions, or rules that stand alone.
  7. Like
    yeti1069 got a reaction from FreeXenon in Force user advancement thoughts   
    Nothing to be ashamed of, and no surprise there. I'm a pretty good rules lawyer, and I'm constantly getting stuff wrong, and of the stuff I get right, another rules-lawyery friend of mine in the group gets it wrong half the time.
     
    The books are laid out like ****, with rules scattered all over the place, direct references missing, and important bits buried in paragraphs. I'm enjoying the game, but I'm constantly wishing FFG would hire someone to reorganize the whole thing. It boggles the mind that they could do such a poor job with this when there are literally dozens of RPG rulebooks out there with better layout.
     
    On top of that, some things aren't worded very clearly, and there are a lot of exceptions, or rules that stand alone.
  8. Like
    yeti1069 got a reaction from r2trooper in Force user advancement thoughts   
    Nothing to be ashamed of, and no surprise there. I'm a pretty good rules lawyer, and I'm constantly getting stuff wrong, and of the stuff I get right, another rules-lawyery friend of mine in the group gets it wrong half the time.
     
    The books are laid out like ****, with rules scattered all over the place, direct references missing, and important bits buried in paragraphs. I'm enjoying the game, but I'm constantly wishing FFG would hire someone to reorganize the whole thing. It boggles the mind that they could do such a poor job with this when there are literally dozens of RPG rulebooks out there with better layout.
     
    On top of that, some things aren't worded very clearly, and there are a lot of exceptions, or rules that stand alone.
  9. Like
    yeti1069 got a reaction from r2trooper in Force user advancement thoughts   
    I'm playing a dedicated Force user in the game my friend is running, and initially he also was making noise about my not being able to continue beyond a certain point without finding a teacher or holocron (I'm using Ways of the Force, and he was speaking not just about Force abilities, but also lightsaber talents and such). I countered his comment with, "Will any other character have to go through this sort of training?"
     
    Consider how much XP it takes to be a competent Force user, and that they are on the short side of success most of the time, unless they're spending dark side points. Do you feel the need to balance anyone else's progress by halting their progression until they can find a teacher?
     
    If you really want to do that for the Force user, I would (if I were GM) either drop a holocron in an adventure, or would work in a teacher of the Force in the very near future. If the player has to wait a game session or two to spend XP, that's not too bad (I'd lean more toward 1 than 2), but any longer than that and it's going to feel like they are being singled out and penalized for playing a character they want to play.
     
     
    On the matter of your player's usage of the Force. First, if he's standing around doing nothing all the time, I'd expect his teammates to be giving him a lot of flack for it. Second, while we do see characters in the films using powers without really moving their hands much, in those instances the characters appear to be concentrating (eyes closed, look of focus upon their face)--I wouldn't allow someone using the Force to display zero outward sign of usage. Even if you did, though, after a while, someone should put together the guy standing around appearing to do nothing, and those objects flying around without any apparent cause. Villains will have security camera footage where they'll see one guy firing off a blaster the whole time, that guy demoralizing his foes with Scathing Tirade, and some schmoe standing in the corner while objects go flying around harming his enemies. It's not like Jedi are unheard of, their powers unknown. His over-usage of the Force should definitely bring some unwanted attention to the group in the form of Jedi-hunting Bounty Hunters or some sort of Imperial trackers. And if he really gets excessive with it, especially around Imperials, perhaps Darth Vader will show up.
     
    Also, if he's throwing people off bridges, and slamming them into stuff, and such, it sounds to me like he's not using his power in an especially Light Side manner. The Core Rulebook leaves it open to the GM what happens when a character begins slipping to the Dark Side, but I'd start to give some thought to that if I were you, as it looks to me like that's the direction he's headed in. Does he use the dark side points on his dice at all? Is he aware that he can? If he isn't, he may be avoiding using them thinking that by not doing so he won't fall, but he should be reminded that there's more than one way for that to happen.
     
    Finally, the player rushing down the tree to Force Rating +1 makes sense--you're fairly useless with the Force at Force Rating 1...speaking of which, how is he using Move at anything beyond short range, and to lift anything bigger than Silhouette 0? He absolutely cannot do both of those at the same time with a Force Rating of just 1--it takes 1 point to activate the power, 1 to activate the Range Upgrade, and 1 to activate the Strength Upgrade. Also, make sure to note that while you can activate the Range and Magnitude Upgrades additional times (ex. if you have 1 Range Upgrade and activate it once, you can use Move at Short or Medium range; if you then activate it again, you can use it out to Long range; if you had 2 ranks, 1 activation would get you to Long Range), but he cannot activate the Strength Upgrade additional times--you can only Move something with a Silhouette equal to or less than the number of Strength Upgrades purchased. Force Rating 2 will make things more consistent, and he'll be able to use upgrades more often, but he will still rarely be able to use 3 points at a time. From what I've seen on the boards, you should not allow him to go beyond Force Rating 3, and may want to hold him at FR 2 for a while.
  10. Like
    yeti1069 got a reaction from kaosoe in Artifacts   
    The original Jedi lightsaber, or something indicating its origins.
     
    The ratifying documents of the Old Republic.
     
    A piece of original space flight, or hyperdrive technology.
     
    Some piece of art or technology indicating that species X is originally from place Y, or of an extinct species that used to reside in place Z.
     
    Jedi and Sith holocrons.
     
    Borrowing from the EU:
     
    A mysteriously wandering behemoth of a spaceship that takes no action at all other than slowly floating through space until some other ship approaches too close, at which point it fires off powerful, unusual, lasers and then jumps away. It requires a broadcast password of the DNA sequence of the species of its creators, and is itself an organic construct.
     
    A complex of ancient, enormous repulsor systems used to assemble the star system long before the birth of the Old Republic from an unknown species, and for an unknown reason.
     
    Ancient Sith architecture and runes, as found on Yavin IV.
  11. Like
    yeti1069 got a reaction from Kager in Artifacts   
    The original Jedi lightsaber, or something indicating its origins.
     
    The ratifying documents of the Old Republic.
     
    A piece of original space flight, or hyperdrive technology.
     
    Some piece of art or technology indicating that species X is originally from place Y, or of an extinct species that used to reside in place Z.
     
    Jedi and Sith holocrons.
     
    Borrowing from the EU:
     
    A mysteriously wandering behemoth of a spaceship that takes no action at all other than slowly floating through space until some other ship approaches too close, at which point it fires off powerful, unusual, lasers and then jumps away. It requires a broadcast password of the DNA sequence of the species of its creators, and is itself an organic construct.
     
    A complex of ancient, enormous repulsor systems used to assemble the star system long before the birth of the Old Republic from an unknown species, and for an unknown reason.
     
    Ancient Sith architecture and runes, as found on Yavin IV.
  12. Like
    yeti1069 got a reaction from papy72 in Scathing Tirade - examples   
    The opening from Full Metal Jacket--the spiel by the drill instructor--would make a fantastic Scathing Tirade...or maybe a dozen of them...
  13. Like
    yeti1069 got a reaction from JonahHex in Characteristics?!?!   
    Dr. Doom is a more well-rounded character than that! And not a coward!
    And as far as super-weapons go...that's kind of Star Wars staple...the Emperor has the Death Star, which fails...so he builds another one. He's got Super Star Destroyers, and if you get into the EU books, or Clone Wars TV show, you've got all sorts of other super-weapons, most of which are impractical in one or more ways.
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