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LordBritish

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  1. It’s possible to be overly good, but the important thing to consider that the tables are just supplemental materials and can be used, adjusted and rejected 1) does it actually make sense for the character to actually make crafting checks? I for one encourge backgrounds to be an integral part of character. If there are no gunsmiths in party? Then someone has to learn to be one. That in itself can be a compelling plot hook in its own right and stops just anyone gathering dum droids together and cranking out a workshop. 2) time. Items take time to correct. If you’re players aren’t constantly seeking scores or on the clock, then you need to find ways to introduce points of tension/motivation to keep them moving to job to job, even in a sandbox, opportunity is fleeting. on the flip side though, the system rewards extracurricular activities other then being cool. Tobin Stryder is a gunsmith is who’s father ran a speeder garage that served as a front for a bounty hunter armoury. This tied his background into being familiar with guns, speeders and worked out how to repair and construct starships later on as a duty reward for Endor. He only follows two rules, he doesn’t craft terror weapons and he will hunt down anyone who misused the arms he gave to them. that and I don’t stick concussive on everything. I don’t wanna hand out action denial to everyone.
  2. Given our heavy involvement with the alliance over a career spanning nearly 4 and a half years, we have met a catalog of people from the movies at some point or other. The one whom we had the heaviest investment with was Lando Calrrisan, who set up our first major score and rescued us after that inevitably went wrong from cracking open a alarmed safe box. Since then he was regular contract and also our friend in the way most we met never were. We literally owed him obligations until the last year of our service with the alliance, whom at this point was a general of an entire alliance wing. Leia is actually our current employer after we got fired from the alliance due to being involved in a bothan conspiracy, whom she employed us once before to rescue Luke from a major black sun crimelord via Landos recommendation. We are currently neck deep on Jakku having exceeded nearly three ranks of duty in one brutal mission. Recently we had a pilot PC who knew rogue squadron in the way pilots did. Most NPCs, including Han, Chewie, various generals and admirals, various bounty hunters we treated as the situation dictated, we treated superiors as rank, bounty hunters as adversaries/potential (I personally have “killed” IG88 several times. He only figured out they came in sets later. XD) and everyone else as people. My character first meeting Luke after breaking him out of a jail cell and losing an arm in doing so (again) left hi decidedly unimpressed with the future grand master! XD ill put up the full list later, but usually running into these characters was never a huge deal for our characters; we were big shots in our own right so respect for the endless wet works/explosive strikes against the empire was as respected as their contributions.
  3. Fair play. My experiences around the table have coloured my perceptions to the subject to the extent that I believe it shouldn't work. That being said if your group has the maturity to give it a go, that's awesome.
  4. That is the thing. Free will is a small price to pay in some situations, especially if it is preformed for a selfless cause. Convincing the Trade Federation to abandon their "unlawful" blockade of Naboo that threatened to stave millions of people (it was literally specified that was what they were doing. They moved in and cut people off from food and used that threat of a slow demise to try and force the signing of all Naboo property over to the trade federation.), it would be fine. When you get on the stage where a lot of lives are at stake; making someone momentarily more amenable is fine as it's really no less dirty then asking an entire peoples to sign away their lives to a strong-arming entity. That and the indication was that if they actually met the Jedi; they would have to meaningfully respond to the direct address of the Republic within the timeframe specified, by ensuring the Jedi never met the diplomats the Trade Federation had plausible deniability in just denying any demands the republic made of them within a limited time frame.. "Jedi? You claim to have sent Jedi but they weren't aboard this ship, they never made it to our meeting. Maybe you should air any grievances to the Order." Besides, while sending Jedi is implied to be a power play on the republic; the Jedi in this capacity was serving both the republic and it's people. Naboo would've been able to cut a much better bargain with the New Republic if the bullying tactics of the trade federation was mitigated. The issue was the Trade Federation was acting intentionally against the law and was using plausible deniability, the republics slow reaction time (which would have acted long after the blockade of Naboo ended) and it's considerable trading power to strongarm the republic just enough to not bother levelling sanctions against them. After all, the Queen would've signed a legally binding contract. It's as lawful evil as lawful evil can get to use D&D terms, exploitation of rules in order to ultimately get it's way. So yeah, given the gravity of that situation I probably wouldn't consider it "conflict worthy" to make two very morally bankrupt individuals cave in to very reasonable demands. This is after all *not* how the republic do things. What was lacking was the Jedi's resolve to follow up on the apparent assassination and the Sith sighting in any meaningful capacity. "Oh well, donno what happened there. Met a sith on the way back? Better let the republic sort that mess out, outside our judication it is." Basically, the only reason Naboo was ever liberated was because Qui-Gon decided to try and do something about it and help the Queen. Without him the entire place would've been trade federation territory and a lot of "regrettable losses to malnutrition. Clearly you struggle to feed your people, it's a good thing we came along when we did." Dealing with Watto? He's a scumbag who isn't interested in doing anything if it doesn't make a stupid ton of money and the situation was such that if Qui-Gon didn't get what he needed, millions would potentially die while the Queen was off-world. Besides, the kid being absent wasn't going to inconvenience the businessman a great deal, Watto was the kind of guy who lords his status over his subjects and cries poverty when he receives uppercumance for his greed. That is one of the general overriding theme of star wars; Good will ultimately prevail over the corrupt and unjust. Watto ultimately lead himself down that path of ruin by trying to have everything his way. In short; sometimes to save 10 people you have to change the perspective of one person. Besides, mind trick isn't a super power; it only works on people who would be open to the suggestion of alternatives in the first place, Nute Gunray was only so bold because of his benefactor's assistance and likely would've been open to cave to the republics demands otherwise. Jabba for meanwhile was completely unmoved by Luke Skywalker because it just wasn't in his nature to negotiate out of the kindness of his heart. Just of course having the power to change peoples minds is dangerous if wielded too frilleriously; I make the point of sometimes not using influence entirely if I am genuine enough, but if I have to convince that pirate Captain that it "really" isn't in his best business to pick a fight? Then I can live with flexi-free will. XD
  5. I think it's one of those that's treated as deliberately vague. The PT indicates that some individuals are "pre-conditioned" to be force sensitive if they meet certain cateria, e.g. the tests and midacholoians as a bio-marker of sorts, but I don't think either is too strict. Basically, if you pick up any tree that grants force rating 1: You either had latent powers you were unaware of or you developed them with mental exercises until like a muscle you can make small changes to reality around you. Both are perfectly legit in my book.
  6. Not a Jedi Guideline, a force sensitive guideline. But yes, morality only triggers on force sensitive PC's.
  7. My answer would be: Kill some of them at random, and let the others have to escape from the inside with the new PC's being pivotal from this escape attempt. If you told them upfront that the Empire was just going to kill them, then not killing them without outside influence would be anticlimactic. Your world you are presenting them would suddenly be less real because of it. Is that worth every single character dying? I can't answer that for you, only you know your players. Maybe That being said I believe we are overlooking a more really important problem. In one aspect the ball is in your court by making the stakes so high; to put them in an imperial base with absolutely no potential for third party interference, where they either succeed on all their stealth checks or die is a very binary situation with very little flexibility or play to the situation. One expectation is like every good action movie not everything goes to plan; a firefight is a reasonable outcome provided the intent of that battle is to eventually escape, have you provided any potential avenue for them to escape under duress? If not then you are also doing them a disservice by expecting them to adhere to a single outcome or die trying, there should always be the opportunity to transition into a skill challenge/escape scene where they have to achieve a set number of checks before they generate 3 failures. If you don't want to have them fight, then don't put the grid and figures on the table and keep it narrative; have the melee fighter clear a way to the courtyard, have the face pick up a commlink and give misleading orders, have the survivalist plot the quickest course, if you don't intend for them to pick a fight, don't give them one unless they insist on it, but it is your obligation to make that scene transition happen. I mean, be reasonable, dice are not machines. If everyone rolls dice and not everyone is a stealthy character (assuming the party wasn't spilt, I would party spilt to only have the sneaky and professionals required for the job present, with the rest on overwatch*) it is inevitable that at least one of them will fail that check. Should that be a rocks fall situation party dies situation? No, that is an opportunity to transition from one scene, an infiltration to escape, action. You cannot blame the players for the dice failing them; it is inevitable that at some point the dice will fail them. From the information I have obtained from your post, I would tell you to re-examine your expectations for this session as I believe this PTK disaster is as much your making as it is your players. *Also this is one of the situations I would highly recommend party splits. Not everyone needs to get into the compound so less people means less/easier rolls. The other players might be able to run distractions and other activities, but I would highly recommend dumping that "never spilt the party" mentality. It is a hangover from D&D that I never really got, the only time I've ever found a party spilt disadvantageous is if the character is attempting to lone wolf a task far too big to accomplish alone, or if they are otherwise not keeping their ambitions for the spilt reasonable.
  8. The thing with Jerserra is that her syndicate group isn't described in any great detail and that the only time you encounter them is in part 1 and maybe part 2 if you drag your feet a little. It's expressively stated in part 3 that she avoids taking the syndicate anywhere near her home planet and that she obtained the Nightbrothers from the night sisters that just want her to leave with the artefact as quickly as possible. Thus it's safe to assume that she wouldn't have the night brothers avalible under most circumstances; those men were only avalible to her on loan and thus shouldn't be considers hers to wield normally. At the same note we never really get any idea as to how large her syndicate actually is; we only see one team under her command and they are designed to show up in huge numbers to drive the PC's off and keep them on the off foot, though given it's lacking information. Her syndicate can be as small as the men at her disposal or as big as 50 people, we just simply don't know because they are only really there to give her minions to wield, they really aren't an essential part of the story. That being said, "why would they fight and where?" is an important factor. I doubt Jerserra would try and tackle the Pirate Queen with brute force necessarily as she is accustomed to being hunted, she would only openly act against those whom she perceives as having little chance. She would probably sacrifice all the men at her disposal to conduct an assassination where her personal superiority can come into effect. She might have been trained by an inquisitor but she has always had limited resources to work with, and always having to be weary of drawing the attention of people much too powerful to handle, preferring to wait until the opportunity presented itself to pounce. That being said; I firmly believe that the Pirate Queen largely has more assets and a broader organisation. It is very well defined how large the Pirates queen's organisation is and people don't usually get to this position without being exceedingly good at dealing with competitors. So I'm inclined to give it to them; if nothing else, if they ever find out that the leader of the rival organisation is a Jedi then they would most probably call it in for some money and get other people involved. Bounty Hunters, the Empire, whatever. They might be operating on the fringes against the Empire, but they are likely to priories that over anything else and thus all the pirate Queen would have to do is engineer a situation where Jerserra gets wind of the pirate queen meeting in a public place; only to be embroiled in a witch hunt and exterminated by the Empire. People like the Pirate Queen don't get to positions of power just by being powerful; they have to be cunning and manipulative with data to persist in an environment with so many other syndicates and the heavy hand of the Empire. E.g. Jeserra's syndicate is never established in any meaningful detail so we have no idea how large it is. The Pirate Queen however is a large syndicate with well defined force who likely has experience at directly detailing with competators. While Jeserra is personally pretty powerful, if her true nature became known to the pirate queen I imagine the fight would turn into an information war that the latter would almost certainly win.
  9. The Warrior book easily has some of the best rules for reputation, apprentices and establishing connections by spending a bit of their personal XP to gain a contact that can do what the party cannot do. The followers system is an extremely nice perk for small parties who mightn't necessarily cover a wide range of skills or perhaps even a duo campaign involving a warrior that mightn't have much to contribute aside from his way of fighting but is able to change people's lives for the better by acting with mercy and dignity, always been there to save a soul in need. It's a nice way of occasionally showing the positive effects the character has on the world around them and gives them alternative boons to invest in, aside from self improvement. I gotta read into that "learn as you go" idea myself, I feel there are some things I have missed out of that book. I currently use the rules for an apprentice personally as my character has dipped into teacher due to finally reaching a moment of enlightenment after years of fighting a difficult war against both himself and the empire. but I didn't necessarily want to add another DM controlled statblock to the fray. so having an apprentice be a background character that can occasionally join the PC in combat is pretty elegant solution, and allows the PC to branch out into that character they raised should their current character die or be removed from the board for a prolonged period of time. I believe most long term campaigns should have characters coming and going all the time so being able to find interesting ways to introduce character's with pre-existing connections to the party is awesome in my book. Unrelated note. As for the extra starting force rating; they make pretty well clear that the only reason this rule exists is that if you are playing with that book without having the prior book and want to play a Jedi. Want to skip being a Padawan? Take a characteristic hit for some more force. But I wouldn't expect this rule to be used around most gaming tables; as with all optional rules just because the career book exists doesn't mean that the GM is obligated to use all the options; only the options that the table *needs* for the tables fun.
  10. Aye it's no worries, it's an easy mistake to make. ^^
  11. Gotta remember that the books are only really suggestions as to what you could run in the adventure; the contents of the books can be freely modified for your adventure to fit the theme. Just because the book states it's a holocron, doesn't mean it has to be a holocron; it really could be a paper trail of tracking down this mysterious Jedi or as said a protocal or better yet, an astromech droid that had once served Warde whom had chunks of his memory removed to protect particular dig sites; the location of which can be only found by tracking down three objects that the memory banks were housed in. Or three people whom were entrusted with part of the final location, or three things, or three stimuli. Or have it only need to go to one or two locations and just skip out on any leg work that is unnecessary; each part of the adventure could be dramatically expanded into it's own adventure, especially part 1. As said, if the party already have a Jedi and a holocron, make this quest more personal to the mentor. There are very few Jedi who remain, so maybe this mentor figure genuinely wants to know what happened to his old friend, after all there are very few stars of light in this galaxy in these current times.
  12. I think it was more the point that the GM was playing an adventure that offloaded XP at a definite end point or breaking point and hadn't awarded any prior to that point. Just because the player missed the very last session meant that all his character's prior work the last 4 weeks was entirely wasted. That was the way it read to me which is completely different to "Oh we had 5 sessions where xp was given out, but I missed one so I'm behind." One is missing an entire month's worth of progress for a singular non-attendance vs a few hours. That is fundamentally unfair and not in the spirit of a good gaming table. The former for me is completely unacceptable, though by the indication of the post there was also other issues at play.
  13. I was probably thinking strictly fighter pilots, but I didn't specify that, so thanks for the clarification. Re @Xcapobl: Aye that sounds fair. ^^ Just the key point I feel is that there must be a story behind it otherwise, well, it's kinda random. Like violent thorians sound a fun way of addressing that. ^^ I wouldn't allow a character to play a clone without a compelling hook to pull on, or at the very least they must allow me to take that core concept and go anywhere I want with it. There's been some character's whom have started out with just a core concept and allow the GM to invent the story behind the reason of existence.
  14. I guess it depends on one of three things. 1) Is it a matter of access to talents? Personally I can see why, Barrel Roll makes a clone pilot immensely better then any other kind of pilot. Though in our case our GM made it avalible as a universal talent that was worth more then what it was in that sheet; Any character could buy it but only those who are dedicated pilots should buy it. Just clones got to make shortcuts around cultivating a skill across a lifetime to just get to the point 2) A plot reason? In our particular case one of our PC's was cloned at least 18 times, creating a small army of assassins that shared the same youthful appearance as our character, admit one grown at a incredibly rapid rate. Would they be eligible for the clone trees even though they are not Jango clones, nor male if a player wanted to create a future character out of one of them? I'm inclined to say yes, but only if it makes sense for them to be educated in that way. 3) PC starting as a clone? Maybe. The thing is cloning isn't a particularly common pilot device in star wars, it's technology that is fairly obscure to all but the Kaminans and the empire that inevitably inherited everything from their society so really it depends how much the GM is willing to allow the PC in terms of plot leverage. After all, all clones have a purpose. Are they weapons? Made to serve as a doppelganger? Are they engineered for a species particular taste or sexual preference? Or a way to repopulate a species that is otherwise approaching extinction? Lets not beat around the bush clone's just aren't a natural thing in the universe so naturally having a character who is a clone is a pretty big deal. The only reason the Jango clones are so common was that the event they were deployed for was so massive, and none have been made since then beyond for filling their only purpose; defend the republic and kill the Jedi. Other clones are likely also designed for a purpose and the GM must be fully aware on how to deal with that and the potential consequences of that character "betraying their core programming" as their manufacturer is likely to give their pet a very tight leash. If the GM isn't willing to work in a larger arc based around the ethical issues surrounding this, a clone PC might be a step too far into the exotic. Ultimately though, I feel it is worth it for groups to examine what themes you are looking to explore before dropping a potential bomb like this. Clones are only one step down from being a big deal as full blown Jedi in terms of obligation potentially, so it's best to be on the same page entering into a session as to what you want from a clone PC, or indeed a cloned PC. Coming from someone who has roleplayed a clone of another PC (My PC ended up missing for a month in game, so I took over one of the assassin clones rescued) and the prospect of genetic engineering being possible for the rich, it's certainly possible, just something you have to be ready to play into. Having it exist just so a PC can take a talent tree dramatically sets the reveal short.
  15. In all fairness, Kanan is one of those characters that could be either argued as an NPC or a PC character. He was a very proactive character with his own agenda's, goals e.c.t While he knew a lot about the Jedi Order, he had left it as a Padawan and hadn't openly practiced as a Jedi since then thus he also had to undergo his own development in order to be someone who could actually teach his student. By season 2 onwards they were practically side by side and by season 3 Ezra was the one leading the party while Kanan was recovering from a particularly bad critical hit. Though this is also a great example of how to make a great NPC, this character might know a lot about the Jedi order but they themselves are not much more capable then the PC's. Those statblocks of Palpatine having a force rating of 8 or Jedi Masters having to have at least 2000 xp spent is absolute horse droppings. In contrast; I have absolutely zero issue with the players having a mentor figure be fairly involved, but the key caveat is that that by large the players have to overcome some problems themselves. In Kanan's particular case he had a few skills but there was a lot others could do better as he wasn't the leader, pilot or machanic on that ship. So having an NPC who is somewhat better then the PCs in lightsaber combat and lore is cool, but fairly lacking in other areas that the PC's must step up to fill. A jedi whom had spent it's entire life on the run would be hesitant to commit to any line of action aside from retreat, thus it's up to the party to attend social functions, computers checks, pilot and all those other extra activities that the character simply hadn't learnt. Those kind of characters can then step in if things get hairy, often to some hilarity. Otherwise it depends what story you intend to tell. In the Wizard's First Rule the wizard knew everything, but he had his own things to do and ultimately wasn't destined to do anything to the all powerful main antagonist. Destiny has a huge role to play in any mystical inclined adventure which by now we should all be aware of. Anaikin, Luke and Rey always had the tools and circumstances favour them to survive otherwise impossible situations and ultimately the mentor will likely have a different destiny then the student. Play into that, have some idea what the character will eventually accomplish and manipulate circumstances to hint and allure to their ultimate destiny and eventually have that mentor figure do the one thing that they absolutely must do, maybe confront that student who had fallen to evil, or save a world through self sacrifice. If the character's don't have some great destiny in effect, then really your playing a game of glowsticks and muggles, force sensitivity has a huge unspoken price tag associated to it in that they will ultimately have to pay a price.
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