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Sporkley

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About Sporkley

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  • Birthday 01/31/1979

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  1. It's not about being more or less wrong, but how much that act corrupts you towards the dark side of the Force. I still think Willpower is appropriate, as it is a measure of how much you can resist the temptation of the dark side. Aside from rolling each time you would accrue conflict I'm not sure this is possible. My proposed system moves the resolution from conflict to morality a lot sooner than RAW, which could be game-time days. Sure, it's two numbers instead of one but the core system manages it with both boost and setback die all the time. Since it resolves at the end of each encounter you don't have to track it through the whole session. End encounter, resolve morality, clear the conflict and resolve counters.
  2. After playing quite a bit using the RAW morality, I'm still not a huge fan of how this is calculated and would like to propose an alternative. My initial objections and subsequent discussion are here. First, I would like to introduce the concept of Resolve, which is the counterpart to conflict. Essentially you can gain Resolve mechanically or narratively, by doing things such as: Protecting the weak / innocent Acting in a fair and honest manner Accepting surrender of defeated foes Avoiding combat, or fighting in a non-lethal manner Putting others ahead of yourself Successfully activating force powers using only light-side pips So, now that you have both Resolve and Conflict, how does that translate into Morality? At the end of an encounter you have time to reflect on your deeds. Make an Average difficulty Willpower check, adding one boost die per resolve and one setback die per conflict gained during the encounter. If successful, increase morality by 2 for each uncancelled success and 1 for each uncancelled advantage. If failed, decrease morality by 2 for each uncancelled failure and 1 by each uncancelled threat. So that's the mechanic, and here's why I like it: Immediate Resolution This is a solution to my main complaint that time matters when performing the d10 roll. Morality should be determined by your actions, both positive and negative, not by how much time you spend at the gaming table. It maintains the randomness This still keeps an element of randomness in the morality calculation, so that players cannot explicitly game the system. It involves your character's essence By tying the mechanic to Willpower your character's composition is taken into account, which I believe makes more sense than arbitrary adjustment for everyone. A character with higher willpower should be able to resist the pull of the dark side, because they have stronger will. An argument could be made for this being a Discipline check, rather than a raw Willpower check, but I personally feel that it's more about a character's core essence than the skills the training they've had. It uses the FFG dice Another beautiful part is that it uses the narrative dice skill check that powers the rest of the system. The boost and setback die are already the correct colors, and this feels like it fits in with the other game mechanics. Most importantly, the dice tell a story. If you succeed, is it because your will is strong (successes on ability dice) or because you did good (successes on boost die). Did you fail because you did horrible things (failures on setback die), or simply because you cannot resist the pull of the dark side (failures on difficulty die). I understand the chorus of "it works fine as it is," but I simply disagree and I propose this as an alternative for consideration or use as house-rule. I would appreciate discussion to be civil arguments regarding the above proposed system, and not diverge into "works as it is" or "morality is terrible."
  3. Ok, I'm going to both agree and disagree with you here. I disagree with the premise that it takes a lot more experience to create an "effective" force user than non-force user. You can do many things with both the F&D career specs as well as force powers to have a useful starting character. I will however agree that it may take a lot longer for your "full" character concept to be realized as a force-user vs not. This only becomes an issue if your campaigns are not suitably long enough to allow you to fully achieve your character's end-stage, and I believe probably an issue between you and your gaming group.
  4. So what you're saying is that a character has to spend more experience to do things that other characters cannot do. That sounds like proper progression to me.
  5. Since when is agreement necessary for discussion? The points outlined are evidence toward describing it being broken. To say it isn't worth addressing these points because it's not broken is just begging the question. I've seen this strawman many times through this thread -- the only ones arguing this are those who believe the RAW are fine. This I agree with -- it looks like we've been exhausted of useful suggestions and this thread will just continue to degenerate from here. FFG has plenty of material here from which to make their decision upon.
  6. I'd like for everyone to keep in mind that according to a Sam Stewart interview on the O66 podcast the setback die is / was contentious within FFG as well. Sam liked the idea so it was put in, but there were others that disagreed. There is ammunition to support both sides of the argument in this thread. Those of us posing objections or alternatives are here to help the developers make a final decision. I too don't understand why threads that are intended to help this product become the best it can seem to devolve into ad-hominem attacks because of simple disagreement.
  7. By real world way I meant that you are trained to focus on taking on one opponent and then when you have two, things become a little more difficult. It's like Amanal saidSure, but this falls apart if you do have explicit training with multiple opponents, right? Why should a Shii-cho Knight with the Multiple Opponents talent suddenly start suffering a setback die because they also learned Dualist's Training? If it requires you to maneuver to engage only a single target (as the "be a creative player" team argues) then it is functionally equivalent to aim. One other way to make this better would be to upgrade the attack by 1, rather than adding a boost die, for single opponents. This still doesn't solve the "Shii-cho Knight gets worse at fighting multiples" conundrum, though.
  8. I like this mechanic much better, but it does mean more dice rolling. I agree that the notion of using Force dice is interesting, but that it's an added dice roll at a point in time when the players may well be done with rolling dice for the night, particularly if your group is one of those that plays late into the night and aren't comprised of college kids. The above is mechanically equivalent to rolling each time you acquire positive or negative conflict. I'm not weighing an opinion on this, but just wanted to point out that you could make the rolls at conflict-time, rather than waiting until the end of the session.
  9. I think the "real world way" is simply: Why would learning something new make me worse at something I already knew how to do? Maybe we're looking at this the wrong way. Perhaps the setback die should be on Makashi Technique in that all Lightsaber (Presence) checks suffer a setback die when engaged with multiple opponents because that "style" is not good for multiple opponents. This would remove the penalty from Dualist's Training if you were using some other attribute for your Lightsaber skill.
  10. The term armor means something different here than you are thinking. In this context the term armor is specifically referring to the attribute "armor" for vehicles, which is the vehicle-scale term for soak. Armor in this context does not mean "stuff you are wearing". Since vehicle scale is 10x, 1 point vehicle armor translates into 10 points of personal soak.
  11. As a GM I would totally allow this, knowing that I was in full control of what the "Foresee" power revealed. If you don't want them to find it with seek, don't reveal it with a Foresee. As always I do agree that making things like this more explicit in the rules is good, even if the clarification is a blurb that seeking items that have been foreseen is up to GM discretion.
  12. I'm not sure where you are getting this mathematically. If a player gets 4 or 5 conflict per session then on average their morality will remain neutral. If due to poor luck with the dice they slip one way or another then they can take less or more conflict accordingly. I'm not a huge fan of the mechanic as I believe it to be broken in some other ways, but mathematically it works out.
  13. I don't really agree that it's redundant, as there seems to be nothing to stop the two from working together. As stated above, the nice thing is that the Training talent doesn't require any strain expenditure to utilize, but if you are in the Stance you'd get the defense bonus and the upgrades. My personal suggestion would be to replace the Row 2, Col 3 "Grit" with a Defensive Training if Soresu becomes Willpower rather than Intelligence based. Of course while I said I don't think it's redundant, it could be unbalancing (overpowered) to swap it in.
  14. That's a good point. I seem to recall during the discussion of the AoR GM Kit and squads (O66 Podcast) that for a squad you increase their silhouette by 1 for group actions / targetting. It seems like the same idea would apply to minion groups
  15. Please forgive if this has already been mentioned, sometimes it's difficult to follow all of the threads. I find it very interesting / odd that Soresu doesn't have the "Defensive Training" talent. It looks like all of the other forms (excepting Ataru, which isn't defensive anything) have it somewhere in their tree. I know Soresu has the Defensive Stances and Defensive Circle, but it seems odd that Defensive Training is missing. I'm not sure if it's a balance issue or it just had to be dropped from the tree due to room. The thing that distinguishes Defensive Training from the others in Soresu is the fact that it provides a passive benefit, whereas you have to activate with either an action (Circle) or move + strain (Stance) the talents in Soresu.
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