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  1. Looking forward to the movie. There is a history of hilts with multiple wierd, short protrusions of light (multiple emitters) in the comics during the old republic. I can't remeber the issues offhand, but there was a picture of a lightsaber with a major blade along the axis and at least one minor blade exiting about 30 degress off-axis. The extra blades idea is not new. Some of the early force using aliens are 'really' alien. I believe the idea is that by the time of the movies, Jedi have been homogenized by time and the council. During the sith war, there was the library on Ossus with some respected elder masters, but no formal council. Most jedi look like some kind of wierd shaman and there are many more strange alien jedi shown. I assume the styles of lightsaber creation were also homogenized by tradition and practicality along with the robes and training programs. I'm not sure I like the 'braveheart in space' vibe of that particular blade, but I like the creativity.
  2. Despite the dice growth, I feel the same way. If layered with the other abilities that increase range/melee defense, it is easier to get the movie jedi. Attacking a jedi producing a fist full of setbacks would get ugly quick for the attacker. I think it would have the added benefit of reducing the need for so many Parry/Reflect talents sprinkled through the trees. As it stands the trees have too many copies of this talent just to get the soak value to a reasonably high level which seems klunky.
  3. I started following these sorts of discussions feeling like a basic universal temple-trained jedi skill set was missing from the choices. However, I think I hit on my problem. There are more choices than we need for movie jedi. Almost all of the Jedi we encounter, except for a couple of characters at the jedi temple in TCW cartoon, are some sort of lightsaber-based warrior first and foremost. Pretty much all of them would have started their training with one of the lightsaber specs. Those specs can provide the capabilities laid out by MouthyMerc. Any other capability a temple-raised jedi brings to the table is secondary to their initial combat training. For the characters that favor a non-lightsaber based approach more strongly, they are either found working within the temple itself or otherwise pursuing temple business off-screen. Obviously, we can run our jedi however we want without the movie/cartoon based baggage and the variety of specs in this RPG support that. But the truth is, any of the combat focused specs capture the basic feel of a movie/cartoon jedi well enough.
  4. That's an interesting observation but who is referring to them as Jedi Knights? the other members of the Order or the common people of the galaxy? i assume that the laymen don't know and don't care about the padawan/knight/master division and for them anyone who dresses in robes and uses a lightsaber is a Jedi. In these old/early republic stories, both the Jedi themselves and their masters refer to them as 'Knights' regardless of training. I believe Nomi Sunrider is referred to that way by her master Thon before she even trains much. Ulic, Cay, and Tott refer to each other as Jedi Knights despite being in the process of their 'trial'. In the early comics I have read, all before episodes 1,2,3 came out, once a person was taking on for training; they were referred to as a Jedi or Jedi knight interchangeably. All Jedi are expected to complete some sort of mission/trial to prove their independence, but the formal divisions of rank seem absent. Perhaps this is a function of how loosely organized the Jedi Order is during this time period. I don't think there is any mention of a Jedi Council during this period and all Masters are independently training students in whatever system where they agreed to be 'watchmen'. Jedi seem to meet for socialization and to ask for assistance, but rarely operate in any cohesive way. They seem to be more like itinerant fantasy wizards who carve out domains and take on apprentices.
  5. I was reading my Tales of the Jedi collections and most of the characters who are still in training are refered to simply as Jedi Knights. They are mostly what we would think of as Padawans in terms of development, but are expected to perform missions without their master's help. Most of them have very limited force skill. Its hard to pin down the expectations for these very loaded terms.
  6. I know the base assumption that Protect is some sort of invisible barrier preventing damage, but I can visualize Protect as a whirling lightsaber deflecting all incoming blaster fire!
  7. I can take or leave the Conflict surcharge. I would like to chime in with my 2 cents about the Aggressor having a dark side slant. There are many other Force career/specs that can excel at combat, so there are plenty of spec choices if you simply want to be good in combat while pursuing a kinder/gentler life philosophy. To me, the Aggressor spec (and Starfighter Ace) is about dedicating oneself to warfare as a lifestyle. And the story material has shown time and time again that a Jedi who does that flirts with the darkside. Killing people for a living and making combat a life-focus is not good for soul. Aki
  8. Desslok, I agree that the Obligation Duty mechanic does a better job of representing the 'cost' of owning a lightsaber better than a credit or xp amount. Excellent idea. Jedi will expect lightsaber owners to play by the Jedi team rules and other galactic citizens will respond with a range of reactions. All grist for the Narrator's mill. Edited: Perhaps the Duty mechanic from AOR is more appropriate.
  9. The latest Star Wars Rebels episode showcases disruptors. They are nasty. Sort of a powerful electricity short-circuit effect. Fries people and machines. One shot took out a two man walker! It was like Dark Side lightning from a gun. I would vote no reflect or lightsaber defense of any kind. Diving out of the way is the only defense.
  10. By that credit equivalency logic, if a smuggler in the group owns a ship: the jedi should get 8 lightsabers, the driver a tank, and so on and so forth. I think FuriousGreg is right to call for a broader discussion about gear/credit equivalencies and the economy of stuff as a meta-game element. To me characters that are only defined by their gear are rather dull. That goes for a jedi as well. A character should start with enough doodads to match their character concept. <waves two fingers> There is no gear balance. This may not be the game universe you are looking for.
  11. I both agree and disagree The idea that a lightsaber is a commodity doesn't sit well with me. The discussion about acquiring a lightsaber always seems to lead to a discussion of credits. There seems to be a credit to experience equivalent that people have in their heads based off the starting character trade-off recommendations in the book. Apparently, many people treat credits or equipment as an 'advancement' metric in their games. In any RPG I have ever participated with, wealth and gear is always separate from skill level. Maybe it is a dungeon crawl phenomenon. An entire EoTE game could be about being very capable but so broke you have to take odd jobs for less than desirable clients constantly. A Jedi centered game is unlikely to focus solely on credit acquisition. I might be able to get on board with moving lightsaber acquisition from strictly narrative to some sort of experience point cost. But I don't think that is necessary. Find the crystal, find a mentor or some instructions, and build your lightsaber. F&D has an adventure idea that provides an example of one of many free ways to find your crystal. Mentors or holocrons are discussed as starting options. The rules now make it more likely you can construct the thing. What is missing? There are no lighsaber stores or suppliers (unless you have a sideline hunting force users), so discussing lightsabers in terms of credits is a dead end to me.
  12. Couple of reasons: the jedi has special instructions that cannot generally be purchased or easily extrapolated. Perhaps I would lower the difficulty of modding a blaster if you had the manufactures hand written notes on the original engineering drawings. you cannot make a lightsaber without narrative help. being forcey sensitive isn't enough. lightsaber crystals are alive in the force. lightsaber crystals aren't lifeless electronic/mechanical components, you have to romance them a bit. the cannon suggests that even if you find a crystal, it still may not work well for you. heck, the padawans in TCW cartoon couldn't even find a crystal in a cave full of them unless the crystal wanted to go home with them. its a bit extreme, but thats the story we have to work with. you cannot find a lightsaber crystal without narrative help. Jedi are super heroes in a world of normals. They will kick your butt in leap frog, beer pong, and chopping firewood. Force and Destiny is an entire game for these superheroes. Mixing and matching with the other game lines isn't mandatory rules-wise. That being said, their skill sets are generally limited and their xp requirements enormous. Besides the glow stick that essentially requires narrarot/gm fiat to even own, they won't likely overshadow xp equivalent normals. At least normals can buy or steal all of their cool gear. Lighting your saber is likely to cause you no end of narrative trouble after the fact. Aki ps: Parking your starship or speeder bike on all the bad guys is a valid combat strategy that is much more devastating than a lightsaber. So is making your own explosives, poisoning everyone, and hiring 20 wookie marauders to wail on your enemies. life in the star wars universe isn't about fairness and mathmatical damage equivalencies.
  13. Nice work on the update FFG.
  14. I think it is a mistake to treat lightsabers like other equipment for several reasons: You are expected to build it from the ground up. This is not true for other weapons or even simple tech like goggles or com pads. Building a lightsaber should require plans or instruction, which should be rather rare outside of the jedi order. Building a lightsaber takes a crystal that is a controlled item during any period. Making a crystal is possible but requires additional instruction. If everything is available, even a child can build one. This implies it doesn't take a lifetime of learning. There is no canon concerning 'powering up' a lightsaber with modifications. This opens up all of the possibilities in my mind, including the idea that it is not common or even possible. I think the basic build process as described in F&D, along with the base difficulty, is fine. The location of a crystal and the necessary build instructions for sabers and crystals, should be driven entirely by narrative. As for physical modifications, I think they should be limited to the current list possible for the hilt of the lightsaber. The modifications that are currently applied to the crystal, should not be possible as a permanent alteration. The character should have to spend successes, advantages, or triumph for damage (as for normal melee) and other improved characteristics above the base crystal. All that would be needed is a small table of possible costs. This takes full advantage of the narrative dice and factors in the force users skill, talents, and powers. That gives a feel more similar to the WEG approach than the WizardsSaga approach. The idea of lightsabers being another +1 or +2 sword, never felt very star warsy to me. Making them a conduit for your force powers is more in line with my sensibilities.
  15. Its murky because 'Knight' is just a title and not an objective or quantifiable level of skill in the source material. Obi-Wan likely had his knight-hood held back by the council for some time simply because he was so headstrong and impulsive. Having a master that didn't tow the council line probably didn't help much either. Noone could deny his skills after killing the Sith who slew his master. All of those things are true of Anakin as well. The council were not willing to grant him the title of master after the clone wars despite his accomplishments and skills. I think the 150xp (padawan level) and 300 xp (knight level) benchmarks are good and hope the final book supplies such rough guidelines. In addition to that, I would love the final book to provide the fluff concerning the story-related benchmarks to actually earn the various titles under different Jedi Order stuctures and Force using traditions in different time periods. Providing some guidance when marrying the two sets of benchmarks (story and game), even if it is very rough, will help me alot.
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