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Arlethsulwillaren

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  1. Reading the narrative description of Padawan Survivor (Dawn of Rebellion) it really matches with a character already Force Sensitive (to be more precise: a former member of the Jedi Order), becoming a runaway following the issuance of Order 66. However, for me, the mechanics seems to be contradicting with this. The specialization gives you FR1 (if your FR is 0) at the expense of not giving any career skills. As an universal specialization, it can not be the starting specialization of a character, only to be taken later. In this system, the vast majority of Force Sensitive characters would have a FaD career, along with specializations from FaD. Since Force Sensitives already have at least FR1, if I take Padawan Survivor as a Force Sensitive, I can not benefit from the Force Rating it gives (and of course getting no career skills). So it seems for me that only non-sensitives can mechanically benefit from this specialization, although the narrative contents does not really make sense for those characters, or at least it is rather difficult to explain why it would make sense. For Force Sensitive Exile & Emergent, one can explain that the character is discovering his/her Force Sensitive nature when taking the specialization, but this is not the case for Padawan Survivor, which (at least narratively) assumes that the character is already Force Sensitive before taking the specialization. As playing exactly a former Padawan after Order 66, this specialization fits my character perfectly from narrative point of view. However from mechanics point of view, can not make use of its benefits, while non-sensitives can benefit a lot. Is it intentional that the specialization is made like this, basically exclusively for non-sensitives? Wouldn't it make more sense to have career skills like many other specializations (Stealth, Deception, Survival, Vigilance, Streetwise or whatever it suits the most)?
  2. Thanks for the ideas... Many of above assumes that in combat I roll Deception instead of combat skill (Melee for example) in my turn, then give Boost / Setback dice to others. However, this can by done simply by attacking (using advantages/threats of the Melee roll), and I also have the chance to hit the opponent, other than giving Boost / Setback dice. This only has advantage if I am crap at combat but have much better deception. I am focusing more on those cases where I have decent combat skill and Deception comparable to that, so simply replacing the skill does not give any advantage. For example, when dueling with a sword (Melee), one can go and attack straight (has decent Melee but no Deception), while the other one (having similar Melee skill and Deception as well) can use tricks to attack: throwing / kicking sand on the opponent, initiate fake attacks then surprise slash from another direction, etc. How would you handle these situations? My guess, it can be similar to aim maneuver: It gives flat benefit of 1 boost die. In case of combat tricks, one would spend the same maneuver, and some benefit based on Deception skill..., but question what would be appropriate. Of course, agree that it should give less benefits than any talent of the relevant field, however more than simply using the aim maneuver, which anyone can do.
  3. I like the idea of the Gandalf example. Since PC can face multiple minion groups (or multiple rivals), and the talent only affects one (even with a successful check), I can imagine that only the affected minions / rival can perceive the PC as such an intimidating foe, the rest does not.
  4. The rules indicate that: "Any time a character wishes to distract an opponent through guile -- even within the context of a physical confrontation -- he may make use of Deception" Understand Deception can even be used in combat situation, especially melee I guess. However, I have not seen any good examples or guidance from the book how this can be managed mechanically, where all factors in combat taken into account, plus Deception in addition. If any of you have some good "best practices" I would appreciate any suggestions.
  5. I do understand the game mechanics part, but what does this mean from narrative point of view? Using this talent, does the PC intimidate adversaries with his/her appearance and (threat of) actions, so very similar to coercion skill? Or rather, is it like control upgrade of Influence power, where PC force the target to adopt an emotional state, so like using a force power on someone, only without rolling a white dice? The mechanics is nice and despite being conflict talent, it is a nice non-lethal alternative of gunning down adversaries in a fighting encounter. Being a talent that can be used repeatedly, I can not properly imagine what it means form the narrative. Any ideas are welcome!
  6. The build is strong against blasters, but very easy to counter. Even a few simple frag grenades can hurt. Just throw them in, and the soak will be the only layer of protection. The base damage hurts the original target, the blast damage hurts the rest (subject to 2 advantages). You can reflect a blaster with a lightsaber, but not a grenade.
  7. For the Force power check, do we treat minion group as one target, or each minion in the group is a separate target? Let us say I am facing 2 groups of stormtroopers, 3 trooper for each group (Will 3, Discipline as group skill). If I activate one magnitude upgrade, can I influence both groups (6 troopers) with a succesful Discipline check against RRP? Or only 2 troopers from one group / 1 trooper from each group (check against PPP)? Same question for the basic use of inflicting strain damage, just without the Discipline check. Same situation for Move power (disarm 3 troopers without magnitude upgrade) or Sunder (destroy weapon of 3 troopers with 4 advantages)? My understanding is that all above are possible, since unlike Nemesis / Rival, Minions are by design far inferior compared to PCs.
  8. Can you give some examples of the memorable uses of Triumph in combat situation? Triumph result is exciting, but mostly for non-combat situation. For combat, frankly suggested uses like "upgrade next check" or "score a Critical" is not a big deal for Triumph, especially for lightsaber where you have plenty of other options to achieve this.
  9. Agree that Shien Expert is a well built and flexible form, so it is basically good as it is. Although I do not see the point in the Counterstrike talent, I might not understand it well. For 2 threats / 1 despair, you get 1 upgrade for next Lightsaber (Cun) against that opponent. However, as per general combat rules, for the same 2 threats / 1 despair, you can get 1 boost die for any check against anyone, and you don't have to pay 15 Xp for it. Upgrade is not that much powerful to compensate for all the other limitations. On the other hand, for Soresu Defender, I really miss that Supreme Reflect, even at the expense of Improved Parry or Reflect, if having everything is considered too powerful. Soresu should be the ultimate defense, and a few groups of B1 droids can gun you down real quick without it. However, understand even Keeping the Peace has no changes for this and Supreme Reflect will be restricted to Shien Expert.
  10. From my previous readings, I understood that Soresu is the best defensive style with a weakness that practitioner has limited (counter)attack capability.While Shien uses the attack of your opponent to counterattack, but somewhat weakens your defense in the process (compared to Soresu). Game mechanics tells a bit different story. While Soresu has improved version (which is more counterattack) of both parry / reflect, it has supreme version (which is pure enhanced defense) for parry only. It would make sense for me the other way around: more enhanced defense and less counterattack capability. You can get fired upon by lot more enemies than attacked in melee, and you can hold your ground much better with Shien, as you run out of strain real quick without supreme reflect. At the same time, Soresu is lot better at counterattack than Shien. Should not it be the opposite? I have not received my copy of Keeping the Peace yet, but does it change anything regarding this?
  11. Assuming a Rebellion Era play, I do not really understand why training emitter is the only one not restricted while all the Kyber chrystals for "normal" lightsabers are restricted. My understanding is that lightsabers are quite special and iconic weapons, and still 20 years after Order 66, if you reveal a functioning lightsaber when you are attacked on the street or in a cantina (even if you are on the Outer Rim with somewhat limited Imperial presence), it is a significant risk for your character than someone will identify it (at least having vague idea that the glowstick is linked to some illegal sect the Empire is hunting for), and you will have bounty hunters / stormtroopers / others after you in a few encounters time. I assume that a training saber looks almost exactly like a "normal" saber, the only difference is the damage related parameters, as training saber is only a bit stronger than a shock gloves, while a real saber is one of the most powerful weapon in the game. So if you dare to use a training saber in an encounter, you are facing the same risks as if you were using real saber. For this reasons, I do not understand what is the reason for it not being Restricted. As I am playing an initiate level Force user now and aiming to get lightsaber eventually, this is my concern if I ever have chance to use it during the game. I'd love to hear your thoughts on this, some of my assumptions might not be correct.
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