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About Smog

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  • Birthday 10/12/1985

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  1. Don't worry, we've had absolutely no news on the first Clone Wars book that's been delayed for 6 months, but they're more than willing to start taking preorders on the second one! https://www.fantasyflightgames.com/en/news/2019/3/8/collapse-of-the-republic/
  2. Then I feel like you're missing the point. The fact you do not have to be hyper-specialized or min-maxed to be extremely powerful with 1000 XP aside, on what basis are you giving him these things? What on screen evidence do you have that your 1800 XP OC is not "nearly as powerful as Yoda"? What canon example of Yoda being far more powerful than 1800 XP can you give? The things we actually see Yoda do are: mastery of Force powers, masterfully duel competent adversaries, and provide occasional wisdom (that even he himself admits is far from perfect). That's really it. We never see him do anything absurd like pull a Star Destroyer out of orbit or roll over entire fleets single-handedly from his starfighter. One example I would give is Episode II. By your logic, it doesn't sound like Yoda would have any trouble passing that Knowledge check to know exactly where Kamino was and who lived there, and yet he didn't know. It took a short order fry cook to give Obi-Wan the answers he needed. He showed strain when catching that Silhouette 3 object that nearly crushed Obi-Wan and Anakin. And while he was certainly winning the duel against Dooku, he didn't slaughter him in a single round or simply hold Dooku's ship in place like he would have if he had 2500+ XP. He even says that he's not capable of defeating Dooku with Force powers alone, meaning he can't be that much more powerful -- at least in terms of the Force -- than Dooku himself. It seems as though you have a very specific vision of Yoda and other Jedi masters, and the things of which you believe them to be capable. I am purely making observations of the things we actually see them do, as opposed to the fan legends and hype surrounding them. However, at this point I feel like we aren't getting anywhere in this conversation and really don't need to continue derailing this thread. Feel free to reply, of course (I neither care about nor am I trying to get the last word), but this is where I'll be leaving it. Cheers, TG.
  3. Sure, I can totally get behind that and they're not that far off from my own guidelines (which are around 150 for a padawan, 400 for a knight, and 800 for a master). If your numbers are what you like and that's where you feel they're at then I'm not at all telling you you're "doing it wrong." The only point I was making was the XP required to represent what we literally see in canon. But I do not pretend (or even presume) that characters' abilities are restricted only to the things we see.
  4. I mean, that's perfectly fine? You, or Keith, or whomever can stat him however you'd like. Just keep in mind that according to FFG, we can also build a Jedi Knight with Knight-Level XP, which we all know is laughably untrue. It's also possible that if the goal was to create a Jedi Council campaign that Keith chose 2k+ XP simply for theme and to make the Council feel extremely powerful. That does not at all indicate he feels those levels of XP actually match what we see. The only point I was making was that the things we actually see Yoda do in the movies and TCW can easily be represented with 1000 XP. I don't believe in the logic of "well, he's the greatest Jedi of the Republic, so that must mean he has almost every Force-sensitive spec and Force Power maxed out." I build characters to be within the realm of the capabilities we actually see in canon material. If you want to build them to absurdly higher levels because that matches your vision of them, or you want to match Legends material, or simply because that works for your game: great, I genuinely hope you have a great time and it works for what you need. But the conversation Eoen and I were having was the XP required to build Jedi within this system to be able to do the things we actually see on screen, specifically within the context of TCW. Within those bounds, 1000 XP for Yoda is actually very liberal. You could technically build TCW/Empire/RotJ Yoda for about 750 XP, but 1000 allows for some buffer to include things heavily implied to be within his capabilities that we never actually see.
  5. I strongly disagree. The things we see him do in canon material can easily be reproduced with 1000 XP. Are you talking about Galaxy of Heroes? Because the Separatist rework/release is happening right now.
  6. Sure, I agree with everything you've said in terms of thematics and Jedi ability. I am an avid, diehard Filoni fan, and have watched the entirety of TCW five times through at this point (not including my friend group's frequent drunken viewings of our favorite arcs). Jedi Masters are incredibly impressive, and even some Knights (such as Anakin) are demi-gods. But why do you believe we can't make them? They should have tons of XP. They've been gaining experience since they were the equivalent of five years old. All that said, I don't agree with "1000 point characters". You can make day one "Sky Guy" Ahsoka with 250-300, and I've comfortably statted up TCW Jedi Knights and Masters with 500-600. Sure, if we're talking Yoda or Palpatine, then we're getting into 1000+ XP, but those aren't really meant to be PCs. Like I occasionally remind people, you don't have to have a specialization to be competent at something. Just because Ahsoka fixes the ship on Mortis doesn't mean she took Mechanic or Shipwright, and her constant flipping about karate in "Padawan Lost" is easily represented by two ranks in Brawl and a 20 XP Enhance. I guess I agree that Jedi take XP to really get going, but I'm not sure why that's a problem. Do you think that the Jedi trees are going to shortcut this somehow? Because if the Jedi trees suddenly enable someone to make a fully functional TCW Jedi for 150 XP, that's going to be a huge, huge problem, on the level of the absurdly overpowered Force users from Saga Edition. Jedi should be expensive. They have literal super powers.
  7. I'm not sure I follow on the existing trees not feeling like a "movie" Jedi. How do you quantify what you're seeing on screen as related to a spec-tree? They hack away with their lightsabers, which is hard to really align to a spec-tree, and use Force powers, which correspond very well to what we have. Is it simply you feel that it requires too much XP to fulfill a Jedi concept? Because that I would agree with. As to the droid statblocks: do you really feel that adversaries in this game, especially minion and rival level (which most droids are), are really so distinct that official ones will provide you with new or additional functionality? If you look at content we have now, how different is a B1 from a Stormtrooper really? Do you feel that adversary blocks you quickly mock up yourself are going to be significantly different from what will end up being in the book? Even the most complicated nemeses have at most 3-4 talents, and most of these droids will probably not have any. In the end we're talking about slightly altered abilities and equipment that yield adversaries that play 90% identically to every other adversary of the same level, barring narrative differences that are possible with or without the book. I guess I just don't foresee this book providing nearly as much insight or illumination as others seem to, due to the intrinsically narrative and streamlined nature of the system (which is something I love). Again, I think it'll be a great book, but I just don't understand delaying a game for it. But I am by no means saying "don't be excited for this book" or "don't buy this book," because I am both very excited for it and am anxiously awaiting my own copy.
  8. 1. I absolutely agree. I'm not arguing and saying the book isn't necessary and that no one should buy it. I'm very excited for it and look forward to getting it for some of the same reasons you stated. 2. Sure, the spec trees are important. The vehicle statistics a little less so, in my opinion, since vehicle stats are all so streamlined and simple anyway. So again, yeah, I'm excited and want to see this stuff. 3. I agree, of course, that using printed rules is easier than homebrewing. This is where part of my confusion comes in, though. What homebrewing, exactly, do you feel is necessary for a Clone Wars game? You can make Jedi and Clones with existing trees (Jedi less perfectly, but plenty well enough to play), and you can similarly mock up the Clone Wars vehicles that we don't have, if necessary (though we already have the stats for many of the important ones). Other than those things, a Clone Wars game is not that thematically different from running a Galactic Civil War / military game. We have mass combat rules and we have tons of GM guidance on running military/war games. My confusion comes from the fact that it seems more than easy and intuitive enough to reskin all of that with Clone Wars content that's readily available. Basically, I want the book for the statistics of a few things that we do not have yet, but the guts of what makes this era special is easily accessible and applicable to what we already have. I just can't imagine feeling as though you can't run a game without this book as it's certainly not going to go into nearly as much detail or provide nearly as much insight into the era as the show did (or that Wookieepedia can freely provide today). I get delaying a game for the book at this point, but I can't imagine having put off running a Clone Wars game since the game's release simply because you didn't have a Clone Wars splatbook.
  9. What setting info are you wanting, exactly? The only thing I find myself waiting for are the Clone and Jedi trees. Everything else, beyond possibly vehicle statistics, is accessible via wookieepedia, TCW show, etc. I'm not trying to be combative, but I am genuinely curious why, exactly, so many of you seem to feel as though it's impossible to run a Clone Wars game without this book.
  10. Absolutely this. I'm an editor, and the amount of typos and inconsistencies in terminology that make it to print is fairly atrocious (by professional standards). There's no way that FFG is a company that delays publications or issues reprints specifically due to print errors. I still think they're staying quiet and holding it back until the Celebration. If that is the case, I will certainly not be buying it there.
  11. I've found imitating Mace Windu's voice actor from TCW is so much easier than trying to do Sam Jackson himself, possibly because the voice actor is only doing his own semi-passable Jackson impression, heh. Every day that goes by this seems more and more likely (though, logically, I guess that would be the case). It's what I believe at this point, anyway.
  12. I can tackle both of these at once, I think. I run my Star Wars games in a similar pacing and style as the movies, which is to say villain cutscenes occur after a specific trigger in which the player characters can no longer alter the course of what those villains are going to do. In other words, they give insight into what the villains are doing just before they act. I don't have a specific example of my own at work, but all you have to do is look to the movies for the best possible examples. Empire Strikes Back is the best one to use, I think. Imagine giving the players (Luke, Han, Leia, and Chewie) the scene where we see the Executor looming above Hoth, and Vader emerging from his meditation chamber so that Veers can inform him of Ozzel's incompetence at emerging from hyperspace too closely to Hoth. It gives great insight into one of the big bads (Vader), into the new nemesis that is about to face the PCs (Veers), and most importantly: it's already too late for the PCs to use this information to metagame. The invasion of Echo Base is the very next scene, and it only gives some additional context into what the PCs already suspected (due to the encounter with the probe droid). So, as I said, scenes shouldn't be used too early. They should be triggered by specific player actions, and only utilized in a way that minimizes or entirely eliminates the potential for metagaming (though to be fair, my players don't metagame anyway, because it is neither fun nor interesting). Not only does it make the game feel more like Star Wars and more like a movie, it makes the antagonists feel real -- like they're actually out there in the galaxy working towards their own objectives and living lives rather than just popping into existence at predetermined times to oppose the PCs. Finally, one small point is that players should be involved in the delivery and reading of the scenes. Have one player do the narrative pieces (reading the descriptions of actions, the rooms, etc), and the rest of the players voice the cast. Scenes are, in my opinion, boring if the DM just reads through the entire thing expecting the players to listen to him monologuing and having a conversation with himself between multiple characters. Letting players read the NPCs lines also gives them a small amount of investment with that NPC and makes them feel a bit more alive and not just some fragment of the DM's personality. I have players that will pick an NPC and then read that NPC's scene lines for the entire campaign because they connect with them or grow to enjoy them. Another secondary benefit of this is that your players might give them some additional personality or quirks you wouldn't have thought of that breathes even more life into them (a specific way of speaking or interacting with specific other NPCs, for example). Antagonist scenes aren't an exact science, but I strongly believe them to be an amazingly versatile, fun, and a perfect piece of Star Wars theme. Give them a try in your own game, modeling them after the antagonist scenes in the original trilogy in terms of timing and length, and think of them in terms of "how much does this scene really allow my players to change the course they're already on?" In terms of structure, if you're unsure how to lay them out, look up examples of screenplay formats online. That's how I write mine (and as this is a cinematic universe, it's pretty appropriate). Make sure to include those classic Star Wars screen wipes. I'm happy to answer any other questions around this tool. They're one of both my and my players' favorites.
  13. Antagonist cutscenes (or just scenes, as I call them) are quintessential Star Wars. I've utilized them since I started DMing WEG Star Wars back in the 90s.
  14. Got some good recommendations in here, everyone; thank you very much. I really like "drives" and "influences", and I'll likely use one of them or some combination there-of. We're probably good to let the thread die at this point. Cheers!
  15. Pretty sure you're misunderstanding the request. I'm not trying to merge them into a single mechanic. This has nothing to do with the mechanics or gameplay aspects of them at all. I'm simply looking for a descriptive term that encompasses all three for the purposes of a pseudo-primer I'm writing up.
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