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abookfulblockhead got a reaction from DurosSpacer in This is something interesting (EP9 spoilers)
I avoid getting my news directly from reddit users with "Anonymous Sources". Reddit is notorious for fake news, even when it's linking to external sources. Users can and do fabricate entire stories regularly for karma. This might play well in SaltierThanCrait, where the community is predisposed to thinking all the Sequels are a travesty, but this redditor's premise is that Disney sabotaged The Rise of Skywalker to ruin JJ Abrams.
Except that The Rise of Skywalker has not been nearly as widely hated as The Last Jedi. And I say this as someone whose favourite sequel is The Last Jedi. If Disney's goal was to make JJ Abrams look bad, then... I think they failed spectacularly.
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abookfulblockhead reacted to Concise Locket in What's in your headcanon?
My (probably unpopular) opinion is that I'm glad that Lucasfilm rebooted Star Wars canon. As someone who had been reading SW comics and novels since the late 1980s, the Expanded Universe was ridiculously bloated and a lot of material was poorly written. My "baseline" for canon is the movies, TV shows, and the current crop of published, third-party materials.
That said, Legends material is a great source to dip for ideas without feeling like you're breaking holy sacrament if you change it up to better fit your style of play.
The Evocii of Nar Shaddaa play a big part in the first adventure in my upcoming EotE campaign. I'm planning to use Corellia as presented in Suns of Fortune, just with the caveat that the planet was cleaned up following the big shipbuilding boom of the Early Imperial years. I've used the Matukai and various other Force traditions that were introduced in Legends though I've tweaked them a bit. For example, if the Jedi are Akira Kurasawa samurai then the Matukai are 1970s grindhouse kung-fu monks. The "Tales of the Jedi" comics are mostly canonical though they're considered a part of the "oral tradition" in the Star Wars universe so they're open to interpretation and not considered historical fact. It's fun to twist what players think they know about Ulic Qel-Droma and company. Pius Dea Crusades are absolutely in my head canon. I'll reference pre-Republic cultures from Legends from time-to-time but I'll usually change them up if they don't fit what I want. -
abookfulblockhead got a reaction from cybercat07 in Mastering the Force
One trick for Force versatility might be to start in a tree with two Force Rating upgrades, then hop into Jedi Master. The Powerful Ally talent lets you spend a Destiny Point to use the basic version of any Force Power you don't already have, or use an unpurchased upgrade on a Force Power you do have.
Capping out that tree would also get you to Force Rating 4, which is pretty darn solid.
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abookfulblockhead got a reaction from Luahk in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Bellona in Force Healing depictions (Facepalm) (Spoilers)
I think one thing we've forgotten over the years is that.... the Original Trilogy always upped the ante on the Force, in a way that the Prequels never did. In The Last Jedi, Luke asks Rey, "What do you know of the Force?" To which Rey replies, "The Force is a power that Jedi have, that lets them control people... and lift rocks." And we of course laugh and say, "Oh how naive," but... that's what the Force had been reduced to for a long time.
In A New Hope, we see Luke gain a certain intuition, a sight beyond sight. We also see Obi-Wan preserve his consciousness beyond death.
In Empire, I posit that Luke taught himself Force Pull in the Wampa cave. The way the saber inches forward bit by bit indicates that it's not something that comes to him immediately. We'd never seen the Force do that before. Then we go to Dagobah, and Yoda's like, "Pfft. Lightsaber, X-Wing. Same difference."
And in Return of the Jedi we see Palpatine whip out that sweet Force Lightning.
And then the Force became stagnant. We never see anything in the Prequel trilogy that we hadn't seen before. There's this "Chosen One"... but he never does anything... chosen-one-y. He's just another guy lifting rocks and controling minds. Actually, we don't even see him do the mind control bit. Lift rocks and choke people. That's all any Jedi in the prequels ever does. At the height of their power, they were no more advanced in their training than the kid who got a week-long Jedi summer camp on Dagobah.
Video games made it worse, by reducing the Force to a "spellbook". All of these things are just "tricks" that Jedi can use. As if the Force has no will, no agency.
It wasn't until Dave Filoni and the Mortis arc that the Force became mystical again. Not just a spellbook, but an entity with will and agency, a character in its own right. Rey and Kylo certainly display a lot of raw power in the Force, but much of that power isn't in their direct control. Their connection happens at inconvenient times, the objects that pass between them are side effects of their actions, rather than intentional, the Force passing clues along to draw them together.
I think, more than any other installment of Star Wars, we see the will of the Force in action, guiding and directing, tying the strings of Fate together.
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abookfulblockhead got a reaction from kaosoe in Mastering the Force
One trick for Force versatility might be to start in a tree with two Force Rating upgrades, then hop into Jedi Master. The Powerful Ally talent lets you spend a Destiny Point to use the basic version of any Force Power you don't already have, or use an unpurchased upgrade on a Force Power you do have.
Capping out that tree would also get you to Force Rating 4, which is pretty darn solid.
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abookfulblockhead got a reaction from Vondy in Career-hopping specializations
These seem like rather complex fixes, when Fantasy Flight itself has given precedence for gaining talents that aren't part of any specialization tree.
Exhibit A: Battle Scars, from Forged In Battle - when you heal a critical injury the GM may, at their own discretion, allow you to pay some amount of XP to gain an out-of-career talent.
Exhibit B: Quick Path To Power - A GM may allow a player to spend 30 XP at character creation to buy a rank of Force Rating, allowing them to start as a Jedi Knight or Jedi General.
I could also see the "Mastering a Technique" rules from Keeping the Peace coming into play, if you want to give PCs a way to learn certain talents outside their specializations. Or just let the PCs buy the talent outright, if it's restricted to a specialization that doesn't fit your campaign.
Alternatively, you could gate certain essential talents by skill rank. Perhaps you need 1 rank in a Piloting skill to buy Barrel Roll, 2 to take Improved Barrel, and 3 to take Supreme.
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abookfulblockhead got a reaction from Bellona in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Underachiever599 in Mastering the Force
One trick for Force versatility might be to start in a tree with two Force Rating upgrades, then hop into Jedi Master. The Powerful Ally talent lets you spend a Destiny Point to use the basic version of any Force Power you don't already have, or use an unpurchased upgrade on a Force Power you do have.
Capping out that tree would also get you to Force Rating 4, which is pretty darn solid.
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abookfulblockhead got a reaction from Richardbuxton in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Daeglan in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Dayham in Always Get My Mark OP?
When I read "have the target in custody" I take that quite literally. You're cutting to the moment where the cuffs have been slapped on the character's wrists.
Now the trick is "How do the PCs get out with this guy?"
Admittedly, I run Age of Rebellion, so if the PCs decide they want to take out an Imperial Officer, it's very likely the PCs will find themselves in the middle of a heavily fortified Imperial Compound, teaming with more Stormtroopers than you'd functionally need to count.
Also note that they can track an NPC if they know what planet that NPC is on. I have an easier time of this, because a lot of the officers in my game tend to be stationed aboard their flagship... Technically, this means they are not on a planet. That seems like a bit of a loophole, but it also makes a certain amount of sense: Infiltrating a ship is a lot harder than infiltrating a facility groundside.
With that said, though, for certain really pivotal NPCs, I tend to apply their adversary Rating to any signature abilities that target them. And I'll also throw in setback dice depending on various factors, such as, "They are in a heavily fortified facility," or "they have a lot of bodyguards" or, "They're pretty central to the plot, so I'm not gonna make this easy on you." (That last one is more of a silent factor that I use to inflate other "reasons" to add setback dice)
Still, when the PCs have really solid dice pools, even a mountain of setback dice isn't necessarily a great defence. And on those occasions, I have the hostage be more trouble than they're worth. Hidden tracking devices, lockpicks, tempting bribes, other people looking for the same bounty. There's lots of ways to screw with the PCs on the way back from the mission, too.
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abookfulblockhead got a reaction from Tramp Graphics in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Dayham in Always Get My Mark OP?
For me, as soon as PCs get one of those "Win the Encounter" buttons, I start planning around it. In my group, I had PCs with Last One Standing, Always Get My Mark, and Diplomatic Solution. Basically, three "Nope" buttons.
So I expect my players to use these tools. That means giving the bad guys more resources, more than can be deployed in a single encounter. I plan "Capture the NPC" as the start of my session, rather than the end. I start thinking of possible motivations for NPCs that might open them up to Negotiation.
It means I throw away less content, because I'm expecting it to be bypassed...
And then, every once in a while... in spite of giant dice pools... the players don't succeed on the check. That's when it gets interesting. Everyone once in a while, those 4 dice skew hard on advantages, and the purple dice skew hard on failure. It doesn't happen often, but when it does, the PCs are suddenly screwed pretty hard, and those make for some exciting, improvisational sessions.
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abookfulblockhead got a reaction from P-47 Thunderbolt in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from RLogue177 in Spec/Talent Sheets
Gungan IT support! No wonder we were getting 404s.
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abookfulblockhead got a reaction from Aggressor97 in Force Healing depictions (Facepalm) (Spoilers)
I think one thing we've forgotten over the years is that.... the Original Trilogy always upped the ante on the Force, in a way that the Prequels never did. In The Last Jedi, Luke asks Rey, "What do you know of the Force?" To which Rey replies, "The Force is a power that Jedi have, that lets them control people... and lift rocks." And we of course laugh and say, "Oh how naive," but... that's what the Force had been reduced to for a long time.
In A New Hope, we see Luke gain a certain intuition, a sight beyond sight. We also see Obi-Wan preserve his consciousness beyond death.
In Empire, I posit that Luke taught himself Force Pull in the Wampa cave. The way the saber inches forward bit by bit indicates that it's not something that comes to him immediately. We'd never seen the Force do that before. Then we go to Dagobah, and Yoda's like, "Pfft. Lightsaber, X-Wing. Same difference."
And in Return of the Jedi we see Palpatine whip out that sweet Force Lightning.
And then the Force became stagnant. We never see anything in the Prequel trilogy that we hadn't seen before. There's this "Chosen One"... but he never does anything... chosen-one-y. He's just another guy lifting rocks and controling minds. Actually, we don't even see him do the mind control bit. Lift rocks and choke people. That's all any Jedi in the prequels ever does. At the height of their power, they were no more advanced in their training than the kid who got a week-long Jedi summer camp on Dagobah.
Video games made it worse, by reducing the Force to a "spellbook". All of these things are just "tricks" that Jedi can use. As if the Force has no will, no agency.
It wasn't until Dave Filoni and the Mortis arc that the Force became mystical again. Not just a spellbook, but an entity with will and agency, a character in its own right. Rey and Kylo certainly display a lot of raw power in the Force, but much of that power isn't in their direct control. Their connection happens at inconvenient times, the objects that pass between them are side effects of their actions, rather than intentional, the Force passing clues along to draw them together.
I think, more than any other installment of Star Wars, we see the will of the Force in action, guiding and directing, tying the strings of Fate together.
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abookfulblockhead got a reaction from RLogue177 in Spec/Talent Sheets
I tried this from Mobile, and got a 429 error, which is apparently due to links causing too much traffic?
I find that hard to believe. I imagine these links would have been much hotter around the release dates of new splats with more specializations.
It might be that @RLogue177 can see the files because they're in his personal dropbox, but external users can't.
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abookfulblockhead got a reaction from Tramp Graphics in Always Get My Mark OP?
For me, as soon as PCs get one of those "Win the Encounter" buttons, I start planning around it. In my group, I had PCs with Last One Standing, Always Get My Mark, and Diplomatic Solution. Basically, three "Nope" buttons.
So I expect my players to use these tools. That means giving the bad guys more resources, more than can be deployed in a single encounter. I plan "Capture the NPC" as the start of my session, rather than the end. I start thinking of possible motivations for NPCs that might open them up to Negotiation.
It means I throw away less content, because I'm expecting it to be bypassed...
And then, every once in a while... in spite of giant dice pools... the players don't succeed on the check. That's when it gets interesting. Everyone once in a while, those 4 dice skew hard on advantages, and the purple dice skew hard on failure. It doesn't happen often, but when it does, the PCs are suddenly screwed pretty hard, and those make for some exciting, improvisational sessions.
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abookfulblockhead got a reaction from micheldebruyn in Character Creation Questions
It's generally good to be flexible in this system, but "being good at all the guns" isn't necessarily an immediate concern.
I played a Starfighter Ace in a campaign once, who ended up being one of the deadlier party members, despite having no ranks in Ranged weapons, and nothing more than a standard blaster pistol.
With 4 agility, I could still close to short range and fire on minion groups, absolutely demolishing the 1 difficulty die, and generally scoring enough advantages to crit, killing an additional minion. I might not have been as effective against nemesis-level enemies, with higher soak, and who aren't as phased by standard blaster crits.
So don't feel like you'll be ineffective with Light weapons if you're untrained. Raw ability counts for a lot in Star Wars.
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abookfulblockhead got a reaction from kaosoe in Force Healing depictions (Facepalm) (Spoilers)
I think one thing we've forgotten over the years is that.... the Original Trilogy always upped the ante on the Force, in a way that the Prequels never did. In The Last Jedi, Luke asks Rey, "What do you know of the Force?" To which Rey replies, "The Force is a power that Jedi have, that lets them control people... and lift rocks." And we of course laugh and say, "Oh how naive," but... that's what the Force had been reduced to for a long time.
In A New Hope, we see Luke gain a certain intuition, a sight beyond sight. We also see Obi-Wan preserve his consciousness beyond death.
In Empire, I posit that Luke taught himself Force Pull in the Wampa cave. The way the saber inches forward bit by bit indicates that it's not something that comes to him immediately. We'd never seen the Force do that before. Then we go to Dagobah, and Yoda's like, "Pfft. Lightsaber, X-Wing. Same difference."
And in Return of the Jedi we see Palpatine whip out that sweet Force Lightning.
And then the Force became stagnant. We never see anything in the Prequel trilogy that we hadn't seen before. There's this "Chosen One"... but he never does anything... chosen-one-y. He's just another guy lifting rocks and controling minds. Actually, we don't even see him do the mind control bit. Lift rocks and choke people. That's all any Jedi in the prequels ever does. At the height of their power, they were no more advanced in their training than the kid who got a week-long Jedi summer camp on Dagobah.
Video games made it worse, by reducing the Force to a "spellbook". All of these things are just "tricks" that Jedi can use. As if the Force has no will, no agency.
It wasn't until Dave Filoni and the Mortis arc that the Force became mystical again. Not just a spellbook, but an entity with will and agency, a character in its own right. Rey and Kylo certainly display a lot of raw power in the Force, but much of that power isn't in their direct control. Their connection happens at inconvenient times, the objects that pass between them are side effects of their actions, rather than intentional, the Force passing clues along to draw them together.
I think, more than any other installment of Star Wars, we see the will of the Force in action, guiding and directing, tying the strings of Fate together.
-
abookfulblockhead got a reaction from P-47 Thunderbolt in Character Creation Questions
It's generally good to be flexible in this system, but "being good at all the guns" isn't necessarily an immediate concern.
I played a Starfighter Ace in a campaign once, who ended up being one of the deadlier party members, despite having no ranks in Ranged weapons, and nothing more than a standard blaster pistol.
With 4 agility, I could still close to short range and fire on minion groups, absolutely demolishing the 1 difficulty die, and generally scoring enough advantages to crit, killing an additional minion. I might not have been as effective against nemesis-level enemies, with higher soak, and who aren't as phased by standard blaster crits.
So don't feel like you'll be ineffective with Light weapons if you're untrained. Raw ability counts for a lot in Star Wars.
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abookfulblockhead got a reaction from lunitic501 in Always Get My Mark OP?
When I read "have the target in custody" I take that quite literally. You're cutting to the moment where the cuffs have been slapped on the character's wrists.
Now the trick is "How do the PCs get out with this guy?"
Admittedly, I run Age of Rebellion, so if the PCs decide they want to take out an Imperial Officer, it's very likely the PCs will find themselves in the middle of a heavily fortified Imperial Compound, teaming with more Stormtroopers than you'd functionally need to count.
Also note that they can track an NPC if they know what planet that NPC is on. I have an easier time of this, because a lot of the officers in my game tend to be stationed aboard their flagship... Technically, this means they are not on a planet. That seems like a bit of a loophole, but it also makes a certain amount of sense: Infiltrating a ship is a lot harder than infiltrating a facility groundside.
With that said, though, for certain really pivotal NPCs, I tend to apply their adversary Rating to any signature abilities that target them. And I'll also throw in setback dice depending on various factors, such as, "They are in a heavily fortified facility," or "they have a lot of bodyguards" or, "They're pretty central to the plot, so I'm not gonna make this easy on you." (That last one is more of a silent factor that I use to inflate other "reasons" to add setback dice)
Still, when the PCs have really solid dice pools, even a mountain of setback dice isn't necessarily a great defence. And on those occasions, I have the hostage be more trouble than they're worth. Hidden tracking devices, lockpicks, tempting bribes, other people looking for the same bounty. There's lots of ways to screw with the PCs on the way back from the mission, too.
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abookfulblockhead got a reaction from Nytwyng in Hyperspace Skipping(Potential Spoilers RoS)
Suns of Fortune has a modular encounter involving Micro Jumps, and the rules there are probably a good place to start (though I would certainly make the difficulties much harder, due to jumping from Atmo to Atmo).
One thing the encounter notes is that micro-jumps are generally done using the backup hyperdrive, and anything faster than a Class 5 adds setback to the check.
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abookfulblockhead got a reaction from Aggressor97 in Always Get My Mark OP?
When I read "have the target in custody" I take that quite literally. You're cutting to the moment where the cuffs have been slapped on the character's wrists.
Now the trick is "How do the PCs get out with this guy?"
Admittedly, I run Age of Rebellion, so if the PCs decide they want to take out an Imperial Officer, it's very likely the PCs will find themselves in the middle of a heavily fortified Imperial Compound, teaming with more Stormtroopers than you'd functionally need to count.
Also note that they can track an NPC if they know what planet that NPC is on. I have an easier time of this, because a lot of the officers in my game tend to be stationed aboard their flagship... Technically, this means they are not on a planet. That seems like a bit of a loophole, but it also makes a certain amount of sense: Infiltrating a ship is a lot harder than infiltrating a facility groundside.
With that said, though, for certain really pivotal NPCs, I tend to apply their adversary Rating to any signature abilities that target them. And I'll also throw in setback dice depending on various factors, such as, "They are in a heavily fortified facility," or "they have a lot of bodyguards" or, "They're pretty central to the plot, so I'm not gonna make this easy on you." (That last one is more of a silent factor that I use to inflate other "reasons" to add setback dice)
Still, when the PCs have really solid dice pools, even a mountain of setback dice isn't necessarily a great defence. And on those occasions, I have the hostage be more trouble than they're worth. Hidden tracking devices, lockpicks, tempting bribes, other people looking for the same bounty. There's lots of ways to screw with the PCs on the way back from the mission, too.
