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About emsquared

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  1. First time I've heard that after talking about doing it this way in this forum for years. Would love to read how that dialogue went. The only reason to not allow it is; there is no reason. If you treat it like a "normal"attack as you should, so requiring the check with appropriate melee Difficulty (Adversary?) and Setback(s) for the range, make it go through Soak (as again it's still just Brawl at range), it doesn't prevent actions, and so in no way is it as good as Bind, and it's far less effective than just slamming them, or using a Lightsaber at range. We've allowed it at our table since the beginning, and the only time ppl have ever used it is out of combat, basically for dramatic effect. It's not an optimal attack by the time you can get to it. No reason not to allow it.
  2. So there's very few things you see in the canon media that can't be skinned onto more than one game mechanic in this system... Force Choke, which ppl are insisting is absolutely Bind, could also absolutely be achieved with the Move Power, with the Control Upgrade for "Fine Manipulation", that lets you do at a distance what you can do with your hands. Basically a creating ranged Brawl check. Pretty sure there's also a Talent that lets you move your opponent away after an attack, that could also be skinned as "Force Push". Force Speed could ALSO be achieved with the Move Power, by simply moving yourself with the proper Silhouette and Take upgrades, and skinning it as moving your feet. There is also a Talent that gives you a free additional Maneuver (forget what it is off the top...). So yea... Bottom line, there is no single or "right" way to do hardly anything in this system. As it is a narrative system, and is designed to give the Players the latitude to take control of the narrative through a variety of mechanics. Even Destiny Points could be spent to achieve narrative results and skinned as certain Force Powers. Be. Open.
  3. emsquared

    Party size...

    I've had a very rewarding single-player (plus GM) experience with this system, as well as a great three player game (campaign lasted for over a year), and even as many as six (possibly seven for a session or two when we had a friend in town who wanted in while they were back, don't remember for certain) for long term play. It's a very flexible system.
  4. emsquared


    Isn't this exactly what I described, but cutting out the roll beforehand? I mean, I get that people like to roll and use their abilities, and it gives them the chance to discover the clue(s) without the "heavy cost", but if you learn how to employ this gameplay style (resisting the urge to roll for everything), you can see where sometimes the cost is actually a useful tool to drive other drama and create other more impactful and interesting choices, which can be more fun than a roll which pre-empts those things.
  5. emsquared


    Or, taking a page out of the book of a game like Gumshoe; you do not make your players roll to find clues (or secret doors, or to "activate" other interesting content you've created for your game). What happens if they fail that check? You've created a road block to your own game. Congratulations. Alternatives to rolling for clues: Make them expend an in-game resource. Time (in a quest that's time-sensitive, and there is another way they could have spent their time for some other sort of pay off). Money (to pay off someone who knows/saw something). Encumbrance (to haul off the stuff to search through). Strain (if you can structure it as part of an ongoing encounter that they can't just instantly recovery it during). An item ("It takes up your whole data pad capacity to download all the records, so you can take them back and analyze them.", "You burn out your fusion lantern powering up the holo-bank they sabotaged.", "Your droid will have to stay here for a week sifting through all this stuff."). So on... Or make them flup one or more Destiny Points, to get one or more clues. This isn't D&D, you don't have to run it like D&D.
  6. emsquared

    Fun Character Builds

    I love the Supreme Reflect Force Wizard. It's a long-game build, but starting with +190 XP is the best way to do these... Shien, Seer 05 Side Step 05 Reflect 05 Street Smarts 10 Shien Tech 10 Reflect 15 Improved Reflect 20 Reflect 30 Seer Specialization 05 Uncanny Reaction 10 Keen Eyed 15 Grit 20 Sense Advantage 20 Force Rating (FR 2) 25 "Left Side" of Sense Power 20 Influence Basic+Control (Believe Lie)+Range First XPs in play are spent on the next Control Upgrade to Sense, Supreme Reflect, and the next Influence Control Upgrade and Ranges, and then other battle field control Powers (Alter, Move, Misdirect, whatever tickles your fancy) and that 3rd Force Rating bump, from there go for another Spec with a Force Rating bump (or two). Use your money to build a Lightsaber that buffs Ranged Defense (should be able to get very near Ranged D 3 fairly soon). The gameplay is, your PC has a high chance of generating Despair and Threat due to their Sense Power and Ranged D, from there you let their Supreme Reflect generate their damage output/offense (by spending those Despair/Threat), and since Supreme let's you Reflect for uber-cheap if you don't make a combat check, you use Influence which is not a combat check to make enemies shoot each other, or otherwise hamper other NPCs, open doors, turn off security or other defenses, or whatever battlefield control you need done (and eventually, other Powers that allow even greater battle field control). This build is just tons of fun, especially once you get another 100 XP or so... and by the time you're at like 500+ XP? You're well on your way to being a god.
  7. There's a couple of major flaws with trying to port the WEG Force rules into FFGs system. Of course beginning with WEG Force was broken AF in the WEG system. Didn't scale at all comparable with anyone else. Bring it into FFG, and 1 of 2 things will happen. 1. Force Users have to spend much much much (much much much) less XP to become complete Masters in everything Force, and the Force is thereby horribly broken in your game. Some people like that so YMMV. Or(/and?)... 2. The Force isn't capable of anything near what it potentially is now in-game or (should be) compared to the canon media. If you try to temper the inherent brokenness of the 3 Skill Force system by making any given "upgrade" effect more and more expensive, then no one is able to do anything really fantastic with it like the Force should be. No to mention how it completely nullifies the Morality mechanic, and would cascade into a necessary re-jiggering of unknown numbers of Talents, and what do you do with the Force Rating Talent, and, and, and... yea, no. Whats the big deal about using a piece of notebook paper and writing down some shorthand? It's a good system. The best there ever has been in a Star Wars RPG, IMO, RE: balance and capturing the canon. If you want something different, play a different game. There are tons of options out there.
  8. I made custom character sheet for my table with more space on the back to track XP expenditure for Specs/Talents. And then I also made a special sheet for tracking Force Powers, so that you can track everything on one page. But... you could achieve the exact same thing with,like, y'know, notebook paper if you don't have mad Microsoft Office program skills tho.
  9. emsquared

    Running a Dark Side Campaign

    Just like any "evil" campaign, your primary risk is the whole thing devolving in to a"Chaotic Stupid", descent into depravity and mutually assured destructive choices. To combat that, I'd recommend setting it in a sector where the Rebellion is in control and/or at a time when the Jedi are around to keep them somewhat in check (and provide interesting encounters). Also, remember, bounty hunters get sent after Sith/Imperials too. Good luck.
  10. emsquared

    Morality sucks

    This is what kills me about the Morality mechanic debate. People say they want it to be out of their control whether their PC falls to the Darkside or not - that's "how it really works" (🙄), but then it happens (and this mechanic can be used in this way) and they rage-quit their game, or say the mechanic is broken in the other direction, or argue over every action where the GM arbitrates conflict (🤮). The Morality mechanic is a storytelling mechanic, it facilitates the telling of a story. It is not meant by default to be the arbiter of WHO your PC is. That's supposed to be you. This is clear in RAW by the fact that you're allowed by RAW to immediately retcon your actions when they would cause Conflict. However the Morality mechanic can be used to be this arbiter, that just requires a session zero discussion/agreement (so that everyone knows that's how it's gonna be - no retconning and GM word is final) AND it requires a mindful engagement of the system on everyone's part, as you're demanding more of it than it was designed for AND perhaps a maturity of the players to accept the requisite GM fiat of this non-standard process.
  11. emsquared

    Countering Sense

    Yes, you should definitely allow them to commit the necessary Force Die outside of combat. You see this all the time in the canon Star Wars media, Force Users use it like a "Spider Sense". I have told my GM, in play, "I always have my Sense Defense up unless I say I don't." If they have the die committed, even an attack they don't know is coming is defended against by it. Only difference is that if it's unstructured play, all it takes is the statement: "I turn on my sense defenses." as opposed to an action. The caveat being, if they want to use another Power outside of combat, they have a reduced Force Rating, unless they've told you they deactivated it before using the other one. Yes, you sense attacks from droids. I can't think of any attack it wouldn't apply to.
  12. emsquared

    Countering Sense

    Lot of good responses, but I want to reinforce a couple things @CaptainRaspberry touched on. 1. If the NPC knows something that's going to ruin that much of your plans, then you should treat them as a Nemesis or Adversary. ie Make it an opposed check, I could see Cool or Discipline being appropriate depending on the circumstance. Maybe even Deception if they're actively trying to give false thoughts. The system gives you the flexibility to have different types of NPCs resist the Force in different ways. 2. I know the bar is pretty low for sensing thoughts (assuming that's what you're having problems with) but allowing the Force to achieve great things for the PCs is a necessary part of a healthy Morality mechanic. If activatinf a Power isn't worth the Conflict, they won't seek that power. Lastly, savvy NPCs know the tricks of the Jedi. They will not let the Jedi near (forcing your PC to use more pips/risk Conflict), they will clear their minds (Discipline?), or "spam" useless thoughts when interrogated (Cool?), or fill their mind with false thoughts (Deception?), they will split truly critical bits of information among multiple parties so that no one person could reveal everything, they will use technology to store knowledge, so on. Moral of the story: The important information is always behind countermeasures. If it's not hugely important plot info, then just let it happen to encourage them seeking power thru the Force.
  13. emsquared

    Morality sucks

    I think you should read some of the other threads discussing the Morality mechanic. This necrotic thread is particularly old, and the community's understanding of what the mechanic is and how to implement it has evolved well beyond the discussions here, which started any way as: "Hi, I'm an end-user, and your product does not work for me. Therefore it does not work." Which any one who deals with product development and end-users can tell you with 100% certainty, is a 100% false statement.
  14. emsquared

    Sith Empire Adversaries

    And that's great, if you enjoy it. But if it means you're relying on the "crutches" of more traditional-style RPGs, by meticulously planning out "your" campaign encounter by encounter enemy by enemy, does it mean you're not learning or using the strengths of this system that's new to you? Maybe. Maybe not. I just wanted to point out that this system arms you with some incredibly powerful tools as GM that in theory allow you to free up the mind-space you're presently devoting to more traditional GM pursuits and replace it with narrative flexibility and mechanical agility.
  15. emsquared

    Sith Empire Adversaries

    This system, with Minion Groups and Adversary Talents and the general ease of reckoning appropriate Characteristics and Skills on the fly, is designed to make GMing easy. I think you're making more work for yourself here than you strictly need to...