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emsquared

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Everything posted by emsquared

  1. I don't think you can extrapolate that... If you're Force sensitive, you can - I know this sounds crazy - sense the Force. At any time. Not only is there no indication that a Power, nor the use of a Power, is required to detect a Force sensitive or Force power use, but those Powers (Sense and Seek) mention nothing about detecting Force sensitivity specifically in their descriptions anyway. So, while it's reasonable to assume that because of the fluff description of Sense ("... senses the endless movement of the Living Force..."), that you could see a Force sensitive using that Power, there's nothing that says that's the only way you can sense the Force. Same with Seek, or Foresee, both of which have language in them about revealing secrets and details about things... What we arrive at, is that sensing the Force is something that is mostly up to the GM to decide how it happens. Maybe it takes the expenditure of Advantage or Triumph on a Perception or Vigilance check by a Force sensitive? Maybe it takes the flipping of a Destiny point? Maybe it's 100% narratively handled, and you just have to say you try, and it happens (so long as you're close enough)? Maybe you don't even have to say you try? Similar question is; how do you sense a disturbance in the Force? There are no rules for it. As a GM, I handle it mostly narratively - all you have to do is try (and be close enough), or maybe you don't even have to try if the Force is strong enough in whatever the thing is. Those elements are largely story telling tools. And again, isn't that what being Force sensitive is anyway at a most basic level? Being able to sense the Force? That said, it is certainly something that c/should accompany the appropriate mechanics - like if they didn't have sensing the Force at the top of their mind, but they just happened to use the Sense Power, or spend narrative symbols to "notice a significant detail about the ongoing encounter". Yea, mechanics can lead to that information too. Point is: don't be too stingy with how you allow N/PCs to sense the Force. This open, narrative approach also makes the Shroud Talent pretty valuable in the right game/timeline.
  2. Why do you think you need to make a Talent for this? There are no classes like in D&D (which is why Fighters need more attacks - to be as good as magic users). Damage does not work in this system like it does in D&D. Nor does armor. Relative progression does not follow even close to the same arc as in D&D. The action economy is different. The entire mechanical balance of combat in the game is completely un-D&D-like. Giving a player multiple attacks (aka, essentially, actions) per round is gonna break the game. Guaranteed. As @SuperWookie mentioned, there are built in, balanced-to-this-system ways to "get more attacks"/increase your damage output. Going outside of those is inadvisable, because as mentioned - this isn't D&D.
  3. Would you prefer something like that, but that doesn't key off of Fear checks? Something that instead mechanically triggers/reacts based off of player choices/actions? Probably something that is not focused on the language of trauma of course? Maybe something with more possibilities/levels of corruption? Something tailored for a Star Wars feel?
  4. What else is there to call it when you give someone the knowledge they need to achieve their goal, and they ignore it? I told you how to do what you want to do in my first post. Not 5 in. You heard one word in that though that you didn't like and you turned off your brain, instead of looking at how it worked, and seeing that it does what you want it to do. Yea, it's just a reverse version of what I told you to do in the first place. You're welcome.
  5. You're right. You can't teach a fish to fish. And if the fish won't take the fish you tried to give it, well, the fish is just out of luck.
  6. My dude. You're being so obtuse. If the skin isn't what you want, no problem! These mechanics, both the one I first described and now the aforementioned Sanity mechanic, are still mechanical models for how to mechanically incorporate these things you say you want. Holy crap. Like talking to a fish.
  7. You can't even describe what you're looking for. At times you're describing a mechanic to replace/provide a crutch or substitute for good rp and competent storytelling - something that will make the player "lose themselves/the character". But then you turn around and say that's not what you want (when you realize the optics?). At times it's a consequence for using the Lightside, which is of course already in there. So that went away. Seriously, it's back to the original question, if you want help, you'll need to put words to specifically what you think needs a mechanic here that can't be handled by existing mechanics and/or good rp and competent storytelling? I'm really just trying to understand. I think one way or another you're just making achieving what you want harder than it needs to be... Do you have the Genesys core rulebook? Have you seen like, their Sanity/Trauma mechanics?
  8. Again. In rpg terms, this is called good rp and storytelling. And again, I gave your mechanics for that. If you don't like the loss of the PC completely, then it only takes a modicum of imagination to substitute that for whatever deprivation of player agency you find palatable.
  9. I mean, you're aware the rulebook has the consequences for using Lightside pips, right? 1 Strain and flip a Destiny. Beyond that, if you're choosing to play a Darkside campaign, all you're doing is making a meta level, thematic choice in tone for the campaign. How much more, and why do you want to punish the characters and penalize the players' gameplay for, presumably, the whole table having made a thematic choice in tone for the campaign at a meta level? It seems to me like you're maybe missing the point of why anyone would want to play a darkside campaign. It also seems to me like you're imagining there are negative consequences to using the Darkside that have no basis in canon, and what you've observed and what you want to do can already be accounted for by this systems mechanics and just with simple good storytelling. Take Palps. Darkside for decades, didn't lose himself. Indeed, he carried out one of the most elaborate plots in the history of the universe while maintaining a very public persona as a good guy. Moral weakness for Greed (and or Cruelty, and our Arrogance). And so what we arrive at is that all you're seeing in Yuthura and Adjunta, when translated into this systems mechanics, is their players rping out there Recklessness or Obsession or whatever moral weaknesses well. Again, given there is already a cost to using the Lightside when you're a darksider, what exactly more is there that you think the system needs?
  10. You're not making sense. Because out of one side of your mouth you're saying you want to force an agency change on the PCs (with your assumption that Yuthura and Adjunta didn't choose their paths and that in ability to choose your path would thereby be what you want to replicate), and out of the other side in the same breath you're saying you don't want that. So, if you're feeling that being Darkside doesn't have any consequence, what I'm hearing now is that your players might be a little lazy in the rp department, and you might be a little lazy in the GMing department. That you maybe need to talk to your players, and ask them to rp their Darksided-ness a bit more faithfully? To play more true to their Morality Weakness. That maybe as GM you need to have more appropriate in-world, story consequences for doing evil stuff? Have them develope notorious identities, and be recognized and shunned by "polite society". Law enforcement (and other authorities or heroic figures) pursuing them. Bounties. Jedi and/or Inquisition after them, depending on your era. Sith in-fighting. etc. etc.
  11. You might want to be more specific. Exactly what more/other rules do you see being darkside needing? Like, I was working on a Genesys conversion, which since it lacks Force die/Conflict and Morality, I needed to figure out a negative consequence of Darkside. And what I arrived at was a potential consequence of using the Darkside was physical changes (pale skin, aging, scars, red eyes, etc.) and eventual loss of the PC. So, not sure if that's what you're thinking but... Basically it was a variation on the Critical Wounds rules, where using the darkside built up this "morality Attack pool" that you rolled at the end of each session and if it resulted in a Crit (by Advantage or Triumph) it resulted in a physical manifestation, and accumulated just like normal crits, and ultimately a 150+ result was the PC becoming an NPC... Basically the pool started out as GGPP. Each use of the dark side or evil action upgraded the pool, extremely selfless acts could upgrade the difficulty of the pool. Crit = physical "corruption"and eventually conversion to NPC.
  12. I think you have to have a paid account to use the Roll20 narrative dice roller. So if you don't have that, we use Roll20 for the character sheet and vtt, and Discord for voice chat and dice bot.
  13. Interesting write up from Kotaku yesterday... https://io9.gizmodo.com/star-wars-the-high-republic-is-as-refreshing-as-it-is-1845851811
  14. The general sentiment I've seen from the community is that this line is viewed as largely complete. So it might take the release of significant, new storylines for any new books to be released. Like an era book for the High Republic seems likely to me. Eventually. And I know, hard to imagine something more significant as far as cultural zetgeist than the Mandalorian but from the rpg perspective, there's not really a whole lot new there. I mean, they could ONLY have, what, maybe a more detailed accounting of Mandalorian culture and planets (I'd love to see Basilisk stats for instance), and more details on "the Guild", a couple ships, some gear, some creatures, some NPCs... OK so they've totally missed the boat with Mandalorian, but I'm still holding out hope for High Republic material.
  15. Using the wrong tool for the job doesn't make you smart. Indeed it does the opposite. And attacking with dual wieldling is always the wrong tool. It's never better than the other tools.
  16. You'll have to forgive @Daeglan, he's embarrassed that he thought the thing he was doing with his PC was good. He interprets his own embarrassment, or perhaps his inability to see the failing before, or probably both, as a personal weakness. And now that he's realized all that, and he has no way of refuting it, as you can tell, it's driven him temporarily insane. Forcing him to believe that just saying something makes it so. He'll probably keep on pretending like he's said something substantial, and I'll probably continue to try to goad him into doing the math cuz that's the only way he can refute the preponderance of evidence against his assertion. If you don't find that sort of exchange humourous, you should probably just not waste your time coming back to this thread.
  17. Your inability to back that up with literally anything but your assurance is very convincing. 🤣
  18. Again, you're trading off HP slots, Crits, and base damage for that. Horrible option. That's great @Daeglan if you enjoy playing a suboptimal option. You do you. I just wanted to make the OP aware of what they were doing.
  19. Naw, I'm not assuming anything. Just doing math. Increased difficulty and 2 Advantage is a horrible trade-off.
  20. Good choice. If the solution as others are suggesting is "Well, you just need to power game more and it's ok.", that means it's not okay. Honestly, when you use dual wielding as I have suggested - modding one for offense, and one for defense, and not attacking with the second - wielding two lightsabers is actually incredibly good... That 700 XP, sub-optimal damage dealer PC I mentioned? When I used that dual-but-not-dual-schema became an incredible tank for the group. In fact never once for knocked unconscious in combat in the course of the entire campaign. And still could dish out damage when needed.
  21. You're still doing worse than the folks who aren't using a shoto and/or aren't using up previous HP to improve a patently sub-optimal attack option.
  22. Paired attachment, shoto, Superior, none of that does anything to improve dual wieldling to be as good as the dual-saber, and arguably still worse than a single saber (when you consider the increased Difficulty and that triggering the second saver hit often takes away critting). It's the increased Difficulty that's the problem. And since you can get those same or similar improvements to the normal saber or dual-blade saber, it makes their net benefit in the situation null. I played a dual wieldling PC for 700 earned XP. Had a shoto and paired. And I was consistently worse than everyone else at damage dealing, even those with just a single normal saber - usually because I missed or couldn't trigger my saber anyway and did less damage. It just a crap option. UNTIL I figured out that I needed to just stop trying to hit with that second saber and load it up with defense. That difficulty bump is a significant negative impact, and unsavable when paired with the other detriments. There's just no way to mitigate it to be a net good over or even to be equal with the other damage dealing options. Instead of ignoring the rules for a mechanic that the PC's must use (which tends to not go over well if/when the PCs realize what you're doing), I would recommend if you really want to have an Inquisitor that dual wields, use the one offense/one defense single saber attack schema as I described, but just give your Inquisitor the Saber Swarm talent so that you're at least adhering to some fair gameplay principles.
  23. Pro-tip @oh_grapes: dual wielding sucks when used to attack. A dual-bladed saber (Linked) is WAY better for attacking. Same second set of damage, but no increased Difficulty. The only good way to dual wield is to wield one 'saber outfitted with offensive mods in one hand, and always attack with that. Then wield a second 'saber in your other hand, NEVER attack with it, and just outfit it with passive defensive mods.
  24. Hey everybody, here's something that probably no one asked for! For some time I'd been having problems with my hybrid laptop/tablet device, and I found out that it was basically having any significant portion of it's hard-drive taken up that was causing the problem (super convenient, really good device, I know). Well, because of that I migrated all my rpg stuff to Google Drive and it's other services so that I could delete everything non-essential from the device. This became a real hindrance to my ability to work on Genesys settings though, so I made this Foundry-compliant Google Doc template for myself. But then I figured that possibly others might be able to get some use out of it too. So here ya go! Google docs-compatible Foundry template! Enjoy!
  25. The main Force Power (that isn't a long-game goal like Unleash or Conjure Mastery) that is really hard to do effectively as a Lightsider, and still remain Lightside, is Harm. If I played in a Darkside campaign, I'd have troubles not viewing it as my best chance to really dive into that power Power and see what can be done with it. Which would mean a character (Species?) with high Intellect, and (a Career/Spec?) with high Medicine. I'd create a Force-powered vampire, were I you.
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