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  1. Garran

    Playing as a Grey Jedi

    None of the above. If someone wants their character to be fully light-side, the system is designed to allow that. Likewise if someone wants their character to be dark-side, or to bounce around in the middle, or have a rise-and-fall, or fall-and-redemption, or whatever other arc they feel like going for. And if no one is really all that engaged with the narrative angle, ditch morality in favor of something else - duty or obligation work just fine for force sensitives, and they may be more appropriate to the character/campaign.
  2. Garran

    Force dice

    You can use generic gaming d12s too. There's a table for it in the front of the books, and for Force dice it's simple enough to remember without looking.
  3. Garran

    Question about obligation

    Obligation is a bit messy because it was meant to be a kind of alternative currency but ended up being treated as a pure penalty system in a lot of the material. Getting obligation from a crime boss because he did something for you and now you owe him a favor is fine. It's also fine to get a bounty obligation from that same crime boss because you engaged in an unauthorized requisition of his capital assets - but you shouldn't really be getting one just because he's in a bad mood that day.
  4. Garran

    Group roles

    It's also worth bearing in mind that PCs in the setting are themed as action movie heroes and are thus generally presumed to be broadly competent, even if they only have specific expertise in one or two areas. In short, they're rarely 'untrained' in the d20 sense.
  5. Garran

    Question about Morality

    Morality is really only useful if 'internal struggle' is meant to be the character's specific focus and/or the focus of the campaign, so if there's only one force-user and the game is otherwise centered on obligation or (especially) duty, you can simply ignore morality and stick to the other thing.
  6. He didn't spot the creature... ...but he now realizes that something is out there. ...but he inadvertently makes the ambush more difficult by where he goes or what he does. ...but something else ends up drawing the creature's attention away. ...but a random friendly happens by and the creature is now up against worse odds. Etc. Of course, the triumph could also do something unrelated to the hidden creature but still beneficial to the PC.
  7. A talent that adds a boost is always going to be useful, so there's no issue there. Setback-removal talents really depend on whether setbacks come up with any frequency. This is somewhat playstyle related and somewhat situational, but some option to provide a boost is feasible. I'd suggest requiring 2+ setback removals to get a boost since a single setback removal is much less valuable than a boost die.
  8. Garran

    Why do people hate Jedi?

    The other major issue is that, while FFG's implementation makes force-users pretty much on par with non-force users, it has not been the case generally, and the bad taste tends to carry over. It's also worth reiterating that 'force user' != 'Jedi'. The two were typically treated as synonymous in older material, and this still tends to confuse things. Someone who is force sensitive is in no way compelled to adhere to Jedi (or Sith) ideology, or even to know what those traditions are.
  9. Garran

    Failed Astrogation check (Long Arm of the Hutt)

    Like a number of things, failing an astrogation check amounts to 'do it again until you get it', which is really only meaningful when there's an active hazard or hostile. When something like this happen I'm increasingly inclined to borrow 'succeed at a cost' from other systems - you succeed anyway (as if you had 1 success) but generate 3 extra threat.
  10. My feeling is that the breakdown is better used for session planning. Actual outcomes will vary because you can't really be sure what the PCs will end up doing, but if you're looking ahead to a session (or set of sessions) you can use it as a measuring stick for whether you have enough for the players to do generally and enough potential front-stage moments for each character specifically.
  11. Garran

    Lets talk Coercion!

    That example comes across as Negotiation rather than Coercion. That the consequences are more serious than a few missed credits doesn't change the fact that you're trying to work out a deal that's better for the both of you, and the same goes with pretty much any alliance of necessity.
  12. Garran

    Advice on Overland Challenge

    Something to bear in mind is that if you're calling for skill checks then there have to be outcomes for successes/advantages/triumphs, not just the bad pips. 'How bad off are you when you get there' works in something like d20, but in this system there's the potential for them to end up better off by the time they get there.
  13. Garran

    Comprehend Technology Stacking

    If it was meant to stack then it would almost certainly be phrased to say so, such as "add your Force rating as extra ranks".
  14. Garran

    Countering Sense

    Once you start talking to the person to try to get them to think about the things you want to know, you've entered into the realm of social skill checks. It could be Deception, Charm, or Coercion - Negotiation is unlikely, since even if you're framing it as a haggling session, that's not what you're actually trying to achieve - but it isn't just the use of Sense anymore. The upside here is that the check difficulty probably won't be anywhere near as high as if you were trying to get that information by purely social means. As for reading someone's thoughts and whether this is conflict worthy, I'd say that it isn't inherently so. Why you're doing it matters (intent), and so does what you do with that information. Scanning surface thoughts isn't necessarily conflict worthy, but whether you have the professionalism* to keep anything you learn appropriately confidential might be - and that's where the actual temptation (and potential conflict) comes in, since you *could* easily abuse that sort of knowledge. * I don't know offhand if there are other sources of telepathy in the SW setting (there probably are, considering how expansive Legends got), but they'd be dealing with the same ethical issues even without morality/conflict at work. Really, it's one of those things that most sci fi settings with telepaths don't bother to think about too much except to make the bad guys obviously abuse it.
  15. If you really think that this sounds like a great idea then there are systems designed around the Gygaxian Screwjob style of GMing. This isn't one of them.