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Posts posted by Garran

  1. Unless there's something that would actively prevent it, they just do.

    Making everyone roll individual checks and/or forcing people to do it in turn order is pretty much guaranteed to result in someone being left behind (bad, no matter how it pans out), or that the players never even bother because the collective odds are so poor.

  2. With the group at creation + 350 XP, insisting on the new guy starting at baseline, even with some multiplier, means umpteen thrilling sessions of twiddling their thumbs while the established characters do everything - including doing a better job of everything that the new guy's character is supposed to be specialized in. Unless chasing off any new players is the intention, the existing set ought to recognize that everyone playing the game now ought to be having equal fun now. It's not like the fun they (hopefully) had before suddenly disappears because someone else joins as an equal.

    Is the Charm focus excessive? Maybe, but given that it can only do so much (although anyone with Presence 6 will be decent at several other relevant skills), the fact that they probably wrote the Star Wars' universe equivalent of "How to Win Friends and Influence People" doesn't inherently break anything; you can get a lot of mileage out of a silver tongue and a winning smile, but even those only go so far.

    If the other players haven't specialized by the time they've hit creation + 350 and/or don't have stats higher than 3, that's a deliberate choice they've made. They've hardly been starved of the means to do it.

  3. My feeling is that the Influence/Control effect is getting a discount because there's a lot of overlap (they're all social skills) and it's unlikely that any character will be heavily invested in more than 2-3 of them anyway (due to XP costs, mechanical redundancy, and thematic concerns).

    It can't be straightforwardly compared to Enhanced Leader because, as a talent, EL could potentially appear with a cost of anything from 5-25 in any given talent tree, talents don't necessarily have equivalent costs in the first place, and from what I've seen, talents that allow you to add force dice are more expensive in general than force power elements that do the same thing.

  4. an NPC whose weakness is that she relies a little to heavily on the Foresee power, which will eventually lead to some sort of tragic failure (I haven't decided the nature of the failure yet).

    An awful lot is going to ride on what sort of tragic failure occurs. Unless the person was outright negligent or otherwise directly contributed to the bad outcome, they aren't likely to wind up on trial because of it.

  5. I suspect that Athletics/Coordination usually appear together because those tend to be situations where everyone needs to roll and it avoids penalizing the low-Brawn (very common)/low-Agility (less common) races while still rewarding those who invested in the relevant skills. As such, those skills tend to define a character's style rather than their capability.

    Coordination is mostly relevant to infiltration/espionage/escape scenarios though, so if you aren't dealing with those very often, it won't see much use. (I suppose it could have corner-case social uses though - a contortionist act is probably just as popular in the SW universe as it is in ours.)

  6. The two despairs were part of the Negotiation check to buy the droid, so rather than having the droid itself be the source of trouble (evil/incompetent/etc), make it something relating to the negotiations or perhaps to the droid's history. The seller didn't actually own it (and a very angry owner has put a bounty out on the latest 'thieves'), the droid is in possession of - or just thought to be in possession of - critical information relating to some group that another group is after ("That IS the droid we're looking for!"), or the seller is under investigation for other things and now the PCs are considered to be persons of interest in that case due to having dealt with him, leading to complications down the line.

  7. Well, people are objects by technical definition anyway...

    It's important to state that though because some rules systems treat "creature" and "object" as distinct entities ("Target: One object" means it won't work on a creature, etc), and people coming from those other systems may assume it works the same way in this one.

  8. The only advantage to having a long-range weapon is that it can shoot at a long-range target. There's no inherent benefit to using one at shorter ranges, and if you're engaged, it's usually detrimental because long-range weapons tend to be Heavy and therefore take a bigger penalty. It's worth pointing out that long-range weapons also tend to have better base damage and crit values (again, because they're Heavy), and they don't really need boost dice on top of that.

  9. The game rules are written around the assumption that you start with 0 wounds/strain, count upward as you take damage, and count downward when you receive healing. Once either count exceeds the relevant threshold, the character is disabled.

    If you're trying to completely disable the character then the wounds/strain should be set to 1 point above the character's thresholds. (A character with a wound threshold of 14 and a strain threshold of 11 would be set to 15 wounds and 12 strain.)

  10. It sounds as though the group doesn't particularly WANT to engage in space combat scenarios, in which case throwing space combat scenarios at them isn't going to pay off for anyone. They might be happier with something that involves environmental/ambient hazards that aren't just about shooting and dodging - ask them about that first - but otherwise you're probably best off to stick to other aspects of the game that they do like.

  11. In the case of Move, everything is an upgrade of the basic power. The two Control traits change the way the basic power works rather than replacing it, so you need to activate the basic power every time.

    In the case of Influence, the two Control traits are completely separate functions that you are using instead of the basic power. They're effectively basic powers in their own right that you have to buy your way to and that use the same upgrade set.

  12. Something to keep in mind is that the character doesn't necessarily need to have ranks in all of those skills to be reasonably effective at them under typical circumstances. Simply having an Intellect of 3 would be sufficient to cover Astrogation/Mechanics/Medicine/Outer Rim/Xenology, for example; ranks are only needed if the character is supposed to be specialized in that field.

    In the case of Piloting skills, those aren't needed just to drive/fly around under normal conditions, so again, you don't need to worry about those unless the character is supposed to be a specialist.

  13. Rather than 'random good deeds' - which usually don't make much sense anyway - reducing the conflict created by an action would best be dealt with by taking responsibility/making amends for the action that generated it. This is mostly a thematic thing, although it could have mechanical costs of some sort as well. IE: if you destroyed someone's property without good cause, you're going to have to (meaningfully) apologize, replace it, perhaps deal with legal ramifications, etc. Essentially, a smaller-scale version of what someone has to do when they've gone fully dark side. Of course, this only works if the character is actually learning something from the experience - if they're routinely smashing stuff up and apologizing afterward, it's not going to be effective anymore.

  14. A branch of the Empire (Imperial Reclamation Service) was pillaging artefacts and relics from some venerated ruins on Taanab. The player wanted to know if their character knew anything this agency and what their objectives might be. We called a Knowledge (Core Worlds) check.

    The idea of a heretofore unrealized contact in the agency is a reasonable one, but what came to my mind is that the triumph could provide some crucial knowledge about the ruins themselves - something that the IRS itself doesn't know and that can be used against it, or at the very least, to work around it.

  15. So maybe Luke blowing the Death Star could be considered a dark action. But although he was Force sensitive at the time, he barely had any training. GM George could have given him a pass for ignorance, or very little conflict for mitigating circumstance. I'd consider it the lesser of two evils.

    You know, I keep seeing blowing up the Death Star used as an example of dark-ish behavior, yet this was also the point that we had force ghost Obi-Wan directly telling him to "Use the Force, Luke!" It's REALLY unlikely that he'd have done that if it actually was a dark side action, mitigated or not. Sure, Obi-Wan had some unresolved issues, but not to the point that he'd deliberately risk putting Luke on the "Vader, Mk II" path.

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