Jump to content


  • Content Count

  • Joined

  • Last visited

Posts posted by Garran

  1. 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.

  2. 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.

  3. 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.

  4. 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.


  5. 3 hours ago, Mefyrx said:

    So if a PC makes a roll to see if he trust someone and he doesn't know the result nor the difficulty, a failure as a GM you will tell him that he is trustworthy and the PC will therefor tend to trust you more than he knew he failed the check.....same for a success ….you'll say that he succeed but he will still keep a little though that he may be wrong.... and I would tend to believe that this adds to the game instead of impairing it....enforcing that players play their characters properly...

    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.

  6. I'd be inclined to add this to Foresee by way of an additional branch down the right hand side. Something like...

    [ Control 1 ] You get a vision of the most significant event involving the object (if there has ever been one). You can only do this once. Cost of 1 force point.
    [ Control 2 ] You can make that vision be of any one event (it doesn't have to be the most significant) that it was involved in. You can still only do it once.
    [ Strength ] You can now get a vision of one extra event by spending 2 additional force points (can be used multiple times).
    [ Mastery ] This gives you a (nonstacking) Boost die to any rolls that involve understanding the object or relating to the events witnessed. Can be activated once per event witnessed at a cost of +1 force point each.

    Needless to say, this can only be attempted once per object, at least by a given person/group.

  7. You can be an intimidating leader who leads from the front but you don't lead from the front by intimidation unless your objective is to get stabbed in the back.

    The concept of a warlord is also far too specific to be a universal spec.

    The game already covers this sort of thing though. While the options offered by Donovan are all good, the Commander/Tactician specialization from the AoR core book is pretty much a warlord by another name.

  8. Bear in mind though that the PCs aren't obliged to intervene in everything they happen across, so unless there's a specific reason for them to intervene then you shouldn't expect them to sit around watching a vignette play out and working themselves up into an emotional froth over it.

    The cause of the mutiny and the people involved may also be a factor: if it's because Lt. McBackstab decided that they wanted to seize power that's one thing, and the PCs could go either way on involving themselves. If it's because Commander Cadaver thinks that Darth Sidious is way too soft a touch and his soldiers aren't willing to stand for it anymore, well, that's a completely different kind of mess, one that they'd be well justified in staying out of. On the other hand, if they're Alliance operatives and this particular officer is known for being one of the more sympathetic sorts (or at least less unsympathetic sorts) then there's a good reason to try to put a stop to it, since whoever replaces them will probably be worse.

  9. The trouble with that vis a vis the way conflict works in this system is that you don't need to do anything evil or even particularly unpleasant to end up dark side. As written, you can end up there just by fibbing too often or because you're one of those people who just can't resist taking the mini soap bars from your hotel room, and it's a little hard to see someone going full-on Darth Sudsius just from that.

  10. One of the uses of Vigilance is to see whether the character has something with them that they do possess, or at least are reasonably likely to possess, but might not have with them at any given moment. That includes all the incidental odds and ends that PCs accumulate.

    Destiny point flips are for conjuring things that they otherwise do not have.

    "Accountants & Audits" style play is something I grew fed up with a long time ago and won't touch in the present day though.

  11. The problem, in other words, isn't that a setback die is applied for being under direct threat. The problem is that the direct threat of someone shooting at you doesn't become two/three times greater because the patient has a more serious injury, so it should be adding a setback die, full stop, not one per crit category or the like.

  12. Two points...

    One, clothes that add a boost die to a specific circumstance are an existing game element and generally run about 500 cr. An outfit probably shouldn't be giving more than that by itself, but even throwing in something like Fancy Jewelry (Friends Like These) to add an auto-advantage for another 2K doesn't come anywhere near that kind of price tag.

    Second, if you want an outfit that the player will love, ask THEM what it looks like. They'll have a far better idea of what they think looks smashing on Tattooine than anyone else!

  13. 20 hours ago, HappyDaze said:

    The Hunter specialization is all about hunting beasts (no, really...) but the talent tree contains Sixth Sense (+1 Ranged Defense) and 2 ranks of Side Step (pay strain to upgrade Difficulty of Ranged attacks targeting you). Not too many beasts are going to be using Ranged attacks, so this seems a little off unless you're hunting with a partner like **** Cheney. More realistically, perhaps the Hunter is expecting to routinely encounter poachers, many of whom are likely to use Ranged weapons.

    It's not just about hunting beasts. Per the description, they often find themselves pursuing The Most Dangerous Game, and with that comes the danger/likelihood of being shot at in return.

    Sixth Sense and the various Vigilance boosting talents play into that aspect, along with the frequent theme of hunter types (nevermind force-sensitive hunter types) having an instinctive sense of danger, particularly hidden danger.

  14. I'd agree with the geographic location being only part of the picture. A system or set of systems that form a political group, and that sit somewhere in the middle geographically, might cross into either category based on their galactic significance/clout as well as their accessibility. (You might be closer to the core than to the rim, but if the only viable hyperlane access requires going way out toward the rim and doubling back, then you're effectively an outer rim location.)

    That said, it isn't an issue if the PCs can opt for either skill in a case like this. There are a lot of skills with deliberate overlap and that are frequently listed together as options in published material, and someone who is familiar with the core or the rim is probably going to have a reasonable idea about the (overlapping) boundary regions as well.

  15. I'd go with C as well. If it's a completely plausible statement in the circumstances then the subject isn't going to realize anything was up, and no one else looking on is likely to think anything odd of it either. I can think of a couple of ways that Obi-Wan could've been a good deal more subtle in using the mind trick on the Stormtroopers re the droids even to the point that an 'Are you sure you checked everyone?' later might well have been answered with a yes. The viewers needed an obvious tell that something odd was going on; that wouldn't be an issue if it was occurring as an RPG scene.

  16. On a practical level there are also a lot of talents floating around that can modify die pools and it's a lot easier (and less error-prone) to deal with that if the die pools are out in the open.

  • Create New...