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Garran

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Posts posted by Garran


  1. Re the XP spend, I'd also note that there's an opportunity cost to doing what they did: it took at least 90 XP and maybe more to suddenly buy the heal power up through mastery (depending on what else they took beyond the minimum to beeline to it), and that's 90+ XP that they didn't have working for them in the meantime; unless it's coming in unusually quickly or slowly, that means 4-5 sessions where the character was less capable due to all that unspent XP.

    As for the narrative implication of suddenly spending like that, it's not particularly unusual for characters to have a sudden epiphany about their power. Whether it's the Force or something fated or some prophecy that no one knows about yet or just that they were in the right frame of mind in the moment to realize that 'It works... like that!' In this case it was obviously The Will of the Force that this guy be saved. There's probably an implication to that somewhere down the line, even if the PCs never witness it themselves.


  2. I'm going to be contrary to most of the other posts here, but other than the possible issue of the mass XP spend - and maybe not even that, considering that it gets to happen once under this circumstance - I don't actually see the problem here. So the NPC didn't get a moment of drama. One of the PCs did, and they're the stars of the show.


  3. Charm is something suited to one-on-one interactions where it's about being personable.

    Leadership is about rallying or at least addressing people on a larger scale or in formal contexts.

    Persuading people to join your cause, military campaign, or alliance is generally going to be Leadership. Charm might get smaller things done in the moment, but it isn't going to have that sort of staying power. It could be helpful in setting someone up for a subsequent Leadership approach, though. (People who like you are generally going to be more willing to listen.)


  4. Complicating the curveball that they found down the sidetrack that derailed them from dealing with the last loop you threw...

    That's one possible way to troll a group of players - a chain reaction of 'while you're trying to deal with X, Y gets in the way' that ensures there's never any real progress on anything, let alone the original plot element. It's a bad habit that's easy to fall into.


  5. Keep the effects to scale, too. If you really, truly have to make a roll to use the microwave then the advantage/threat simply lets you know how well the cooking process went. Lots of threat? You overcooked the thing and it's now dry and unpleasant. Lots of advantage? Done to perfection! I suppose that if you wanted to be comedic about it you could apply a setback/boost to their next (meaningful) check to represent the morale effects of that terrible/amazing food.


  6. The most capable and knowledgeable characters of the Star Wars setting tend to have gigantic blind spots about various things, and the Jedi were one of the prime examples. They might well have decided that it was too dangerous to try, or simply impossible - but that doesn't necessarily mean that they were right.

    That being said, I'd have to ask what the scale/power/nature of the vergence is. If it's one that's limited to a local scale and was caused by a specific set of events/emotions leaving an imprint then, while it might be easier said than done, you could reasonably expect to disrupt/cleanse/counter the vergence by arranging contrary events/emotions in the same area. I'd treat this as a narrative challenge rather than a specific power, though.


  7. I'd also point out that some skills just aren't appropriate for particular objectives.

    You aren't going to get someone to kill their friend by having a pleasant chat with them (Charm). It just doesn't work. You might be able to get them to do it via threats (Coercion), especially if you have something on them, or via trickery (Deception) by making them think that their friend is actually out to kill them, etc, especially if you have supporting evidence (real or fake). Both are liable to see some serious difficulty upgrades, but they're at least approaches that might work.

    I suppose that Leadership could enter into it if there's a command structure involved and the demand is legitimate. ("I know he's your friend, soldier, but he's also been proven a traitor, and we have orders...") If it isn't legitimate then you're back to Deception.

    Negotiation? Not everyone has a price, although the right sort of person will respond to this one. At a high cost.


  8. 18 hours ago, HappyDaze said:

    And if they are equally uninterested in Obligation and Duty, they should simply not use those either?

      Those systems - Obligation more so than Duty, admittedly - work even if the player doesn't care to engage with them. Morality, on the other hand, doesn't work at all without player investment, and that includes wanting to have internal struggle as part of the character's shtick.

     


  9. If it's meant to be a fighter-bomber then a seat for a gunner that isn't a rear turret is an option - they're the payload specialist handling the missiles/torpedoes, probably seated right behind the pilot.

    The E-warfare approach works if the fighter is meant to be a support craft or for the use of a wing leader (it's helpful to have someone else handling all that while you fly the thing), or possibly if the idea is that these things will be used specifically for a jamming assault (where shutting down enemy comms and disrupting capital ship systems is crucial - maybe you want to capture the ship rather than destroy it and that's what these things are designed to do).

    Those could even be combined - an experimental heavy fighter that's built around being a missile boat rather than a laser platform, with a pilot, payload specialist, and E-warfare specialist.


  10. Yeah, that strikes me as problematic about this scenario too: dark side influence should need to be REALLY concentrated to start messing with someone's head like that. If even a faint, passing trace is enough to turn someone into a psychotic ravager then one has to wonder why the entire galaxy hasn't been consumed by it long ago.


  11. There are a number of power uses that simply add to/improve the user's die pool when making a skill check, such as Influence and Enhance. There's no special mechanic to resist those - it's the standard skill vs skill; the force user just has a better pool than normal.

    In the event that a power is resisted via Discipline vs Discipline it isn't necessarily going to be down to a narrative 'no effect' even if there's no mechanical effect from the failed power. If Misdirect is used to alter something's appearance, it actually does look different but the PC/nemesis realizes that something is 'off' and isn't actually fooled, whether it's because they poke at it and discover the difference, just happen to have good intuition at that moment, etc.


  12. A counterpoint to keep in mind: if someone is choosing and heavily using a power like that then they're telegraphing to you that they don't like 'tense infiltration, going in blind' scenarios, and trying to short-circuit the power so that they have to go into those scenarios anyway is just going to antagonize them.


  13. 4 hours ago, TheSapient said:

    I do think the morality system is designed with the assumption that the characters will make choices that cause conflict, and a group that does not do that will jump to 100 pretty quickly.

     

    The other problem is that I don't think it was designed around the idea that Light Side Paragon is some super-special thing that should be really difficult/impossible to reach, but a lot of people want to treat it that way.


  14. You could easily have a bunch of nemesis-type opponents who answer to a minion-type boss - minion/rival/nemesis defines their combat (and equivalent) strength against a PC and doesn't necessarily relate to their organizational role.


  15. 19 hours ago, Daeglan said:

    I see that as a more he did not have the skill and force points to pull it off on a silhouette 3 object. You can have all the time in the world but if you are rolling 1 force die and and only have one strength upgrade....

      There's also Luke pulling his saber out of the snow when he's hanging upside down in the cave. While there was arguably some time pressure there (the thing could come back at any moment), he *was* able to keep trying over and over. It definitely wasn't a case of "you tried once and failed, so you can't do it at all, ha-ha!"


  16. There's a reason why concepts like "Take 20" were introduced in various forms in various games: if a PC has all the time in the world to do something and can repeat the task until it works then you don't roll - it just gets done. This will apply to most uses of force powers where there isn't any particular pressure to pull off the use *this time, right now*; the only time that roll are still necessary is if it's using up some other limited resource (like Heal counting toward recoveries) that will run out even if time isn't an issue.

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