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Garran

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Posts posted by Garran


  1. It doesn't necessarily have to be all that distant, just somewhere across a boundary/in a zone where hyperspace travel is difficult and largely impossible (most of the unknown regions could fit this bill). Even with a perfectly working hyperdrive it still takes a very long time to get anywhere because you don't dare to use it, or at least don't dare to use it for more than short jumps that you can chart out ahead of time using sensor data.


  2. Combat encounters should not just be about opponents and a premise of "take them down before they take you down". They work best - and this is true of most RPG systems - when the fighting is essentially a distraction or obstacle to getting something else done, or preventing something else from being done, or both simultaneously, and taking down the opposition is essentially an optional part of doing/stopping whatever it is. Super-tough opponents aren't necessary because even weak ones still present an obstacle and while they may go down easily enough that's time (and turns) not spent toward achieving the objective.


  3. 4 minutes ago, DaverWattra said:

    The burden of proof lies with those who are arguing that the head of the Jedi council, most powerful Jedi of the Rise of the Empire era, has a Force Rating (or Willpower characteristic, or any Force-related stat) no greater than that of an average Jedi knight who was never even promoted to master.

     

    Actually, there is something that would count as evidence - IIRC the developers did a demo game in which they played the council members. Does anyone know what the FRs were for the characters as they were designed there? That's about as close as anyone will get to 'canon' answers for the system, unless there's an official writeup at some point.


  4. 8 hours ago, DaverWattra said:

    the burden of proof should be on those who think his FR is low, rather than those who think his FR is high.

    Why begin from the assumption that Yoda's FR is low?  What evidence do we have to suggest that it isn't as high as 7 or 8?

    Assuming that it's high is just as unsupported as assuming that it's low. The usual lines of reasoning amount to "because fandom", which isn't useful evidence.

    You can plausibly construct Yoda within the ruleset with a high, low, or medium FR, so the mechanics really point to any particular answer.


  5. He doesn't, really. What he has going over most of the other characters is experience (in the standard-English sense), which is probably better modeled by higher ranks in things like Lore and Discipline. Luke's relative lack of the latter is highlighted several times, and not just by way of Force powers.


  6. It's worth keeping in mind that the skill options presented don't have to be the only ones used in every case - if the players come up with an approach that doesn't fall under the ones listed, go with it using a relevant skill.

    The general practice in those adventures seems to be that off-skills used in those circumstances have a difficulty one higher than the supposedly obvious one. I wouldn't make it higher than that, especially with new-ish characters.


  7. Getting FR to 2 early on is a reasonable goal since it gives you access to more pips with which to apply upgrades and a better chance of getting at least some light side pips so that you don't have to flip DPs and take strain as often.

    In the case of the Ascetic this is a little less necessary due to the 'freebie' points that they have access to. There are a few other options like this (the Sage also has One With The Universe).

    Until you reach FR 2 you're usually best off with powers that either allow you to commit your force die to achieve an ongoing effect, or that allow you to add the die to skill checks Sense and Enhance

    Once you have FR 2, standalone powers become reasonably effective. A loose guideline is that you want a FR one higher than the minimum before you start to develop a power. You'll still need to be choosy about which ones you go for since they cost XP and there are many other demands on it, but if you have a specific character theme in mind then you can probably work out a list of 2-3 core powers to focus on.


  8. It does depend a bit on what you want to do with the character and how much of that involves committing force dice. 5 is enough to cover most things but if you're big on trying to use other powers while dice are already committed you might need to push it a bit higher.

    Of course, if you really want to be focused on force rating, you can be - between Sage and Seer you can get to FR 5 with about 40% of each tree taken (and if you don't mind diverging a little bit there are some very nice support talents directly adjacent to the beelines). This does mean that you won't be doing much of the saber stuff, although if you're aiming to include that on a budget, Niman will give you a decent form and another FR, albeit with more tree fill-in required.

    None of this actually gets you any powers, which you'll have to buy separately, but if you're really focused on force wizardry as the character's shtick, it's within reach with a reasonable-length campaign, and in a longer one, 7-8 is certainly possible.


  9. Aside from being reasonably valuable in their own right (otherwise they wouldn't be part of the convoy), what you put in the cargo holds should be set based on the PCs' Duty traits; if it can touch on motivations as well, so much the better.

    While this isn't a surprising statement, it's particularly important to do this with an introductory/demo adventure because it immediately establishes for the (presumably new-ish) players that "Duty and Motivation matter, and here's how."


  10. I'd feel it more appropriate to add setbacks/upgrades for particularly long periods of interrogation, since it reflects the added difficulty of resisting (or fibbing) for an extended period. It also doesn't result in a near-guarantee that the rolls are going to fail at some point by way of having to make them over and over, and it's also easier to come up with meaningful uses for adv/thr/tri/des symbols with a single "How did you do?" roll.


  11. "Your character spilled all kinds of secrets and you the player don't even know about it yet," is liable to antagonize the players since it removes all sense of agency. A single skill check is sufficient to counter that but it has to actually matter - success should mean that they avoided giving anything over.

    This also allows for some options as to how the character resists the interrogation. Discipline/Coercion is an obvious case, but Deception/Cool is another possibility, and I can imagine several other skills (not just social ones) coming into play, albeit probably at a higher difficulty, for specific character archetypes.


  12. Given that it was discovered via Seek it's entirely plausible to give the player a "This doesn't feel right..." speech when they focus on the planet name.

    That said, making it part of the project (and/or linked to the project, as per Lordbiscuit's suggestion) seems like a natural followup. The reference is still there, just buried a bit deeper in the happenstance of the setting.


  13. It's important to point out that "an NPC bad guy with force powers and/or a lightsaber" is not automatically one of the Sith. Most are just dark side force users; some might belong to other traditions. On the whole, lightsaber combat is similar to fighting with other melee weapons, albeit with a few talents that specifically require force sensitivity to use; Reflect is the most significant of those for defense, and is essentially just a vs-ranged version of Parry.


  14. 57 minutes ago, Donovan Morningfire said:

    That depends.

    If you're allowing material from the Force and Destiny book, then the chapter in FaD on integrating the three games pretty much says "if you've got a Force Rating, you've also got Morality," and even spells out that a PC can't take advantage of increased starting Obligation or decreased starting Duty and the Morality bonus at character creation.

    But if you're strictly sticking to EotE and/or AoR, then Morality doesn't apply since that mechanic isn't a part of either of those books, the same as Obligation or Duty not applying if all you're using is FaD.  A GM can chose to add one or both depending on their campaign; for instance I could see PCs that are members of the Jedi Order and part of the Grand Army of the Republic during the Clone Wars as having both Morality and Duty, even if none of the PCs are using AoR careers.

    No matter which of the three core books you're using you can use or set aside any of those three systems as appropriate to the theme of the campaign and the interests of the players. Regardless of whether the PCs are all force-sensitive, if no one's really interested in playing out (and mechanizing) internal emotional struggle as part of the narrative then morality doesn't suit the game (and insisting on using it regardless won't do anything useful since, of all three systems, it's pretty much entirely dependent on player engagement to work at all).

    If morality isn't being used then it's largely a judgement call (and matter of intent) as to whether the PC is light or dark. It's not like that makes a huge difference to how the character operates, either: you use one or the other color of pip and some powers function a little differently.


  15. I think that part of the problem is that the EotE book encourages GMs to take things away (that "keeping the players hungry" sidebar). It's not only problematic in itself (especially since obligation didn't really get fleshed out as an alternative currency), but GMs who come from more adversarial systems are liable to take that sidebar as a license to make the PCs' lives miserable.


  16. The Lightsaber and Warfare skills aren't referenced in the other core books because they're written assuming that you don't have the others. A purely Age or Edge game character doesn't NEED the Lightsaber skill because without F&D, lightsabers use Melee. Warfare is Age-centric and probably not needed in a purely F&D game, and in that context military matters would be handled by Education, Core Worlds, and/or Outer Rim depending on the application.

    It's only when you start crossing them over that you see a problem come up because of the lack of cross-reference - strictly as written you end up with antique lightsabers that use Melee alongside newly-built ones that use Lightsaber. I doubt that anyone actually uses it like that, but we still have the wrinkle of an extra knowledge type that grabs some functions away from others.

    There's an easy out, however: mentors can provide a discount to relevant skills, and that includes Warfare.


  17. In the case of the character with Influence, just the Influence basic power would be enough to get it not to attack - Charm isn't needed there.

    If you really wanted to handle it via skill check I could see allowing the Influence skill boost to apply even though it isn't normally used with Survival since this is a case where Survival is effectively functioning as a social skill.

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