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Kaigen

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  1. Kaigen

    Countering Sense

    I think this scene from KOTOR 2 is useful both for thinking about what kind of information you might be able to get from Sense, and what a highly disciplined character passively resisting Sense might look like. Unlike the other characters, who are each in a room by themselves ruminating and thus vulnerable to giving up sensitive thoughts when unwittingly eavesdropped upon, Atton always keeps his mind focused on mundane matters, revealing nothing important. And a person using Sense on him cannot be sure if that is because he has something to hide, or if he is just a boring person. It also touches briefly on the ethical concerns, as Atton notes that both light and dark force users eavesdrop on people's thoughts more than one would expect, but the PC is the only one who has ever apologized for the breach of privacy. The game doesn't give you DSP for sensing thoughts like this, and I wouldn't necessarily give out Conflict for it at my table, but that doesn't mean there won't be consequences if other characters find out that a PC has been walking into their house and rifling through their things without their knowledge, so to speak.
  2. Kaigen

    Alternative Social Skills

    I think that's an interesting take, but I think that allowing Negotiation to go too far into intangibles treads on Charm's territory. The thing to remember is that Charm is not just about "flattery" in the sense of complimenting someone until they like you enough to do what you want, but also encompasses appeals to a character's better nature. "Look, one mechanic to another, is there anything to those rumors about new jobs in the Imperial weapons factory?" is a Charm-based approach because you are appealing to a sense of shared identity to get information without making any kind of explicit offer. You can frame that as transactional, as one character offering recognition of another's abilities in exchange for continued conversation on a given topic, but if that's the case, so is flattery, at which point why would you ever use Charm? There's always potential for overlap between social skills because situations can be fuzzy, but I think it helps preserve some kind of a niche for each if Negotiation is used primarily when there's an explicit offer on the table, and Charm is used when the only "offer" is warm fuzzy feelings or a sense of satisfaction. Otherwise characters might end up ignoring Charm entirely on the grounds that any social interaction can be characterized as a transaction, allowing them to use Negotiation all the time. All that being said, others have made good points about keeping dice rolling to a minimum, and along those lines, it's a good idea to ask yourself as a GM whether a roll to get information is even needed in the first place. If the NPC has no motivation or special consideration that makes them inclined to hide information from the PCs, then getting them to reveal it in the course of conversation should be a straightforward proposition that doesn't require picking up the dice. You call for a social roll when the PCs need to work for it.
  3. Clearly you folks just need to start an open source character generator on Github and enlist every person in this thread who's ever asked OggDude to make it open source to help. Combine it with harvesting all the data in the app already (like the makers of this webapp did) to overcome the "depth of material" problem and I bet you'll catch up in no time.
  4. Kaigen

    knives under-powered?

    I think a one roll resolution is a good way to handle this situation. You can vary the exact roll depending on circumstances (perhaps Stealth vs. Perception against a lone sentry or a Hard Melee role to dispatch a group quickly [setback] and quietly [setback]). Not every combat is important enough to pull out the structured time rules for, and if the only important question regarding the outcome of a fight is whether an alarm is raised, taking 30+ minutes to resolve it is overkill. Using one roll resolution also has the advantage of not forcing you to modify how structured time plays out, meaning you don't have to try to think of all the ways the players might break your house rule the next time they're face to face with a nemesis. Using a narrative resolution keeps the mechanics clean when you have to pull out a structured resolution.
  5. Kaigen

    Combat Medicine.

    This item exists in the Forged in Battle sourcebook in the form of Nullicaine. Patient suffers some strain but gets to ignore the critical injury for the rest of the encounter.
  6. Kaigen

    Force Dice to Skills

    If none of the other characters have invested in specializing in certain skill checks and the Jedi has dropped XP to being able to use the Force on those checks (which seems to be the scenario we're talking about here), then I don't see a problem, any more than there's a problem with people sighing and saying "I guess we should have the 6 INT droid do it" whenever a Knowledge/Computers/etc. check comes up. RPG characters specialize in different niches, and things only become problematic when someone crowds someone else out of their own niche. FWIW, I will say that skill ranks (especially beyond the first two or three) often feel over-costed in this system relative to the benefit you get, and so in that context, being able to add roll Force Dice on a check for a relatively small XP investment can feel like a very good bargain compared to the alternative. On the other hand, it still takes a lot of XP to increase your Force Rating further, so if Characteristic + current FR isn't cutting it, the Force user is still looking at a considerable investment to get better.
  7. The description of the weapon specifically states that it can.
  8. Kaigen

    Why did Obi Wan say this?

    That sounds like "If droids could do our job, they wouldn't need us," i.e. talking about automation replacing people. Still definitely includes the assumption that droids aren't sapient, though.
  9. Kaigen

    Why did Obi Wan say this?

    Where, specifically, is this quote from? I could think of a lot of things it could mean depending on the context.
  10. Oh, well that's easy then, it's a Deception roll to see if the PC's impersonation is convincing enough. As you say, believing the bluff while disobeying orders is unlikely, so the important factor in the interaction is whether the PCs have made their impersonation believable enough. You might add setbacks or boosts depending on how much effort the PCs have put into it (e.g. doing a funny voice vs. using a device which closely mimics the commander) and whether the troops would find the orders suspicious or nonsensical.
  11. To make sure I understand you, we're talking about a hypothetical situation in which the commander of the base, having received reports of rebel activity, is directing his troops while acting in good faith? Barring extenuating circumstances, I wouldn't call for a roll at all. No point in slowing the game down over what should be a trivial matter of trained troops following orders from a recognized superior officer. I wouldn't ask for a roll every time someone tries to buy something to see if everyone believes the currency is genuine either. Now, if events on the base or reports coming in have made the guards suspicious of infiltration, such that they would be wary of impersonation, or if they had previously received explicit orders not to leave the vault unguarded under any circumstances, or if the troops on this base just don't like their commanding officer and have a history of insubordination, then a Leadership check would be called for. In your preferred way of doing things, where the players roll to see if they believe an NPC, how do you handle situations where an NPC is skeptical of what the PCs are saying?
  12. I get what you're saying, and you're right about how Discipline is described by the rulebook, but consider a hypothetical character with 1 Willpower and no ranks in Discipline. This character is incredibly gullible and will usually swallow any lies given to them. As soon as someone tries to tell them the truth, however, they become paranoid and incredulous, and have difficulty accepting what they are told at face value. A person who tends to accept whatever they are told should do that regardless, and not have their personality flip based on the underlying motives of another character. The root of the problem is that Discipline is not a perfect fit, conceptually, as the anti-Deception skill, but I think the problem is exacerbated when it is turned into an active "lie detector" skill. "Roll to see if you believe them," is not a perfect mirror of "Let's see if they can deceive you."
  13. Acknowledging that everyone's own experience is anecdotal and different customs work better at different tables, I find that putting the onus on the player to declare when they are suspicious of what an NPC is saying encourages a paranoid mindset and an antagonistic stance. It can also be disruptive when players feel the need to call out "I roll Discipline to see if he's lying" every few minutes. I would rather come to an agreement with my players that if they're willing to trust me to roll Deception unprompted when an NPC is trying to slip something past them, I'm willing to trust them not to metagame an open Deception roll. That way, when a truthful NPC is trying to convince a skeptical PC, I can simply roll Charm/Negotiation vs. their Cool or Coercion/Leadership vs. their Discipline, which better models the skills that each character is bringing to the interaction. An undisciplined character shouldn't be harder to sway than a disciplined one, simply because the NPC happens to be telling the truth, and an NPC with a Charm pool of AAAPP shouldn't be less convincing than one with PPP.
  14. Here's the problem with this idea in the current context. If your response to a powerful talent that triggers when you roll against a PC is to make it useless by always having the PC roll, the response you get from the player is likely to be frustration that they spent 20 XP on a talent that never gets used, as opposed to "more buy-in." Now, people have made the argument that talents like Unrelenting Skeptic can be reversed to function when the player rolls instead (I don't think that's a good fit for all of the social defense talents, but if it works anywhere, it's likely to work with a talent like Unrelenting Skeptic). If you do that, though, you're back to square one, because now the player is adding a bunch of automatic successes to every check they make to uncover Deception. They're still extremely likely to see through any attempt at a lie, even moreso, since the dice in this game favor the active roller, so you haven't actually addressed the OP's problem. So whatever the merits of the "always have the player roll" philosophy, it's not something that's useful in this context.
  15. Kaigen

    Lets talk Coercion!

    Another thing to remember about Coercion is that it's not just limited to physical threats, but can encompass a variety of negative consequences that you promise to inflict if the target doesn't do what you want. In this way, it's the mirror image of Negotiation: Negotiation involves offering them something they want to get what you want, Coercion involves promising to do something they don't want to get what you want. Telling someone to approve your request or you'll bury them in so much red tape they can't go to the refresher without a form signed in triplicate? Coercion. Threatening to tell everyone that a shop sells subpar goods unless you get a discount? Coercion. It's not just "I'll beat your face in." It's also "I want to talk to your manager."
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