ZephyrTheDragon
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ZephyrTheDragon got a reaction from Dayham in How to challenge a character with 8 proficiency dice
Honestly, the biggest thing to deal with this would be to speak with the players and come to an understanding about how to make the game fun and fair. By implementing challenges aside from just combat to the combat encounters it enriches the game.
Is your guy specialized and able to get those ridiculous amounts of accuracy by spending a full round or more to aim? Penalize the action by having enemies that may be quite fast and hard to aim at, or reward them by having them be forced to make difficult shots and get some clutch accuracy in. Nothing puts the players in a bind more than being told they won't make any profit by injuring civies when the bad guys have hostages. Then reward them for thinking about ways to free the hostages and neutralize bad guys. If you're playing force and destiny, adding conflict for killing bad guys is always a way to make your players look for non-lethal takedown methods. If you make it interesting, or give them reason to bump into stuff that isn't just combat, then you can experience more of the game.
Heck, even big firefights including your PC's against squads of dangerous-but-defeatable enemies can make for a fun game. Have the larger squads of bad guys target the really combat-savvy guy while smaller squads try to attack the other members of the team. The enemies are initially dangerous, but the more that get taken down the easier the fight gets.
Possibly even a bounty could be placed on the character's head, an NPC with several ranks in the adversary perk will make him significantly tougher to attack, but it's also because he prioritizes the combat PC, so it could even come down to effectively making your own Jango Fett to become a recurring villain with.
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ZephyrTheDragon got a reaction from Jedi Ronin in How to challenge a character with 8 proficiency dice
Honestly, the biggest thing to deal with this would be to speak with the players and come to an understanding about how to make the game fun and fair. By implementing challenges aside from just combat to the combat encounters it enriches the game.
Is your guy specialized and able to get those ridiculous amounts of accuracy by spending a full round or more to aim? Penalize the action by having enemies that may be quite fast and hard to aim at, or reward them by having them be forced to make difficult shots and get some clutch accuracy in. Nothing puts the players in a bind more than being told they won't make any profit by injuring civies when the bad guys have hostages. Then reward them for thinking about ways to free the hostages and neutralize bad guys. If you're playing force and destiny, adding conflict for killing bad guys is always a way to make your players look for non-lethal takedown methods. If you make it interesting, or give them reason to bump into stuff that isn't just combat, then you can experience more of the game.
Heck, even big firefights including your PC's against squads of dangerous-but-defeatable enemies can make for a fun game. Have the larger squads of bad guys target the really combat-savvy guy while smaller squads try to attack the other members of the team. The enemies are initially dangerous, but the more that get taken down the easier the fight gets.
Possibly even a bounty could be placed on the character's head, an NPC with several ranks in the adversary perk will make him significantly tougher to attack, but it's also because he prioritizes the combat PC, so it could even come down to effectively making your own Jango Fett to become a recurring villain with.
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ZephyrTheDragon got a reaction from micheldebruyn in How to challenge a character with 8 proficiency dice
Honestly, the biggest thing to deal with this would be to speak with the players and come to an understanding about how to make the game fun and fair. By implementing challenges aside from just combat to the combat encounters it enriches the game.
Is your guy specialized and able to get those ridiculous amounts of accuracy by spending a full round or more to aim? Penalize the action by having enemies that may be quite fast and hard to aim at, or reward them by having them be forced to make difficult shots and get some clutch accuracy in. Nothing puts the players in a bind more than being told they won't make any profit by injuring civies when the bad guys have hostages. Then reward them for thinking about ways to free the hostages and neutralize bad guys. If you're playing force and destiny, adding conflict for killing bad guys is always a way to make your players look for non-lethal takedown methods. If you make it interesting, or give them reason to bump into stuff that isn't just combat, then you can experience more of the game.
Heck, even big firefights including your PC's against squads of dangerous-but-defeatable enemies can make for a fun game. Have the larger squads of bad guys target the really combat-savvy guy while smaller squads try to attack the other members of the team. The enemies are initially dangerous, but the more that get taken down the easier the fight gets.
Possibly even a bounty could be placed on the character's head, an NPC with several ranks in the adversary perk will make him significantly tougher to attack, but it's also because he prioritizes the combat PC, so it could even come down to effectively making your own Jango Fett to become a recurring villain with.
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ZephyrTheDragon got a reaction from Voltron64 in Why do people hate Jedi?
The biggest part about the FFG games, and really any game in general, is to create interesting characters. If you don't make an interesting character, it's going to negatively paint someone's view about your character. That's even regardless of whether your character is force sensitive or not. The main difference about FFG's system vs. others is that force-users in this system have to use those precious xp to spend on force powers as well as the feats and skills that any other character does, which spreads their capabilities out even further and make a player really have to think about where to invest their XP in more critically.
I think that FFG does a better job at portraying force-users in this setting because if made with being interesting in mind, the force powers should be something that may give a little bit of extra help, or may even force a character to lay low because of the fact that force powers aren't so common. The way a force-sensitive character starts in F&D even makes it so that they don't start with a lightsaber and likely would have to go on a quest to locate the materials they need to make one.
And, in a galaxy full of guns, bringing a sword to a gunfight is pretty difficult to deal with. Even the reflect talent has a limit to how much you can deflect attacks before you collapse from exhaustion if you're up against a large number of foes.
Your typical starting character is better off picking up a blaster of some kind and fighting using logic and strategy. The Sith and Jedi are both flawed and need to be stopped. Every major galaxy-spanning war has been caused because of the conflict between these two organizations. Other force-sensitive traditions are sages or mystics while the Jedi and Sith compete to see which one has a bigger lightsaber. Characters in F&D are encouraged to be good like the Jedi, yes, but that's because the Jedi were not soldiers, they were monks with martial arts training.
The best place to start is usually an Edge of the Empire or Age of Rebellion game first, then if anyone in your group still wants to be a force user, have them take the force-sensitive exile or force emergent universal specializations. That way the character has a background that gives a reason why they weren't hunted down for their force power or had perhaps been hiding it the whole time, or maybe hadn't even known... since the Jedi Acquisition Corps had parents of force-sensitive children either give up the children to their cult or made them promise to never let the child develop their force sensitivity.
A bit of research and personality goes a long way towards making a better character. Though some other people might just hate force users because of lightsabers, since they're able to pretty much give the finger to armor in many cases.
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ZephyrTheDragon got a reaction from Arbitrator in Why do people hate Jedi?
The biggest part about the FFG games, and really any game in general, is to create interesting characters. If you don't make an interesting character, it's going to negatively paint someone's view about your character. That's even regardless of whether your character is force sensitive or not. The main difference about FFG's system vs. others is that force-users in this system have to use those precious xp to spend on force powers as well as the feats and skills that any other character does, which spreads their capabilities out even further and make a player really have to think about where to invest their XP in more critically.
I think that FFG does a better job at portraying force-users in this setting because if made with being interesting in mind, the force powers should be something that may give a little bit of extra help, or may even force a character to lay low because of the fact that force powers aren't so common. The way a force-sensitive character starts in F&D even makes it so that they don't start with a lightsaber and likely would have to go on a quest to locate the materials they need to make one.
And, in a galaxy full of guns, bringing a sword to a gunfight is pretty difficult to deal with. Even the reflect talent has a limit to how much you can deflect attacks before you collapse from exhaustion if you're up against a large number of foes.
Your typical starting character is better off picking up a blaster of some kind and fighting using logic and strategy. The Sith and Jedi are both flawed and need to be stopped. Every major galaxy-spanning war has been caused because of the conflict between these two organizations. Other force-sensitive traditions are sages or mystics while the Jedi and Sith compete to see which one has a bigger lightsaber. Characters in F&D are encouraged to be good like the Jedi, yes, but that's because the Jedi were not soldiers, they were monks with martial arts training.
The best place to start is usually an Edge of the Empire or Age of Rebellion game first, then if anyone in your group still wants to be a force user, have them take the force-sensitive exile or force emergent universal specializations. That way the character has a background that gives a reason why they weren't hunted down for their force power or had perhaps been hiding it the whole time, or maybe hadn't even known... since the Jedi Acquisition Corps had parents of force-sensitive children either give up the children to their cult or made them promise to never let the child develop their force sensitivity.
A bit of research and personality goes a long way towards making a better character. Though some other people might just hate force users because of lightsabers, since they're able to pretty much give the finger to armor in many cases.
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ZephyrTheDragon got a reaction from Hida Jitenno in Name Generator
That's pretty cool. Usually when I'm stuck on a name, I go to a site a friend of mine showed me a while back called Behindthename.com
It's a great site that has a random renamer tool for you to generate a name using masculine, feminine, ambiguous gendering for the name as well as the option to use a set last name or pick a random one each time a name is generated.
The coolest part is it even gives origin definitions to each part of the name so if you want to know more about a random first name, you can!
