DaverWattra

Members
  • Content count

    529
  • Joined

  • Last visited

About DaverWattra

  • Rank
    Member
  • Birthday

Recent Profile Visitors

513 profile views
  1. Alternatively you could allow Force-sensitive PCs to use their Discipline to resist the master's Seek checks, together with Suppress if any of them have that power.
  2. Oh yeah, absolutely. Great points about Punch It and allowing them to convert an action to a pilot-only maneuver. If they can't do that, their movement options will be insanely limited.
  3. They can't voluntarily take pilot strain, but can they voluntarily take system strain? The brief sidebar on "Vehicles and Minions" doesn't say either way. Another closely related question this brings up: can minions in squadrons take strain/system strain voluntarily? Or is it impossible for a squadron to take an extra maneuver in a turn, for example? Anyway, I can see the merits of your approach on the grounds of pure simplicity.
  4. Ebb/Flow my friend. Ebb/Flow. You'll kiss all your strain problems goodbye.
  5. These kinds of internal logic issues really are endemic in Star Wars, you should just ignore them and enjoy the movies for what they are. Science fantasy, not science fiction. I mean, why aren't all warships and vehicles operated by droids? Because it's Star Wars.
  6. The rules suggest that we can use minion-piloted ships in minion groups, but the details of how to do this are sparse. It's pretty straightforward how to handle HT: just create a combined HT for the minion-ship group, the way you do for ordinary minion groups. But what about system strain? Should we count system strain against HT the way we count ordinary minion strain as wounds? Or should you use a separate ST for the ships? Should you create a combined ST, keep track of individual STs, or have the total ST be the ordinary amount for one ship? Here is a proposal: --In addition to a combined HT, create a combined ST for the minion-ship group. So for regular TIEs with HT 6 and ST 8, a group of three would have HT 18 and ST 24. --A minion-ship is eliminated whenever either a ship's HT is exceeded, or a ship's ST is exceeded. So if that group of three TIEs had 7 hull damage and 9 system strain, two TIEs would be eliminated and one TIE would remain operational. 13 hull damage and 9 system strain would be sufficient to eliminate the whole group; so would 7 hull damage and 17 system strain. (In effect, this rule assumes that system strain is inflicted on the most undamaged ship in the group.) --Whenever system strain is inflicted on the group in a way where it would make sense for every ship to be strained (eg, involuntary strain from maneuvering through "rough space terrain" or something) multiply the strain by the number of ships in the group. (This is the rule I'm least sure of...) Thoughts?
  7. Exactly. And the reason why Jedi are a liability, as Luke says when he's first telling Rey why he thinks the Jedi have to end, is because Jedi have a bad tendency to turn to the dark side. So if Luke felt he was a liability, that's probably because he was worried that he might turn himself.
  8. That wasn't how I interpreted the story. Ben corrupted those students and turned them to the dark side in some way, but I doubt it was as simple as telling them Luke tried to kill him. He might have been manipulating them with Snoke's help for years before that moment. Perhaps the students had already broken into Ben's faction on the one side, and the students loyal to Luke on the other side.
  9. Me too, and in a sense I think that's a big part of what happened to Luke, but people (especially Jedi knights) don't just say to themselves "I fell into despair and gave up." People need some story about why their decision was right. They need some way to rationalize their actions as serving the greater good, even if objectively their choice was wrong. Luke's rationalization is that the Jedi need to die, because (as he pretty much says early in the movie) he's become convinced that Jedi teachings don't work and the Jedi Order is just a feeder school for the dark side. This explains why he didn't train any more Jedi after Ben's fall, but it doesn't fully explain why Luke stayed out of the fight against the First Order himself unless you assume he was worried about falling to the dark side himself.
  10. Again, I'm not saying those emotions can't influence him, but it's an incredibly serious lapse in judgement for a Jedi to abandon the galaxy in its hour of need, so Luke's decision requires an equally serious justification to explain it. There needs to be some factor that he could conceivably see as a good reason for him to go into exile rather than do what he can to help Leia. Think of Obi-Wan immediately after the rise of the Empire. He decided to go into hiding too. Maybe that was the right decision, maybe it wasn't. Probably it had something to do with his shame at his apprentice turning to the dark side. But for us to understand why Obi-Wan, a hero, would make this choice, there had to be some greater justification for it: he felt he had to protect Luke, and eventually make sure Luke was educated as a Jedi. If there were no Luke, Obi-Wan's decision to go into the desert would've made no sense.
  11. Sure, I'm not saying Luke should have gone off to fight Kylo, or even try to redeem him. But there are any number of things he might have done to help, including just becoming an inspiring presence and leader within the Resistance--which means he made a big mistake running to Ahch-To, and we need an explanation of that mistake that fits with Luke's overall character displayed in the OT. In my opinion, "He was just ashamed and bitter" is not a good enough explanation. "He was afraid that joining the fight might do more harm than good," on the other hand, is good enough for me.
  12. Yes! If you look back a couple pages in the thread, this is exactly the view I was defending! Quoting myself: Then Stan and Nytwyng objected that this was baloney, that obviously Luke was just ashamed of his mistakes and concern about falling to the dark side had nothing to do with his decision to abandon his post. That's when I started arguing that their picture of Luke, as motivated only by shame and disappointment in himself, was not heroic enough to fit with Luke's established character. So I agree with what you say here completely. Luke was afraid of falling to the dark side himself if he went after the First Order, and that's why he ran. That's been my view all along. (Of course he was also ashamed of himself, but shame by itself would not have been enough to stop Luke Skywalker from helping Leia in her fight to save the galaxy.)
  13. Sure... First, lightsaber battles with only basic lightsabers can be fun and strategic. See the link I posted above. Second, lightsaber battles with fully modded sabers are rocket tag. Take a typical mid-to-high-level warrior with a fully modified lightsaber and either Hawk Bat Swoop or Essential kill. Assume a typical strong but not maxed-out dice pool (3Y 2G) and Force Rating 3. Let's say you're attacking an opponent with Adversary 3, a high-level nemesis like an Inquisitor. The most likely outcome is a hit with 2 success, 1 advantage, 2 Light Side pips, 2 Dark Side pips. Unless your opponent has 10+ ranks of Parry, you will be able to crit. Spending a DP and 2 strain to use all your Force pips on advantage, and spending all your advantage on critting, you will roll a critical hit with a +60 modifier to the crit roll (Vicious 2 + 5 advantage spent at crit rating 1). This gives you a 10% chance of outright killing your opponent, a 10% chance of The End Is Nigh, which will kill your opponent in 1 turn, a 5% chance of permanently staggering your opponent (in which case you win), a 5% chance of Winded, which means your opponent can't parry anymore and you will likely kill them next turn, and a 5% chance of making a second attack with Overpowered, which will have an even better chance of killing your opponent. So a typical hit has better than a 30% chance of guaranteeing a win. There are also lots of other results you could roll which wouldn't completely guarantee a win, but which would immediately put your opponent at a very severe disadvantage (Bleeding Out, Blinded, Crippled, Compromised). And that's just a typical roll. A better than average roll, where you roll more than 1 advantage and/or more than 4 Force pips, and/or a Triumph, could easily end up with a 50% chance of rolling Dead on the critical hit table.
  14. I think lightsaber duels work great in this system, and can be incredibly fun, as long as both combatants have at least a modest amount of Parry ranks, and they're both using basic lightsabers. It's only once the lightsaber crystals are upgraded that duels become uninteresting rocket-tag matches. For example:
  15. At this point, I'm not sure we're really disagreeing. If you agree that the dark side presents Force-sensitive people with a strong--but not forcible or irresistible--temptation to act with aggression and fear, that's my view of the dark side as well.