penpenpen

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  1. So we had a discussion about the Talk the talk talent the other day that ended up birthing something... weird: "You know Bob the Rodian? His cousin used work with a guy who's sister dated this dude from Kuat who used to work on the KDY Kresh-series of reactors and knows how many power couplings they have (seven, but only five with positive connectors). Of course, Bob isn't a rodian, but I think he's from Rodia. That'd at least explain the name. Then there's Rodian Bob out of Mrlissi, who also isn't rodian, but he used to run with a crew of rodians, but no one's seen him around for a long time. The other Rodian Bob is actually a rodian, and since no one has seen the Rodian Bob from Mrlissi for a while, the name wasn't really taken and it kinda makes sense, since you don't want to mix Rodian Bob up with Bob from Belbringi, who also isn't rodian. If Rodian Bob from Mrlissi needs to be mentioned, you'd need to specify you were talking about the original Rodian Bob. Some people call Rodian Bob Rodian Rodian Bob, to make the distinction clearer, but usually that only makes it confusing. Rodian Bob the Rodian is not same guy. I heard about this guy they call Human Bob. That's a pretty funny name for rodian."
  2. Reflect and Parry

    I see where you're coming from regarding balance, and to a point I agree. The thing is that I value balance between players, as I wouldn't want anyone to feel shafted for picking an inferior spec. Case in point our current capaign includes two lightsaber fighters and one non force sensitive martial artist, the latter using coordination dodge. Just telling that player that "force users are better" would kinda suck. But in an all Jedi party, go nuts. Also, adding failures would still reduce damage by cancelling successes though, unless you've house ruled that too.
  3. Reflect and Parry

    I like it, but it makes it ridiculously good compated to coordination dodge, which is powered by destiny points rather than mere strain. Especially considering how easily available reflect is. Maybe one Failure for every rank? Also, you'd have to put the decision to use Reflect before the check rather than after, to be fair.
  4. Speaking of.... https://www.avclub.com/some-creep-made-an-overtly-sexist-edit-of-the-last-jedi-1822104868
  5. ...and following that chain of logic, is also a big fan of barf? Not judging. I've met a few dogs who share the sentiment.
  6. The smiley was there to indicate a slight level of sarcasm. As we don't know exactly how literal Snoke's influence was it's hard to discuss it. There's literally one line to go from. That said... if Kylo manipulated his fellow students into what is essentially a darkside cult under Luke's nose, that doesn't reflect to well on him as a teacher either.
  7. Considering how things went with his teaching career, I think it's pretty clear why he didn't go for that particular option. I don't think he considered himself very inspiring. Consider the fact that when Ben went to the other students and told them that Master Skywalker tried to kill him in his sleep, a non-zero amount of them apparently went "huh, yeah, that seems like something that could happen". What the heck did he do?
  8. Then again, Luke falling to the dark side is not the only way he could make things worse. Consider if he just fails and gets killed by the new order, rather than fading away in obscurity. That is a huge propaganda victory. Or even if he succeeds by killing Kylo, but still doesn't fall. Then he has just killed his nephew who went off the rails because Luke pushed him. Luke's failure would be complete. Remember, Luke initially refused to face Vader once he found out he was his father, and only relented when he felt he was endangering Leia, Han and the rebellion. And even the, he only drew his saber when actively goaded by the Emperor, and only seriously going on the offense against Vader when Leia was threatened. Now, how do you think the same man would feel about facing his nephew, someone he has likely known since birth and, in Luke's mind, only fell because Luke failed him. The man who until his back was utterly to the wall refused to fight his father, despite his father being an unrepentant mass murderer he had never known, who fell before Luke's birth. I think he hoped Leia or Han eventually could reach, and save, Ben, because he realizes that he's burned his bridge to that option himself. He might even assume (quite rightly) that Ben would be conflicted about opposing his parents, and if Luke confronted him and failed, Kylo's heart would have been hardened enough to be beyond redemption. Of course, finding out about Han must have made him rethink this. It is, after all, after finding this out he expresses doubt about redeeming Kylo. I'm not really taking sides in discussion, merely presenting my own thoughts. FWIW, Luke simply being ashamed of his action is enough justification for me. But it doesn't have to be just the one reason, they're not really mutually exclusive.
  9. Well, consider Luke's point of view. His one great victory as a Jedi, redeeming his father, turned out to be more or less inconsequential to the battle that toppled the Empire in the grand scheme of things, and the last time he tried to help the galaxy by being a Jedi, his mistakes created the new dark lord. It's perfectly valid to read in shame, and even cowardice in Luke's reluctance to act, but there's also a somewhat well-founded caution. If he takes action, what says he won't make things worse? And from his point of view, what is he supposed to do? Kill Ben? That would be doubling down on his original mistake. Of course, it's a fair argument that things can't get any worse but consider: 1. Luke doesn't know anything about what the First Order has been up to until Rey and Chewie tell him when he is well set in his ways. And after talking to R2, he does decide to take action by training Rey. 2. The possibility of Darth Luke. I think Luke should be well aware of the possibility of taking the "necessary evil" action of killing Kylo Ren being the thing that pushes himself over to the dark side. Establishing himself as the peacekeeper of the galaxy would be a constant temptation to always be a little more proactive in his duties, which, when you have a measure of precognition, is a great slippery slope to justifying killing children in their sleep. The Jedi's participation in galactic politics led them astray before, pushing Anakin ahead of them. Luke is probably quite wary of making the same mistake. I don't think he sees himself as "the one person with the skills to stop them", rather as the one person with the power the make things even worse. I think this is part of his reasoning why he chooses to finally take action the way he does. Chances are that him killing Kylo, or Kylo killing him, would make things worse. So he devises a way where neither is a possibility, and instead manages to reaffirm his own legend with a message of unequivocal hope. Showing up and killing Kylo would also have given fodder to the idea that the Jedi were a morally superior world police that would show and punish those who didn't toe the line. While the First Order might be beyond that level of propaganda at this point, it's always nice not make the same mistakes as your predecessors. Of course, one can argue that this is overstating Luke's importance, and that's definitely a possibility, but could also in line with Luke's own reasoning. He feels that it was hubris of him to think he could train Ben Solo, and it turned out to be right as he created a menace to the galaxy. His regret from this might cloud the fact that he is still suffering from hubris, overstating his own importance and thus the magnitude of the possible consequences of him taking action. Personally, given the ending, I think, if anything, he was underestimating his own importance.
  10. That is of course just a movie, and it would be silly to take it seriously. So I looked up a documentary about it! It has a speaker voice and everything! It has to be true! They even have real chinese people in it! It is worth noting that according to the expert "you need a certain level of kung fu skill, before you can master the flying guillotine". I'm assuming that "A certain level of kung fu skill" is a talent in the inevitable "Master of the flying guillotine" warrior spec. I mean, with all the throwing and jumping it should be ideal for a force user with Move and Enhance. I guess you could make a lightsaber, or even vibroblade design out of it, but why bother? The flying guillotine is clearly the most most deadly non-nuclear implement ever devised by man. Trying to improve it's lethality by such crude means would be as pointless as making hollow point artillery shells.
  11. Issue 010 shows why it's not very commonly used.
  12. Intentional misspelling or not, it's a very appropriate one. Although I think Hux is the one more likely to want a dedicated room for it.
  13. Dealing with Snoke *TLJ SPOILERS AHOY*

    I don't, but now I may do so! Also, gentlebeings, please! So far this thread has been full of wonderful insightful comments, and has sparked an interesting discussion. Please, don't turn it into an argument as the subjective nature of the matter makes it somewhat pointless. I'd love to hear why you love or hate the ideas floated here, but let's please try hold back on calling them good/bad or right/wrong, shall we? Not directed at @Stan Fresh (sorry Stan, this has nothing to do with the post I quoted!) or anyone else in particular. Just trying to head it off early.
  14. Dealing with Snoke *TLJ SPOILERS AHOY*

    I do play some diceless freeform games, and while there are some really awesome ones out there, for the most part I want an element of risk and chance*. Not only as a player but also as GM. I feel that the narrative dice are comparatively pretty good at dodging anticlimaxes. Of course, there are situations where rules and dice are only getting in the way and add nothing. In that case, of course, don't bother. Maybe because it's due to the systems and groups I've played in, where it play tended to be very immersive and character focused (rather than challenge and encounter focused) where 6+ hour sessions could pass by with barely a die rolled. Lately, I've made a conscious effort to use rules and dice more (at least in systems where they work), so I might be overdoing it, or at least seem to, depending on point of view. But yeah, I want to throw more dice at stuff, because as a GM, I'm a little sick of being arbitrary and pretty fine with leaving more tough choices to dice. *It does not need be dice. The best horror/suspense rpg I've played uses a Jenga tower.
  15. Dealing with Snoke *TLJ SPOILERS AHOY*

    To clarify, it's not really about the Kylo/Snoke situation, that is just what got me thinking, and is an excellent example. It's really what you can do with the system, and when and why you should do it. While certain amounts of GM fiat, judgement calls and common sense are necessary to any roleplaying game, I do like to stay consistent regarding what people in the system can and can't do. Of course, I cut my teeth on fairly simulationist system that treats everyone the same, so I have to leave some of that mindset behind in narrative systems like these were some people are literally faceless minions and die much easier than someone who has been upgraded to having a face and/or a name, despite them being otherwise identical. So keeping the world internally consistent is a bit trickier, but I still like to try. Very true. If the players come up with a cool and clever way to kill or defeat a Nemesis without the big fight you were expecting, you need to ask yourself if that Nemesis part in your plans is more important than the awesome plan your players just pulled off. NPCs are easy to replace. Moments where the players manage to pull off something awesome and make their PCs look cool is trickier. Making the roll a pass/fail is probably a good idea to avoid the most boring result, ie the PCs succeed, but with only minor effect. I'd probably set the difficulty fairly high though, as it is tangible way of raising the stakes. I'd be very willing to hear the player's arguments for why the should get boost dice though. I'm not in complete agreement regarding the role playing vs dice though. If I was just into role playing, I'd take up acting or stick to free form. If I was just into gaming, I'd stick to board games and tabletop war gaming. Now I move a bit up and down this axis, but I really do love it when the role playing and gaming intersect, particularly in systems that actively shapes the narrative. With the narrative dice, I'm not too worried about a bad roll screwing things up, because failing can be as awesome succeeding (which is why I liked TLJ btw, but let's not get into that in this thread too ). All good points. In addition, the original intention need not matter as no GM plan ever survives contact with the PCs. If Snoke was your intended villain and the PCs concoct a brilliant plan to off him before you delivered his cool backstory and use his meticulously crafted statblock, maybe just retcon your plans and let the players have a day in the sun. Snoke was now always intended to be a fake out, and his backstory and stats can now be reskinned a little for the guy who totally was the intended villain all along... his evil twin brother Snöke! (Ok, that might need some work.) And gentlemen, please, there are threads dedicated to discussing the movie, please do that there. ...because he totally did not see that coming. EDIT: Almost forgot! Space Grand Piano (Coordination; Damage *; Crit 2, Enc 30, HP 0, Range Extreme*; Inaccurate 3, Concussive 3, Knockdown, Limited Ammo 1, Gravity-assisted*) *Gravity-assisted: This weapon works by being dropped from a height onto the target who must be underneath it for the attack to have any chance to be successful at all. This means that this weapon only works as long as there is gravity, up to extreme range but only in the vertical plane. Damage is dependent on the distance it falls, and is the same as falling from the same distance, plus one damage for every uncancelled success. This extra damage applies to both strain and wound thresholds. This weapon is not usable when engaged, but may be used to provide cover from ranged attacks.