MrKillean
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Everything posted by MrKillean
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It's some nice work you did there. Although I see you have a tad different approach to the subject at hand, maybe we could collaborate a little. For the starters, I'm wondering how did you rewrite Protect/Unleash. I can't find THE solution because of it's direct impact on the gameplay. The simple math isn't really working because now you determine the potency of power before check, not after.
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Here we go! In the first place I must apologize for the delay. I admit I haven't had motivation to continue this project (maybe because I was a player not GM for a while) Here I post the first draft of rules. These are just edited core rules from FaD. My friend will help me write more clear and consistent rules, while I will get the fancy graphics on the later stage (likely after getting all powers ready) List of Powers ready for testing: Sense, Influence, Farsight, Bind, Seek, Enhance I post rules in docx format. If anyone needs a pdf version, I will post it in a while. Force powers come in format looking like this Tier Characteristic1 Characteristic2 ...... I Basic Power II Upgrade1 Upgrade2 III Upgrade2 Upgrade3 IV Upgrade4 Upgrade1 V Mastery Upgrade You can mix-n-match upgrades among tiers. To give example - in force power Enhance - upgrade enabling leap as a maneuver is at tier IV(Agility) but at tier V(Brawn) because I feel that it fits agility way better thematically. Not every Force Power uses more than one characteristic for tiers - for example Bind would only be determined by Willpower. I invite everyone to participate Force rules - v1.0.docx
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I apologize for leaving the topic without a word but unfortunately my account was temporarily unavailable and I didn't even realize that. That's why it took me several days to work out what's wrong. In days to come I'm going to write and publish an alpha version of this project including: core mechanics of new system a few example force powers task list and ideas I also want to thank everyone contributing to this project, it was a great opportunity for me to collaborate with forum users. Special thanks to @ErikModi who helped me a great deal, giving ideas and participating in a meaningful discussion. It was a pleasure
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Yeah, but according to Assisted Skill Check rules in paragraph about skilled assistance you use one PC's Characteristic and other PC's Ranks in applicable Skill. I this case I consider PC and "Force" to be our PCs assisting each other: PC's applicable Skill is Athletics with ranks of 0 and Characteristic is Brawn of 2, Force's applicable Skill is Control with ranks of 4 and Characteristic is Force Rating of 4. You choose one's Skill and other's Characteristic, In this case you have a choice between Athletics coupled with Force Rating or Control coupled with Brawn. The latter would be higher, creating a pool of GGYY. EDIT The point is that you cannot borrow both Skill and Characteristic when benefiting from assistance so no Athletics(Brawn) ---> Control(Force Rating)
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Force Lightning with Cybernetic Limbs. Your thoughts?
MrKillean replied to GroggyGolem's topic in Game Masters
Me and my players decided to rule this as "no" just because the thought it doesn't feel right. The exception we made is ion-shielded cybernetics. Just a thought -
I think that this example would be a little over the top but maybe: Athletics 0 Control 4 Brawn 2 Force rating 4 As with assistance, you would lend either skill or characteristic (whichever better) so either Athletics(Force Rating) or Control(Brawn). The latter would be higher, creating a pool of 2 Ability and 2 Proficiency Dice (4 ranks in Control and Brawn of 2)
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You do understand the last part right but I don't see it as a problem. You can have a big, strong character and use Heal/Harm proficiently and with high success rate but without enough predisposition in (in this case) Intellect you will not be able to use more complex and sophisticated versions of that power. In addition, as a GM, you may send your PC on a quest to find a long lost holocron covering arcane techniques of Healing enabling your PC to use Heal/Harm upgrades with one higher tier than Intellect.
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@ErikModi That... Sounds genius! Well, I'm not sure about that but at first glance it seems great. EDIT It seems great! In addition to using it as a characteristic for Force Power Checks and solving Commiting Dice problem: Talents that add Force Dice to checks could be ruled as "you may use Force Rating as a characteristic when performing X checks" No need for this fancy "whenever you purchase a rank in Force Rating choose a Force Skill..." thing I liked the idea of using Cunning to Misdirect someone or using Presence to affect people by Battle Meditation, though. EDIT 2 Indeed! You're a genius! In addition to using Force Rating as a characteristic, I know how to use other characteristics to emphasize Force being quite naturally tied to existing characteristics. You talked about dividing upgrades using tiers. I figured out that this system can help me achieve the feel I'm looking for. So I divided upgrades into 5 tiers, ruling that you can only use upgrades from tier equal to or lower than given characteristic (for example Heal/Harm --> Intellect) On 1st tier are Basic Powers (which you need to purchase), while at the 5th tier are Mastery Upgrades So Heal/Harm (Intellect) would look something like I - Basic Power [Alter(FR)] II - Magnitude, Range III - Control A, Control B IV - Control C, Control D, Duration V - Mastery
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@ErikModi Well.. yeah. The Crowd Control Tier list is needlessly confusing, I must admit. It is just an experiment. The Commiting Dice Difficulty Tier list is in my mind a simpler way to list the cost of maintaining a Force Power instead of giving a full description on every single Duration Upgrade. When it comes to adding Force Dice to Skill Checks it's either that or summing Athletics and Control (in your skills) and every rank beyond 5 adds a Boost Die.
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Just met with friend and: Commiting dice difficulty tier Each power that can be sustained has a Maintenance difficulty tier. When activating ongoing effects of a Force Power you suffer ill effects corresponding to this Power's tier 0 - One Force Rating doesn't remove a Setback from Force Defense. (for example Ebb/Flow, Enhance, maybe Sense) I - One Force Rating doesn't remove a Setback from Force Defense and doesn't remove a difficulty die in checks with corresponding skill. (Misdirect Control Upgrade, Suppress, Imbue, Seek) II- One Force Rating doesn't remove a Setback from Force Defense, doesn't remove a difficulty die in checks with corresponding skill and you must spend a single maneuver during your turn. (Bind, Seek Control Upgrade, Battle Meditation, Misdirect, Heal/Harm) III - You must spend an action during your turn. (Misdirect Mastery Upgrade, Battle Meditation Mastery Upgrade) Crowd Control tier When affected by some effect, pass a Discipline check with difficulty equal to sum of Commited dice tiers (for example two I tier powers and a single II tier power needs a Formidable Discipline check). I you fail this check, some of the powers cease to work. 1 - disorient, knocked prone - if failed, stop any tier III powers 2 - immobilize - if failed, stop any tier II & III powers 3 - stagger - if failed, stop any tier I, II & III powers If you become incapacitated, immediately stop all Force Powers.
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I was thinking about Commiting dice and I came to a conclusion that keeping active effects like Force Power Sense, Force Power Enhance or Control Upgrade in Force Power Misdirect (the part where you add Threats) could be ruled that you are just worse at overcoming Force Defense. Other powers, however, would be too strong. Adding 3 Setback dice isn't as restricting as removing 3 Force dice so powers like: Control Upgrade in Seek (Pierce = Perception + Cunning) or Force Power Misdirect or even Force Power Battle Meditation should be ruled otherwise. I think that spending a maneuver would be fitting but.. I dunno
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@emsquared I see your point. I have to admit that xp part of my idea isn't well thought out yet. I don't want to remove Force Power tree cost entirely but I thought about making the trees simpler to compensate for added xp cost for skills. I guess it is more "How I would handle force - inspired by Genesys" than "Star Wars to Genesys Force conversion" by now xD
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I will do some playtesting over the coming weeks as I will be playing as a PC for the first time and it just so happens that I'm a force wielding emotionally unstable teenage girl with force rating of 6. I need to make rules for Protect/Unleash. I've already tried to come up with something, with no success, though.
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@emsquaredWell... you got me Although I could argue that de-coupling skills is exactly that - a rule showed to us in Genesys Core Rulebook, that's not the point. I just think that making every skill be linked to a single characteristic would make no sense thematically and balance-wise. I do agree however that it would be more convenient to make the rules simpler and easier to use, I just cannot find this perfect set of skills that could represent all Force Powers in a way that would be both balanced and thematically appropriate. Furthermore, I even doubt that such a perfect balance could ever exist unless you would create a huge number of skills or make Force Powers use existing skills (which would in turn make all non force users unimportant). The basic idea of magic in Genesys for me is using a certain Magic skill in order to use a spell, adding difficulty dice before the roll in order to gain additional benefits but I also want to preserve the basic Star Wars feel and I feel that my players will withstand the avalanche of rules I will cause (They succeeded when I reworked Assassin and Sharpshooter specializations and turned them into Assassin, Ambusher and Marksman)
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(PDF) Murder on the Merciful
MrKillean replied to andynorton's topic in Star Wars: Age of Rebellion RPG
The adventure seems great and is perfect to follow up on my decisions... well I dropped a hint about MandalMotors employees smuggling body parts, I don't have an adventure tied to it ready, though. But looks like I got one now -
@Rogues Rule It may be the case that I'm a little biased towards high level play because I run a campaign with everyone hitting the 1000xp mark but I'm sure that uncancelled threats would be present all the time in 250ish xp play. It could certainly represent how dark side temptation is more powerful when you're just starting your training in the force. Maybe something along the lines of "suffer one strain and receive conflict up to your force rating to remove an equal amount of failures from a force power check. In addition, if you remove any failures, suffer conflict equal to number of uncancelled threats." It would represent how much power the Dark Side has to offer but also at a high cost. Then I would just rule it that you cannot go below 0 Morality and when already fallen to the Dark Side, you automatically generate Idk - 1 Conflict?
