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Valik

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Posts posted by Valik


  1. 36 minutes ago, emsquared said:

    This system does a great job of giving different ways to approach things - like the different ways to repair system Strain for example, and the flexibility built in to Force checks vs. PCs/Adversaries/Nemesies - but not so with Lightsaber crafting. INT-linked Skills only. People have been hinting at this "problem" above.

    I wanted to craft a LS with my PC, but she has nothing to do with Lore or Mechanics so I just bought a hilt and am "making do" with my un-modded crystal. Luckily she's Cunning and rolled very well (5 Successes) on her Streetwise and found exactly what she wanted for the hilt - Guard Hilt Shoto w/ a Curved Hilt mod >:D

    But anyway, I still felt a little robbed of that IC experience because it wasn't mechanically viable.

    Has anyone explored the idea of non-INT-based LS crafting?

    I mean I suppose using the black market and Cunning/Streetwise fits my definition of a different way to approach the situation, I guess. 

    But why not Coordination - to approach it from a fine-motor skill angle, or Perception - to represent a high attention to detail? Or heck, Lightsaber skill, cuz you gotta know your weapon? Or Coercion if you're a Dark Side user and just bending the crystal to your will?

    Knowing how to use a sword or even recognizing what makes a sword a great  does not make a guy a blacksmith. Perception might let you notice all the different parts and how they link together when you raise the hood of a car, but that doesn't mean you can put an engine together from scratch. Fine motor precision is helpful for following a template or working in a factory, but not creating something that's yours

     

    It's an average or hard check. Nothing a session's worth of XP, some tools and a destiny point can't fix for even a 1 intelligence character. A Jedi(or Sith for that matter) is expected to be diverse enough to handle a myriad of situations. Just look at the Jedi Trials in Nexus of Power. Having a character spend some xp to shoulder up a weaker skill that isn't a focus because they need to is not a system flaw, it's an opportunity for character growth and development.

     

    I have a pilot in a game I GM who has started pouring ranks into medicine because he tried to bandage a woman and failed on a simple check like three times and he decided his character couldn't stand seeing people in pain like that. If crafting your own lightsaber is important to your character 15 or 20 xp into mechanics shouldn't seem like an obstacle. 


  2. Instead of having special turn qualities why not use the Nemesis rules in The Edge of Empire GM Kit? Rolls normally and them gets an extra initiative slot at the end of the round should be more than enough. If you have a particularly strong party give him an ability that lets him flip a destiny point and "create" a new initiative slot for this round and goes next in the order. 

     

    Also, it's been a minute but I would personally say that Vader held the advantage for the duration of the fight with Ahsoka. It wasn't flashy but Vader held his ground and enforced the direction of the fight with powerful and efficient strikes. 

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