Jump to content

TheSapient

Members
  • Content count

    460
  • Joined

  • Last visited

About TheSapient

  • Rank
    Member
  • Birthday

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. TheSapient

    Wars End (Clone Wars returns)

    What a happy surprise!
  2. TheSapient

    Force Dice to Skills

    Well, that's not what I'm asking at all. But I'm glad you are happy and I wish the best in all your gaming endeavors.
  3. TheSapient

    Force Dice to Skills

    I agree. It is easy to break the system. But this particular issue isn't exactly the result of over-optimization. Any force build that includes more than a couple force dice can easily tap into it. I don't even plan my characters out in advance, only taking things that were relevant to last session or the recent story arc.
  4. TheSapient

    Force Dice to Skills

    No triumph, but the option to choose between success and advantage.
  5. Warde's Forsight during initiative into Ebb/Flow gives you delayed, but consistent boosts to your attacks.
  6. TheSapient

    Force Dice to Skills

    FWIW, I don't think it is game breaking either. At our table, it just leads to some sighing and some "I guess we should have the Jedi do it" at the most tense moments.
  7. TheSapient

    Force Dice to Skills

    This is all true. But the force user can cheaply get those Force Dice to a lot of skills. I absolutely agree with you that starting from scratch, it is considerably faster to become great with one skill by investing in that Characteristic and skill than to start with a low characteristic, build up force dice, and then invest in the FD to skill controls. But, for high XP characters that are built with some focus, it is very easy for a force user to suddenly become very good at a bunch of unrelated skills in a way that non-force users can't. It is a mechanic that scales differently than the rest of the game. It makes total sense for an increase in force dice to increase the usability and/or strength of force powers. But with a small investment into just a couple force power trees, that increase in force dice also increases 11 skills (more if you've invested in certain other trees). Now your increases in Force Rating is also roughly equivalent to a Dedication, on top of all the other benefits you are gaining. Yes, you had to buy those force abilities at the expense of other choices. 50 XP can buy you some nice stuff in Bind, for example. But at high XP, where you have more force dice in play, those 50 XP add a LOT of dice to your skill sheet.
  8. TheSapient

    Force Dice to Skills

    I am not "confused when that high rating allows the PC to be very powerful with the Force". I'm not talking about the force in general. I'm asking about other people's experience with a specific, narrow game mechanic that it only in a handful of controls in a subset of force powers. Discussing the cost/benifit of these controls is not "confusion". I did not say it was "unfair" for someone who has invested in force to be good with the force. My question goes to game balance, not whether people who can use the force should be able to use the force. I'm asking whether other people's groups have been bothered by those specific Force controls. I'm not trying to take away your toys, or tell you how to play your game. If the Charmer spec had a talent that gave 4 upgrades to all combat checks, I would ask about that too. That that also would not be meant as an insult to you. I also did not say these characters were taking conflict "often". I said it served as insurance in critical situations. Nor did I suggest we do not care about character. Thinking it odd for a character to go from almost no social skills to strong social skills with one 15 point purchases is not ignoring character. If others don't find these controls to be unbalancing at higher XP, that's great! People in my group find it annoying, and I find I basically have to have my character step back to let other people shine. Where other characters specialize, they are the best at it, just like the Jedi characters are great at their specific thing. But the Jedi characters are also very good at everything else, and tend to fill all the unfilled niches, because of those few, inexpensive Force controls.
  9. TheSapient

    Force Dice to Skills

    Well, my character is an Ascetic/Niman/Exile. Of 72 talents, he has taken 41. He's delved deep into 3 force powers, and has lesser access to a few more. His Force Rating is 4, but he has the Ascetic free light and dark points to force power checks, which I think makes his FR 5-ish. The other characters in the campaign have slightly higher XP, and are indeed very good within their specialties. But the two Jedi can step in in almost any situation and also do very well. My character isn't a pilot, but flies just fine. He isn't a diplomat, but can talk his way though most situations. He isn't a mechanic, but can fix most anything. He is a full character of his XP level, plus basically has a lot of lower level skill-heavy characters built in. He can compensate for low characteristics and no training for a lot of skills and situations. Further, the ability to take conflict to avoid failing a critical skill check means that the Jedi are often asked to act in areas they have invested very little XP. And it just feels sort of silly when the party is working its way up the outside of a building when the two non-athletic Jedi just scamper up with the first level of Enhance. They never fall, because conflict solves a lot of problems. Of course, there is always the Despair.... I do think this is consistent with the movies and TV shows. But I also think it lowers the fun of the game a bit.
  10. TheSapient

    Force Dice to Skills

    Even at a force rating of 1 that isn't a poor deal. But at a higher force rating, you get a lot of bang for your buck. Yes, you have filled up more spec trees to get that higher force rating. But you are getting useful stuff, just like the non-force user. The higher your force rating, the better deal those force to skills powers are. Spending 20 xp to gain, say, 5 force dice to all your social skills is insanely good. That's 25 dice added to your skills for 1-2 sessions of XP. A force users who had invested zero xp in social skills suddenly becomes a strong social character. Non-force users can't do that for 20 XP. Not anywhere close. A Jedi mechanic and a mundane mechanic will be similar at similar XP. 20 more XP and the Jedi mechanic can charm your socks off and move crowds to action. The mundane mechanix can slightly increase one skill for that XP.
  11. TheSapient

    Force Dice to Skills

    Yup. For 50 XP, you can add force dice to 11 skills. I don't know if a force die is better than an ability die, but I'd say they are of the same order of magnitude. That is a good deal, even for a young force user. For an experienced character, it has a bang for the buck that a non-force user can't match. For the record, my current character has those 11, plus Mechanics from Manipulate. He hasn't bothered with the Foresee skill improvements because he uses Warde's Foresight on initiative checks (which is also pretty loony). He hasn't grabbed anything from the Farsight tree, just because he doesn't want to step on another character's toes.
  12. TheSapient

    Force Dice to Skills

    Well, yes. I'm not suggesting that Jedi are going to be better at things than non-Jedi who are focused on those things. I'm saying that Jedi can easily become very good at things they don't specialize in far more easily than non-Jedi. My Ascetic can become a decent pilot far more quickly than my Gunslinger can, and he gets a ton of other useful stuff on the way. And still has enough XP left over to put his force dice to Mechanics.
  13. TheSapient

    Force Dice to Skills

    I agree that force users are significantly more powerful in general than no force users in the SW universe. My question is to whether this is true in the game, and if others find it unbalancing. I don't think it is unfair to "nerf" force users to a power level that would have been achieved had they taken another path. I can make a very strong combat Jedi. I can make a gunslinger who is similarly useful in combat for the same XP. With 4 Force Points, my Jedi can spend 30 XP to add 4 force dice to Charm, Coercion, Deception, Negotiation, and Leadership. Two sessions of XP takes my Jedi from a charmless bumpkin to a pretty good social character. For the same XP, my Gunslinger can upgrade his Deception 3 times, and only because it is career skill. My upgraded Jedi isn't going to be as Charming as a Charmer, but he is at least a serviceable Face for the party. Now, my Gunslinger decides to spend 45 XP to upgrade his Athletics 3 times. My Jedi spends the same amount to add 4 force dice to Athletics, Brawl, Resilience, Coordination, Piloting Space, and Piloting Planetary, AND can commit force dice to Brawn if he so chooses. My Jedi isn't as good at piloting as a dedicated pilot, or as good with his fists as a Martial Artist, but he's suddenly become a reasonably physical character who is unlikely to crash into anything when he flies. Force Dice to skills is a mechanic that scales weirdly with XP. At low XP, it doesn't matter much. At higher XP, it is a very cheap way of adding a LOT to skills.
  14. TheSapient

    Force Dice to Skills

    I think these are both good points.
  15. TheSapient

    Force Dice to Skills

    I definitely have not seen a problem with FD to characteristics. I'm just talking about skills. My 4 FD character is great at Mechanics. And Piloting. And Charm. And Resilience. And Vigilance. And a bunch more, spread out across the skill landscape. Increasing his FD doesn't increase his ability to do all his more magical abilities (these are not the droids you are looking for), and increase his lightsaber rolls via Draw Closer, but adds another die to about a dozen skills. And he can always take conflict to make those die rolls useful. My Intellect 3 Ascetic with 1 rank in Mechanics is at least as reliable for Mechanics rolls as his friend, the Intellect 6 (7 when overcharged) Cybertech with 3 ranks in Mechanics. My crafting attempts never fail. My investment towards mechanics is small compared to his. But when it comes time to disarm that huge bomb, we have my character do it, because a bad roll can be compensated for with conflict. We have the same number of Dedications. We probably have a similar number of tricks through talents and force powers. But those extra dice for skill rolls are very powerful.
×