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Khalessa Vayne

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  1. Hey. I am not sure about FFG but if this were Saga Edition, I would rule that the hero goes through a process similar to what a Jedi would for constructing a lightsaber. It basically doesn't allow you to build one until 7th level, keeping in spirit with the system and relevant game lore. It paces well with advancement from padawan, ties in with prestige levels and encompasses a process, collecting components and learning to combine the elements to craft their own unique weapon. Who says a Super Commando can't use the same method to craft his armor? Starting with the Combat Jumpsuit, have them collect the components as they advance to the prestige level option for soldier, Elite Trooper and upon reaching it, allow them combine the components to make their own Beskargem. Include the acquisition of the unique Mandalorian weapon systems to compliment their own custom battle suit. Finding someone to craft Beskar alloy might be a mission all on it's own. This way, they earn the armor and have a wonderful character arc endemic to the Star Wars setting. It might even be their destiny.... Each regular mission has a moment (mini-quest) where they acquire a new component or two. Example: Hero already has a combat jumpsuit and inherits fallen father's helmet and perhaps a starter weapon like a family Vibroblade. (Already a revenge hook) Hero uncovers his Unknown Mandalorian history and discovers more as the restore the helmet. (Step One sees them find a Republic-Made sensor boom for the helmet from an old Clone Wars-Era Phase II ARC Trooper helmet) Hero meets a contact who tells tales of some Mandalorian salvage. They would have taken it but the area seems too rough for them but maybe not for a determined hero. (Step Two sees the addition of Beskar Alloy and some required components to build weapon gauntlets or an ancient Lanvarok...) Hero gets rewarded for mission with a Jetpack and leads to more lost technology. (Not everything need be a mission. Sometimes you are just in the right place at the right time....) Hero has dealt with minor information brokers who tell tales of the (insert enemy here) who killed their father/mother. Heavy firepower is needed to take them out. (Step Four completes the weapon suite for the suit and the basic "Super Commando" loadout for the hero.) Hero ready to combine the elements but lack a facility or craftsman/droid to complete it. (Step Five obtains that which is missing and prepares to set all in motion.) Hero finally gets solid intel on the (insert enemy here) who killed their parent(s) and they must work their way up the food chain to confront this nemesis. (Step Six has the armor ready for deployment and only lacks a target to bring the climax to the forefront.) Hero faces the villain with full suit of armor and Elite Trooper status to face them down with, completing their story arc/destiny and rewarding them with a unique and well-earned suit of armor and a set of skills/feats to maximize its potential. Equal to any Jedi. Cheers.
  2. Hey there. Never posted before but saw the topic and wanted to chime in. Always been a pen and paper player. I can remember when D&D came in only one flavor. How many out there can say they played Metamorphosis Alpha? I see a lot of discord over armor. The d20 system is vague enough that you can allow for multiple interpretations. Hit Points are an abstract value for an abstract system. Armor is just as arbitrary in this sense. Does it absorb or deflect damage? Well, when you are "hit" by an attack, do Hit Points represent pure damage for your games or is it an abstraction of an ability to absorb, deflect or avoid damage? In my opinion the constant turn progression can become stale without the proper narration and player involvement. At our table, as long as the rules mechanic is followed, the weaving of it into the tapestry of the heroic journey is up to both GM and players, like using the D&D5e ruling on "Plot Points" for players to change the narrative any way they wish. In light of game changing moments like those, we try not to hung up on rule minutia. Armor in our games is only useful in the early stages until class bonuses surpass it for utility. Proficiency in armor for d20 never made sense to me either. "Wait, how can I use the armor wrong? Did I put my legs into the sleeves or something?" To be honest, we couldn't get past it in the end and opted for a different gaming experience. I myself preferred more control and cinematic realism in my games and GURPS gave me those tools. (Gun-Fu is one of the best cinematic gaming supplements ever published!) It even boasts a cinematic rule called: "Imperial Stormtrooper Marksmenship Academy". Need I say more? Regardless, the source material we use is usually found in D20 Saga. D20 will always hold a warm place in my heart but I must admit that I have no experience with FFG outside of AGOT2nd and LOTR2nd. I liked the SWCCG by Decipher but I discovered it after it died. After D&D (Basic through 5e), Metamorphosis Alpha (which became Gamma World), TSR's Boot Hill and Top Secret, Every Palladium release ever (until Rifts went bipolar...), Villains and Vigilantes, James Bond, Twilight 2000, MERP (OH, the critical hits in that game were SOOOOOO brutal!!!), Runemaster, Star Frontiers (3 versions of it), Universe, Dune, countless tactical war simulation games that have names which escape my ability to recall (but the best one was a Desert Storm recreation game...loved it), Star Fleet Battles, Call of C'thulu, Paranoia (never finished a single mission ever but pound for pound, the most laughs in a gaming session of any game we ever played) plus a plethora of obscure titles and games most of you would have never heard of so I wouldn't call myself untested on this subject. At the end of the day its just opinion and I imagine the opinions of your players should trump any advice you get here. Having said that, there is a lot of good advice here on both sides of the discussion...just saying. Cheers.
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