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oriondean

thinking about F&D beta.

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Not really, the EU had an issue with the Jedi using the force for everything all the time. You may have feelings about tossing an AT-AT aside, but I'll take that any day over walking through walls, traveling through time, or any number of other silly things the EU has had happen.

I don't care how many pips you roll, there will be no immaterialization.....

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Which bit?

 

They use the narrative dice?

 

I think we all want that!

 

Will they use the Nightsisters as an example of force users?

 

Possible I suppose.

 

Use Force Unleashed as a way to make Force Users like something out of Warhammer 40K?

 

Nope.

 

So like the other core books so they actually work fine with each other with no overpowered force users to ruin the game for others?

 

Well I think thats what everybody would want.

 

If none of the above what were you referring to?

Edited by copperbell

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I think it is clear that Force will work exactly the same as it has in the last two books, the only real questions are what will the careers be, what will the default force rating of a "force class" be, and how easy/what upper limit will there be on force rating upgrades. It will still follow the basic system of "spec has a few force related but not strictly poser abilities and powers and upgrades can be purchased separately". I don't think the force is OP in Edge or Age but I've seen some folks disagree. Force and Destiny won't change anyone's opinion.

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I was wondering if its more of the same like the Exile and the Emergent but the idea it might be more along the lines of the Force Traditions sounds interesting.

 

The real question is Force Rating, if all these careers are limited to a Force Rating of 1 requiring they access Dedication to increase this, it might serve as a way of limiting it getting overpowered but would people be happy with that?

 

I previously thought it might be handled by making it like a characteristic so they have Force Sensitive for a Rating of 1 and spend starting xp to increase it to 2-3 at best (40 and 70xp cost total respectively) however nothing stops them giving them the Force Sensitive bit for free as part of their career.

 

I'd still love to see a Lightsaber talent tree but given how they expanded upon that in the prequels maybe that will be a supplement book instead.

 

Still what if they used Destiny as their Obligation after all they spend Destiny Points for Force Power currently don't they?

 

Like the idea of a Green book mind you!

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They are going to have 6 non force using careers. those careers will follow the template of 6 careers found in the previous core books. They will have 18 specializations. 3 for each career. They will have universal force specializations. 

This is how they have done it in the other books. I see nothing that convinces me they will do something different. Part of how they are balancing the force is by making it expensive. And by doing it this way you can create everything from the jedi shadow(Smuggler+force stealthy specialization). To the Jedi tank(Soldier+Force Emergent specialization) and so on. 

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I had an idea recently. I am too new to this game system to see clearly whether/how this would work.

 

Could the FaD "Obligation/Duty" mechanic be utilized in some way to add to the dice pool for a full-fledged Force user?

 

 

 

Imagine something like "Commitment"; meaning your desire to keep in line with the teachings of your force tradition. If you do, you benefit. If you don't, you could turn to the dark side.

 

(I further suspect that FaD won't bother with specific rules for making evil PCs, thus the mechanic might be a measure of where you are on the Light Side/Dark Side spectrum. In previous incarnations of Star Wars RPGs, when you turn to the dark side you become an NPC. Thus, no need to model what that would look like, as the goal of the game is to avoid that fate.)

 

 

Other possible names for this sort of mechanic: Purity (sounds a bit funny), Discipline, Dedication, Wisdom?

 

 

From the AoR design diary:

 

 

For the actual mechanics of Duty, we wanted something that would feel familiar to players who had used Obligation in Edge of the Empire, but at the same time feel new and unique. Much like Obligation, each player’s Duty comprises two parts: a narrative component and a numerical component. The narrative component determines the nature of the character’s Duty. This is the description of the way in which the character helps the Rebellion in the fight against the Empire. The numeric value on the other hand, tracks how much the character has accomplished for the Rebellion with regards to their chosen narrative Duty. This value starts low when the character is first created, and increases over time as the character accomplished their objectives.

 

The last design challenge we faced in creating Duty was how to use these narrative and numerical components to motivate the players in their adventures, and how to reward them for their accomplishments. We decided that at a certain point, the PCs would have made such a meaningful contribution to the Rebellion, that they would be recognized in some meaningful way. Once a group’s total Duty value reaches a certain point, someone in the Rebel Alliance takes note of the PCs’ accomplishments and decides to reward them for their efforts. This could be by providing them with new equipment, a better ship, more authority within the Alliance structure, or any number of other resources or assets. Regardless of what tangible rewards the PCs choose to gain from their accomplishments, they are now more respected and powerful members of the Rebellion, and are treated as such. To represent entering this new “tier” of the organization, the numerical values of their Duties reset, and they must continue working to impress those above them, and to forward the Rebel cause as a whole.

 

I could see something like this used for Force users. Think of "serving" the light side. Get better at it, do it more, and you become literally more powerful. Instead of impressing higher ranking Rebels, you would think of it as becoming more attuned to the Light Side ("impressing" the force itself?).

 

This could be like Alignment in D&D, but with an actual mechanic backing it up and enforcing it.

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Oh, I have no doubt that it will be made to fit into the same tier of play as the other two books, I was just saying that what has survived as canon force use goes further than TK and a bit of mind manipulation.

Refresh me. We've got the stuff you mentioned earlier in some nightsister crazyness... Mortis... Yoda tosses tanks... what else? I'm having trouble remembering much more potentially over the top stuff beyond that...

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I was wondering about illusion casting but what about some kind of force ritual that bound the subjects essence so they can be summoned back from the dead as long as the caster remains unmolested?

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I will be deeply, deeply surprise if at least three of the 6 base careers don't have some sort of baked in force rating, otherwise why is this the "force" book?

why do you need a force rating in a career to have it be the force book? 

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I will be deeply, deeply surprise if at least three of the 6 base careers don't have some sort of baked in force rating, otherwise why is this the "force" book?

why do you need a force rating in a career to have it be the force book? 

 

Personally I'm thinking that the 'baked in' Force Rating 1 will come from the specializations, much as it does with the Exile and Emergent.

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I will be deeply, deeply surprise if at least three of the 6 base careers don't have some sort of baked in force rating, otherwise why is this the "force" book?

why do you need a force rating in a career to have it be the force book? 

 

Personally I'm thinking that the 'baked in' Force Rating 1 will come from the specializations, much as it does with the Exile and Emergent.

 

 

It would not surprise me if you start with FR 2 or 3. Everything we have heard about progressing in the Force in EotE and AoR has been about getting up to the level of F&D, so I'm guessing that level is higher than what you can get in those games.

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I will be deeply, deeply surprise if at least three of the 6 base careers don't have some sort of baked in force rating, otherwise why is this the "force" book?

why do you need a force rating in a career to have it be the force book? 

 

Personally I'm thinking that the 'baked in' Force Rating 1 will come from the specializations, much as it does with the Exile and Emergent.

 

 

It would not surprise me if you start with FR 2 or 3. Everything we have heard about progressing in the Force in EotE and AoR has been about getting up to the level of F&D, so I'm guessing that level is higher than what you can get in those games.

 

Well there's also the matter that it's been said that PCs from all three games will be able to work together in the same group without any major disparities in levels of power or capability.

 

In that respect, I'm thinking that F&D PCs that are Force users (assuming that the book even has careers & specs that aren't inherently Force-based) will have Force Rating 1 as their starting point, but their specializations will make it easier to increase the Force Rating, likely by having the Force Rating talent be available multiple times in the same specialization.

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Personally I think a force rating of one will be a career feature, possibly at the cost of a career skill, and all specs will require a force rating of at least 1. It makes it so someone tht doesn't start as a force user has to at least become an Exile or Emergent and learn enough to become a "true" user. I agree the specs will probably be slightly freer with the rating upgrades though.

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I still think that the duty/obligation analog will be how starting characters will get a force rating, or an increase if a universal spec is taken. That way, if a player doesn't want to be a force user right away, they don't take a universal spec, and trade in the starting duty/obligation analog (what I have been calling commitment for months) for xp or credits.

The reason being, it will give versatility tk character creation and progression. There are characters that will be Jedi in hiding, characters that have never known about the force and learn it, chracters that have cut themselves of of the force, and characters that have no desire or ability in the force, bit hang out with those that do.

The commitment will also be versatile to represent being a Jedi, dathomiri witch, Baran do, or whatever else you want, while the careers/specialties are kept seperatd from force use. Save for universal specs, which include the exile, emergent, and the new erudite.

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I'd swear that people who would be interested in playing a Jedi game will have something like

Dancing behind their eyes when they imagine the things their character will be getting up to. So surely the starting point for a Jedi game should be making that happen.

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Had an interesting thought as I was playing through Force Unleashed 2 again.  I was curious about the fact we are getting class splatbooks that have class specializations.  It made me wonder if we will get something similar for the two Force Classes introduced in the first two books in any F&D splatbooks as well as a interesting second thought.  What if we get Force Power specializations?  I mean honestly Force characters are the only class that get access to multiple talent trees   I also wonder how they would do them would we get what we have right now two specializations to choose from or would that add a twist such as a light side and a dark side power.  It was just a thought since they have included Force Unleashed in the Age of Rebellion I wonder what else may be included in F&D such as Jedi Knight games with Kyle Katarn or maybe some of the stuff from KOTOR or SWTOR or the tv show Clone Wars.  I am just finding my curiosity growing for F&D as the days get closer.

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Sorry all that video did was reinforce the fact a Lightsaber shouldn't be a separate skill and simply count as Melee with optional extras such as deflecting blaster fire back at the firer as well as throwing a lightsaber at someone with it returning being the force part.

 

I can't help feeling a true duelist or swordsmaster would be handing a Jedi their backside if they were dumb enough to engage them in combat when they don't have to.

 

A Sith believes in force, intimidation and fear as Dooku told Grievous if your foe isn't scared get the h**l out of there same applies against a normal foe.

 

For a Jedi, combat should only be the result of being unable to avoid conflict not the first thing they fall back on.

 

I'm hoping FFG manage to avoid overpowering force users, I know people associate lightsabers with Jedi but they're just energy melee weapons and the idea only force users can use them is absurd, yes they're dangerous to use but that applies to most weapons it just makes those that can make use of them that much more important.

 

Me I'm thinking Lucas's Original Star Wars comic shows an interesting detail that of Stormtroopers wielding lightsabers...

 

I'm also inclined to phase out Jedi Knights and call them Republic Knights instead, nothing stops a player becoming a Jedi Knight in the A New Hope era that FFG's three books are based in since the Republic has fallen and they're not servants of the Empire. But that allows for the introduction of Imperial Knights something I think is merited.

 

Keep lightsabers as expensive but make it a symbol of the ruling organisation, makes finding lightsabers more interesting if they're wondering whether its a Sith Synthetic Crystal or from an old Jedi Monastic Temple wouldn't it?

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