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As much as I understand it, this thread is kinda beating up on the OP.

As i see it what it really comes down to is this... he wants what he wants. If his gm is ok with it then it's their game to play as they like.

However what I personally think is that he should use the crafting rules as we have them and wait -?maybe a month or so?- and use the crafting rules that we will be getting in @Absol197 UNLIMITED POWER!!!!!!! With those rules he will most likely be able to do some of what he is looking for but within the rules.

 

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Now that being said; I'd say what he is looking for for his original idea would be in the millions for price and rarity 20 ( before anyone flames me on the rarity I seem to recall something in the rules for increasing rarity above 10 and given some of the talents that let you decrease the rarity of an item 20 is so extream that the only way to find it is if the gm wants you to) and as of current rules (we'll see what comes in unlimited power) this would not be an item that could be crafted so he couldnt just say he made it to get it.

And I'd say that the only character who has it is the emperor himself as his personal robes. So it will require either stealing the robes off the emperor's back or defeating him to get them.

That could be a good explanation for how the emperor is so powerful ?

As to the new idea it may not be so bad but still 100 000 and rarity 15 and on either vader or an overpowered inquisitor so still serious to get... or as I said wait and see what can be done with the new rules.

Edited by jayc007
Additions / clarifications

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4 hours ago, jayc007 said:

As much as I understand it, this thread is kinda beating up on the OP.

As i see it what it really comes down to is this... he wants what he wants. If his gm is ok with it then it's their game to play as they like.

However what I personally think is that he should use the crafting rules as we have them and wait -?maybe a month or so?- and use the crafting rules that we will be getting in @Absol197 UNLIMITED POWER!!!!!!! With those rules he will most likely be able to do some of what he is looking for but within the rules.

 

there are rules for creating armour?

4 hours ago, jayc007 said:

Now that being said; I'd say what he is looking for for his original idea would be in the millions for price and rarity 20 ( before anyone flames me on the rarity I seem to recall something in the rules for increasing rarity above 10 and given some of the talents that let you decrease the rarity of an item 20 is so extream that the only way to find it is if the gm wants you to) and as of current rules (we'll see what comes in unlimited power) this would not be an item that could be crafted so he couldnt just say he made it to get it.

And I'd say that the only character who has it is the emperor himself as his personal robes. So it will require either stealing the robes off the emperor's back or defeating him to get them.

That could be a good explanation for how the emperor is so powerful ?

As to the new idea it may not be so bad but still 100 000 and rarity 15 and on either vader or an overpowered inquisitor so still serious to get... or as I said wait and see what can be done with the new rules.

i  like this response. you say it's ludicrous while also having fun with it's ludicrousness

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1 hour ago, Stormbourne said:

there are rules for creating armour?

Keeping the Peace Sourcebook (career book for Guardians).

Pick an armor template, from "armored clothes," basically, at 1 or 2 difficulty (I forget), up the "ball of unbreakable steel" at 5 difficulty.  Spend Advantage to add different special abilities, like inbuilt attachments, bonuses to certain skills, extra hardpoints, etc.

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7 hours ago, Stormbourne said:

there are rules for creating armour?

i  like this response. you say it's ludicrous while also having fun with it's ludicrousness

Thanks. It's a game why not have fun? And the armour crafting rules were actually mentioned earler in this thread to you but perhaps not clearly enough

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9 hours ago, TheSapient said:

For crafting armor, yes.  

 

9 hours ago, ErikModi said:

Keeping the Peace Sourcebook (career book for Guardians).

Pick an armor template, from "armored clothes," basically, at 1 or 2 difficulty (I forget), up the "ball of unbreakable steel" at 5 difficulty.  Spend Advantage to add different special abilities, like inbuilt attachments, bonuses to certain skills, extra hardpoints, etc.

okay so having a look at the rules it seems that my idea is closest to the customizable armour which as stats of:

Price

Restricted

Encumbrance

Rarity

HP

Defence

Soak

Ability

500

No

4

4

4

0

1

N/A

so it seems that the issues with my idea are with the ability and the balancing of the other stats so how about:

Price

Restricted

Encumbrance

Rarity

HP

Defence

Soak

Ability

20000

Yes

3

15

0

0

1

When making a force power check may commit C to downgrade the check once for each C committed

and if "nothing can balance the power" how about this added to the end: suffer one wound per C committed

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Well, I don't know about anything that can let you commit c, except a hyperdrive.  And c does change slightly based on the medium, so might have worry about some Cherenkov radiation if you're using it underwater.  There might also be setback dice involved due to red shift.  Also, hyperdrives use a lot of fuel and power, so I really don't see how 3 Encumbrance is appropriate, more like. . . 30, all told?  And since {\displaystyle E=mc^{2}}, hitting someone while using this would be. . . like, world-breaking levels of bad.

In all seriousness, I presume you mean "commit c" to mean "commit Force Dice?"

First, if you're Committing Force Dice for a Combined Power Check, which is the only time Difficulty in Force Checks happen, thus the only time Upgrades can happen, thus the only time Downgrades can be useful, you're hurting your chances of actually succeeding on the check.  I know we've been over this before, but I still firmly believe you're far better off just rolling your Force Dice anyway, because you'll need those Force Points to either activate Powers or Talents that are being actively opposed, or to generate extra Success or Advantage (or, in some cases, Triumph) for the roll to succeed.  Maybe @Absol197 can add some statistic wizardry to help clarify this.

Second, Upgrades to difficulties are the primary way the GM has to modulate the difficulty of challenges for the party.  Being allowed to ignore that willy-nilly is actively destructive to any attempts to create actual conflict, which is the core of all drama.  The whole point of this dice system, and the way upgrades and downgrades work, is to keep things challenging.  Abilities to downgrade difficulties are few and far between, and further, difficulty downgrades only work on Challenge Dice.  If you're only rolling Difficulty Dice, they cannot be downgraded any further.  All that taken together makes this simultaneously utterly useless in the vast majority of situations, and disgustingly broken in the handful of ones where it can be abused.

Third, as I've mentioned repeatedly, there is nothing in Star Wars lore that approaches what this item does, with the exception of Orbalisk armor.  No statted item, armor, attachment, or mod in the game comes close to doing what this does.  There is, quite simply, no narrative reason for this to exist, no narrative way it could possibly have come into existence.  It reminds me of the first Star Wars RPG I ran (back in very early high school), where a player wanted his background to be that he'd survived Alderaan's destruction because the Death Star's superlaser had torn some kind of hole in reality as it fired and a super-powerful X-Wing had flown through, swooped down, and rescued him at the last second, but was damaged in the blast so it would only function as a normal X-Wing (no, I swear upon all the gods, I am not making this up).  That level of weirdness just doesn't belong in Star Wars.

Fourth, if "nothing can balance the power," then, well, nothing can balance the power.  Adding in taking wounds still doesn't balance it, because it's fundamentally unbalanced to the point that no cost really offsets its ability to allow the player to thumb their nose at the GM's toughest encounters.  Which robs the GM of the tools they need to tell a compelling story, and robs the other players of their times to shine.  An enemy resistance to Force-based attacks may be more easily taken out by characters with other skillsets, and this challenge may be built for them to show off their skills and abilities.  Or it may just be a challenge the GM intends the party to run away from, something too strong for them to face right now, or a challenge that it will cost them dearly to survive.  Think of the entirety of The Empire Strikes Back, the heroes basically lurching from one disaster to another, and at the end being in the most desperate, dire straits they've yet been in.  And it's widely considered the best movie in the whole Star Wars franchise so far.  That's a fundamental precept of storytelling, the three act structure.  Act I, you introduce the characters.  Act II, you put them in the deepest, darkest hole you can.  Act III, you get them out.  Or, Act I, you run the characters up a tree.  Act II, you throw rocks at them.  Act III, you get them out of the tree.  You mean to deprive your GM of holes and rocks.  Challenges are best overcome by the players digging deep, finding new ways to use their characters skills and abilities, thinking outside the box, and fighting hard to win the day (or just survive by the skin of their teeth, if it comes to that).  That's what makes tabletop campaigns memorable.  That's why people keep coming back to things like Tomb of Horrors, to try and rise to defeat a near-impossible challenge.

In the end, the issue with this item isn't anything to do with stats or rarity.  It's that the proposed ability just has no reason to exist, narratively or mechanically.  Take a look at the "standard" Jedi Robes, the Concealing Robes, from the core book.  1 Soak, 0 Defense, add Setback to any rolls to notice or remember the character wearing them.  Quite valuable if the campaign is founded on the players trying to maintain anonymity against an omnipresent Empire hunting them down for what they are.  That's the baseline you have to work with, that's what can be done with "cloth robes."  Tweaking that to add a Boost or Setback to a different skill is theoretically acceptable, though I'd be cautious about skills that really make no sense to be boosted by what you're wearing.  Robes with lots of hidden pouches and compartments for tools boosting Mechanics, great.  Robes that somehow let you see farther (boosting Perception) be more aware of your surroundings (Vigilance) or maintain calm and peace (Cool or Discipline) not so much.  But there's lots of other equipment in the game that can have effects on skills, and since you're main sticky widget at this point seems to be difficulties with Combined Force Checks, adding to the skill you're rolling at part of that check helps overcome that.

Or just invest XP in boosting skill ranks and attributes related to those skills you're rolling with Combined checks.  The Force can boost skills, and skills can boost the Force, but they work much better in concert with each other, and neglecting one for the other is going to create a character who suffers from Crippling Overspecialization.

That said, as has been said a lot of times:  It's your table, do what you like.  If you, your GM, and the other players are cool with this, go ahead and use it.  I really don't think you're going to get any response from the community about this item that isn't some variation on what's already been repeated constantly in this thread:  It's horribly broken and shouldn't be allowed, but if you're okay with that, have at it.

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1 hour ago, ErikModi said:

First, if you're Committing Force Dice for a Combined Power Check, which is the only time Difficulty in Force Checks happen, thus the only time Upgrades can happen, thus the only time Downgrades can be useful, you're hurting your chances of actually succeeding on the check.  I know we've been over this before, but I still firmly believe you're far better off just rolling your Force Dice anyway, because you'll need those Force Points to either activate Powers or Talents that are being actively opposed, or to generate extra Success or Advantage (or, in some cases, Triumph) for the roll to succeed.  Maybe @Absol197 can add some statistic wizardry to help clarify this.

usefulness of force dice on a one v. one if you want more dice that'll take some time

 

Probability of usefulness (challenge dice)

Likelihood of pips ○ (66%)

41.66%

Likelihood of pips ○○ (33%)

91.66%

 

 

Probability of usefulness (difficulty dice)

Likelihood of pips ○ (66%)

62.50%

Likelihood of pips ○○ (33%)

100.00%

 

1 hour ago, ErikModi said:

Second, Upgrades to difficulties are the primary way the GM has to modulate the difficulty of challenges for the party.  Being allowed to ignore that willy-nilly is actively destructive to any attempts to create actual conflict, which is the core of all drama.  The whole point of this dice system, and the way upgrades and downgrades work, is to keep things challenging.  Abilities to downgrade difficulties are few and far between, and further, difficulty downgrades only work on Challenge Dice.  If you're only rolling Difficulty Dice, they cannot be downgraded any further.  All that taken together makes this simultaneously utterly useless in the vast majority of situations, and disgustingly broken in the handful of ones where it can be abused.

yes i understand that downgrading is different to decrease that's why i worded it like that. and if it's the abuse of this item that you're worried about simple: "once per session"

1 hour ago, ErikModi said:

Third, as I've mentioned repeatedly, there is nothing in Star Wars lore that approaches what this item does, with the exception of Orbalisk armor.  No statted item, armor, attachment, or mod in the game comes close to doing what this does.  There is, quite simply, no narrative reason for this to exist, no narrative way it could possibly have come into existence.  It reminds me of the first Star Wars RPG I ran (back in very early high school), where a player wanted his background to be that he'd survived Alderaan's destruction because the Death Star's superlaser had torn some kind of hole in reality as it fired and a super-powerful X-Wing had flown through, swooped down, and rescued him at the last second, but was damaged in the blast so it would only function as a normal X-Wing (no, I swear upon all the gods, I am not making this up).  That level of weirdness just doesn't belong in Star Wars.

if people didn't push at the boundaries we would never know where they lie, and there are many narrative places this could come from, jal shey, night sisters, any of the other force sensitive communities that exist in the SWU, as we have been told many times jedi and sith are only the absolutes of the force one of light one of dark, but there are innumerable shades of grey in between them.

1 hour ago, ErikModi said:

Fourth, if "nothing can balance the power," then, well, nothing can balance the power.  Adding in taking wounds still doesn't balance it, because it's fundamentally unbalanced to the point that no cost really offsets its ability to allow the player to thumb their nose at the GM's toughest encounters.  Which robs the GM of the tools they need to tell a compelling story, and robs the other players of their times to shine.  An enemy resistance to Force-based attacks may be more easily taken out by characters with other skillsets, and this challenge may be built for them to show off their skills and abilities.  Or it may just be a challenge the GM intends the party to run away from, something too strong for them to face right now, or a challenge that it will cost them dearly to survive.  Think of the entirety of The Empire Strikes Back, the heroes basically lurching from one disaster to another, and at the end being in the most desperate, dire straits they've yet been in.  And it's widely considered the best movie in the whole Star Wars franchise so far.  That's a fundamental precept of storytelling, the three act structure.  Act I, you introduce the characters.  Act II, you put them in the deepest, darkest hole you can.  Act III, you get them out.  Or, Act I, you run the characters up a tree.  Act II, you throw rocks at them.  Act III, you get them out of the tree.  You mean to deprive your GM of holes and rocks.  Challenges are best overcome by the players digging deep, finding new ways to use their characters skills and abilities, thinking outside the box, and fighting hard to win the day (or just survive by the skin of their teeth, if it comes to that).  That's what makes tabletop campaigns memorable.  That's why people keep coming back to things like Tomb of Horrors, to try and rise to defeat a near-impossible challenge.

everything can be balanced the initial idea is almost never the same as what is produced in the end.

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57 minutes ago, Stormbourne said:

if people didn't push at the boundaries we would never know where they lie, and there are many narrative places this could come from, jal shey, night sisters, any of the other force sensitive communities that exist in the SWU, as we have been told many times jedi and sith are only the absolutes of the force one of light one of dark, but there are innumerable shades of grey in between them.

You continue to miss my point.  The boundaries are pretty well established, and the kind of effect you're looking for, bound in an item, just does not exist in Star Wars Legends.  Doesn't matter what Force tradition you're talking about or how light, dark, or grey they are, this is one of those things that the Force, as it exists in Star Wars, just does not do.  Even when going whole-hog into Sorcery/Alchemy applications of the Force, what's able to be done is relatively tame, usually involves something living, and is invariably so unnatural only darkest of Dark Siders can create it or use it.  Look again at the Orbalisks, so utterly steeped in the Dark Side that, while they provide advantages, are utterly lethal unless your name is Darth Bane, and even he ultimately decided they weren't worth the downsides.

57 minutes ago, Stormbourne said:

everything can be balanced the initial idea is almost never the same as what is produced in the end.

Just to try and put things in perspective, a character in my group just bought up his Signature Ability, Unmatched Calibration.  The base ability requires 2 Destiny Points and allows him to reroll up to two dice in a dice pool.  That costs 30 XP, in addition to the XP he had to spend on talents in the career to unlock the ability in the first place.  For 50 more XP, he worked his way over to a node that allows him to upgrade an Ability die he's rerolling to a Proficiency die (along the way, he can use it one additional time per session, reroll one additional die when he uses it, and use it on an ally).  He's spend another 35 on the other side of the ability, which lets him reroll a fourth die, remove a Setback instead of rerolling it, and only spend 1 Destiny Point to use it.  When he gets 15 more XP, he'll nab the ability to downgrade one Challenge die when he rerolls it.  Now, if he'd just gone straight to the Downgrade, he'd have spend 80 XP, plus filling out almost an entire Specialization tree, for the ability to downgrade and reroll ONE Challenge die.  Your proposed item is even better, and costs zero XP.

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35 minutes ago, ErikModi said:

You continue to miss my point.  The boundaries are pretty well established, and the kind of effect you're looking for, bound in an item, just does not exist in Star Wars Legends.  Doesn't matter what Force tradition you're talking about or how light, dark, or grey they are, this is one of those things that the Force, as it exists in Star Wars, just does not do.  Even when going whole-hog into Sorcery/Alchemy applications of the Force, what's able to be done is relatively tame, usually involves something living, and is invariably so unnatural only darkest of Dark Siders can create it or use it.  Look again at the Orbalisks, so utterly steeped in the Dark Side that, while they provide advantages, are utterly lethal unless your name is Darth Bane, and even he ultimately decided they weren't worth the downsides.

jal shey where extremely proficient at making items imbued with the force, including weapon, armour, and other trinkets. in fact they were so good at this the emperor put them on the top of his list of nope, the only reason he didn't fully get around to it was because of the rebels and the jal shey's lack of numbers

36 minutes ago, ErikModi said:

Just to try and put things in perspective, a character in my group just bought up his Signature Ability, Unmatched Calibration.  The base ability requires 2 Destiny Points and allows him to reroll up to two dice in a dice pool.  That costs 30 XP, in addition to the XP he had to spend on talents in the career to unlock the ability in the first place.  For 50 more XP, he worked his way over to a node that allows him to upgrade an Ability die he's rerolling to a Proficiency die (along the way, he can use it one additional time per session, reroll one additional die when he uses it, and use it on an ally).  He's spend another 35 on the other side of the ability, which lets him reroll a fourth die, remove a Setback instead of rerolling it, and only spend 1 Destiny Point to use it.  When he gets 15 more XP, he'll nab the ability to downgrade one Challenge die when he rerolls it.  Now, if he'd just gone straight to the Downgrade, he'd have spend 80 XP, plus filling out almost an entire Specialization tree, for the ability to downgrade and reroll ONE Challenge die.  Your proposed item is even better, and costs zero XP.

two things that signature ability is after the fact, this is before thus mildly less powerful, and the cost not only is a massive hit to the wallet, but your force efficiency. your also comparing oranges to apples using the "zero XP" argument as XP is for innate abilities that can't be taken away from a person, while credits is for items that can be bartered, sold, and most importantly of all taken away. frankly i find it woeful that you have such a closed view of this item and this universe, as you can't experience anything new, anything different, for you if it isn't in the rules it isn't allowed and how dare anyone suggest anything while being outside of FFG

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Uh, no.  I've had lots of suggestions for differences in this game, and added lots of my own stuff for my own homebrew setting.

The point I'm making is that, yes, XP is intrinsic to the character, and that's the point.  It takes investment and character growth to get to the kind of power you're talking about, not just buying a piece of equipment.  And this equipment is measurably stronger than a significant investment of XP, which means a character with it is excessively powerful out of proportion to the threats they should be facing.  Like starting a D&D party at level one with +5 magic weapons and armor.

As for the Jal Shey. . . let's see. . . mentioned only in Knights of the Old Republic II, Star Wars:  The Old Republic, The Clone Wars novel, and Imperial Commando:  501st.  Two video games two Karen Traviss novels, which doesn't exactly fill me with confidence over how they relate to the rest of Legends canon.  Sources. . . oh, Scum and Villainy and Knights of the Old Republic Campaign Guide from Saga, I have those!  Let's see.

Hmm, Scum and Villainy, Scum and Villainy. . . nope, not really mentioned at all.  Nothing in the equipment section or anywhere else I could find on a quick flip-through.  Certainly nothing germane to this discussion.  So, Knight of the Old Republic. . . flipping. . . flipping. . . nothing in the gear section about this powerful armor they're apparently always creating. . . flipping. . . even though I remember it being one of the best suits you could get in KotoR II, always put my Exile in it, but no stats in a system obsessed with statting up everything. . . ah, here we go!  A Jal Shey talent tree, surely that's where we'll find it!  Action Exchange. . . Force Delay. . . Imbue Item, that sounds promising!  Even if it does share the name with a talent in the Armorer Tree in Force And Destiny.  So, when the Jal Shey imbue their super awesome armor with the Force they. . . store a Force point to use later?  In addition to being able to spend one of their own Force points at the same time?  Wow, that's. . . really underwhelming.

(For reference, if you aren't familiar with Saga Edition, you have 5+one-half character level in Force Points each level, resetting when you gain a level.  You can spend a Force Point to add 1d6 to any roll, eventually increasing to 2d6 and then 3d6 at higher levels.  I won't reprint the whole text of the talent in question here, but it takes a full-round action to Imbue the item [so you can do nothing else that round], a full-round action to store the Force Point, and a swift action [incidental in FFG terms] to spend a stored Force Point.  You can only Imbue one item every 24 hours, can only store one Force Point per item, can only wear one Imbued item at a time, and an Imbued item only works for you.)

So, translating this through the lens of role-playing mechanics in FFG's system, we'd have less a piece of a equipment and more a special talent, Force power, or signature ability.  Probably a talent, high down on a Specialization tree.  We have Imbue Item from the Armorer tree, which commits a Force Die to grant an item an improvement, and that's all I'll say on that, if you want to know more look it up in Force And Destiny Core.  But suppose this doesn't do what we want, so we need a slightly different Talent.  In following the theme of the ability above, you could perhaps store a Force Point (of the kind used for activating Force Powers, talents, etc) in an item.  You'd need to roll to generate the Force Point, then store it, then you could add it to a later Force roll.  Once it's been spent, you'll need to generate another Force Point and store it.

Edited by ErikModi
Correcting errors.

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I know ErikModi mentioned earlier in the thread that Force & Destiny doesn't have "magic items" per se (at least not to the level that D&D does), but it does have a number of "ancient talismans" in both the corebook and in Nexus of Power, which are various Force-imbued objects that provide some measure of benefit to the bearer.

And none of them come close to the degree of cheese that the OP's robes are meant to provide.  Then again, they were designed to either be balanced within the game or to be highly unique (if not truly one-of-a-kind items) where Stormbourne's robes are designed to overwrite the rules and let his character be "teh awezomez!" without having to pay the XP costs that the game was built to require.  As Absol noted, the robes as written blow the pants off of all the Signature Abilities printed thus far, and those require a huge investment of XP were said robes require nothing at all.

I commend ErikModi for trying to work with the guy, but the more Stormbourne tries to justify his creation, the more those justifications ultimately boil down to the excuse of "I want my PC to be awesome without having to pay XP and actually earn that awesome like the game intends me to do."

If that's how he and his group want to play the game, so be it.  But by the same token, he shouldn't be surprised that responses to cheesing the system to such a degree with custom items or custom rules aren't met with acclaim, but instead are met with at best skepticism.

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51 minutes ago, TheSapient said:

Which is why I don't understand why the items are being posted, and argued for,  here.  Stormbourne doesn't need our permission to use them.  He doesn't seem to accept anyone else's opinion of them.  So what is the point?

To hazard a guess, self-validation that what he's concocting isn't as cheesetastically broken as it actually is?

After all, if he can get others to think it's a good idea and tell him so, then it obviously can't be all that unbalanced or game-breaking, now can it?

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5 hours ago, Donovan Morningfire said:

I commend ErikModi for trying to work with the guy,

Thank you.  I was legitimately concerned I was coming off as too adversarial.

Speaking as someone who, far too often in my early GMing career (and somewhat even still) has introduced such cheese to my games without thinking about how it would affect balance long term, I want to try and help other avoid the game-breaking mistakes I've made, that have only succeeded in alienating my players one way or the other.  Either because I've created abominations they cannot withstand, or allowed one player to so eclipse the others that they have no hope of matching that one player's performance.

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4 hours ago, TheSapient said:

Which is why I don't understand why the items are being posted, and argued for,  here.  Stormbourne doesn't need our permission to use them.  He doesn't seem to accept anyone else's opinion of them.  So what is the point?

 

3 hours ago, Donovan Morningfire said:

To hazard a guess, self-validation that what he's concocting isn't as cheesetastically broken as it actually is?

After all, if he can get others to think it's a good idea and tell him so, then it obviously can't be all that unbalanced or game-breaking, now can it?

im not that egotistical, i like to create and wish to create something that others can use. simple as that posting this here is simple to find what can be accepted

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10 minutes ago, Stormbourne said:

 

im not that egotistical, i like to create and wish to create something that others can use. simple as that posting this here is simple to find what can be accepted

You say that, but. . . 

10 hours ago, Stormbourne said:

frankly i find it woeful that you have such a closed view of this item and this universe, as you can't experience anything new, anything different, for you if it isn't in the rules it isn't allowed and how dare anyone suggest anything while being outside of FFG

You say this, too.  So it's a little difficult to accept that you're taking our statements seriously.

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14 hours ago, Stormbourne said:

 

okay so having a look at the rules it seems that my idea is closest to the customizable armour which as stats of:

Price

Restricted

Encumbrance

Rarity

HP

Defence

Soak

Ability

500

No

4

4

4

0

1

N/A

so it seems that the issues with my idea are with the ability and the balancing of the other stats so how about:

Price

Restricted

Encumbrance

Rarity

HP

Defence

Soak

Ability

20000

Yes

3

15

0

0

1

When making a force power check may commit C to downgrade the check once for each C committed

and if "nothing can balance the power" how about this added to the end: suffer one wound per C committed

I don' think you really picked up what I was suggesting to you.

 

WAIT TILL **UNLIMITED POWER ** IS RELEASED AND BUILD YOUR .... OVER POWERED ARMOUR THEN. WITHIN THE RULES. FOLLOWING WHAT IS ALREADY DESIGNED TO BE IN THE GAME! 

 

I'm not yelling here. Just trying to stress to you the importance of working with the system. I have thought of doing the like. I have played around with doing the like... and decided it would just ruin the game, ruin the experience. 

That is why I suggest OP armour like that would be super expensive and owned by such a baddy that you really don' want to go up against them... even with a whole team.

The only reason Luke was able to survive Vader was because Vader didn' want to kill him... was even ordered not to by his even worse baddy boss the emperor.

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So going to assume that you don't know much about it... especially since no one really does... but it is possible... maybe even likely... that the new source book for mystics will have rules for crafting items along the lines of your robes. This book should be released in a month or so and at that time we will know to what extent items like you are proposing may be made. So I'd hold off on trying to homebrew till you see what the rules actually provide.

For those others reading and replying here... he will need to put in a great deal of xp into being able to craft some crazy item like this which does kind of negate some of your arguments against this item.

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7 hours ago, jayc007 said:

So going to assume that you don't know much about it... especially since no one really does... but it is possible... maybe even likely... that the new source book for mystics will have rules for crafting items along the lines of your robes. This book should be released in a month or so and at that time we will know to what extent items like you are proposing may be made. So I'd hold off on trying to homebrew till you see what the rules actually provide.

For those others reading and replying here... he will need to put in a great deal of xp into being able to craft some crazy item like this which does kind of negate some of your arguments against this item.

one more idea otherwise i'll forget:

Price

Restricted

Encumbrance

Rarity

HP

Defence

Soak

Ability

N/A

Yes

3

15

0

0

1

at the beginning of the session (gm's discretion), commit X C.

as a maneuver, uncommit all C and add one identical pip to all the C that were commited

Edited by Stormbourne

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14 hours ago, Stormbourne said:

im not that egotistical, i like to create and wish to create something that others can use. simple as that posting this here is simple to find what can be accepted

Sorry to break it to you, but your responses to the critiques and criticisms provided tell a very different story.

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3 hours ago, Donovan Morningfire said:

Sorry to break it to you, but your responses to the critiques and criticisms provided tell a very different story.

So... yeah. I have to agree with DM here. You haven' received much in the way of positive comments over this item... no matter the iterations it has gone thru. And yet you continue to... ignore most of the feed back you have received. At this point I'd say leave it. Learn the game, learn the rules, then come back when you are ready to fry with fish eyes.

 

Dang auto correct... try with fresh eyes!

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