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archaeology force power

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On 9/13/2018 at 10:41 AM, Luahk said:

Yes.

More yes.

In effect my issue is that this should be hard constrained. I probably intend to make something similar because, as I tried hard to make clear, i'm a big fan of this idea. But it's the scale and scope I have an issue with.

It could be something as simple as nerfing it to when you pick something up you can learn one specific detail about it. Like...lets say you pick up Revan's lightsaber. At very basic you might only know that it belonged to someone powerful...you could add detail to understand who it belonged to..detail to understand how it came to be here..mastery to relieve the event that lead to it falling into this place.
Being able to talk to Revan because of picking up his lightsaber doesn't make sense lol. Do you see where i'm going?

Like myself and the others said don't be scared to allow challenge to be real man. You want force powers to be helpful but not instantly solve. As I see envision it this power should make the journey easier and be helpful in solving the riddle. With you using seek to find the powerful item easier but it doesn't show you the specific safe path around the traps to it.

I've waffled on enough but i just want to stress again that I really do like this idea and I will be figuring out an version myself.

i'm gonna play test this idea as is an post back my findings

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On 9/10/2018 at 3:13 PM, Garran said:

I'd be inclined to add this to Foresee by way of an additional branch down the right hand side. Something like...

[ Control 1 ] You get a vision of the most significant event involving the object (if there has ever been one). You can only do this once. Cost of 1 force point.
[ Control 2 ] You can make that vision be of any one event (it doesn't have to be the most significant) that it was involved in. You can still only do it once.
[ Strength ] You can now get a vision of one extra event by spending 2 additional force points (can be used multiple times).
[ Mastery ] This gives you a (nonstacking) Boost die to any rolls that involve understanding the object or relating to the events witnessed. Can be activated once per event witnessed at a cost of +1 force point each.

Needless to say, this can only be attempted once per object, at least by a given person/group.

This is very close to how my group has handled this sort of thing... the character was inspired by Will Graham of "Red Dragon" (book) and "Hannibal" (tv series), I will resist the urge to tangent off in elaboration.

In our case we had the additional narrative buffer of the character only just now starting to even suspect his own Force sensitivity, so he couldn't just go to it as desired.

As a codified, "any Force user can purchase it" take, Garran's version looks pretty good.

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On 9/22/2018 at 4:24 AM, Aluminium Falcon said:

This is very close to how my group has handled this sort of thing... the character was inspired by Will Graham of "Red Dragon" (book) and "Hannibal" (tv series), I will resist the urge to tangent off in elaboration.

In our case we had the additional narrative buffer of the character only just now starting to even suspect his own Force sensitivity, so he couldn't just go to it as desired.

As a codified, "any Force user can purchase it" take, Garran's version looks pretty good.

Although I intend to design it differently yes. How Will handles it in that series is very similar to how I imagine it playing out narratively. Although perhaps not as powerful or as detailed as he manages. There must still be, for me, some vaguery to keep the challenge high. That may be on your taste/how powerful you want your PCs to be though. Perhaps include a perception check or something to allow the dice to decide.

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16 hours ago, Luahk said:

Although I intend to design it differently yes. How Will handles it in that series is very similar to how I imagine it playing out narratively. Although perhaps not as powerful or as detailed as he manages. There must still be, for me, some vaguery to keep the challenge high. That may be on your taste/how powerful you want your PCs to be though. Perhaps include a perception check or something to allow the dice to decide.

We more or less played it as perceptiveness and (as the character developed*) training with extra "oomph".  Whereas a more grounded version might present a handful of genuine possibilities, in this case the Force (when it helped at all) would push the character toward the correct option and include an accurate intuition of emotional states ("This wasn't an act of blind rage...  This was calculated...")

 

*The character started as a mechanic with a preference for the company of "calm and quiet" droids. Sadly the game folded before we could see where he would move to.

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On 9/26/2018 at 6:27 PM, Aluminium Falcon said:

We more or less played it as perceptiveness and (as the character developed*) training with extra "oomph".  Whereas a more grounded version might present a handful of genuine possibilities, in this case the Force (when it helped at all) would push the character toward the correct option and include an accurate intuition of emotional states ("This wasn't an act of blind rage...  This was calculated...")

 

*The character started as a mechanic with a preference for the company of "calm and quiet" droids. Sadly the game folded before we could see where he would move to.

Yeah i'm with you.

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