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Changed Force Rules
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Saikoyu
Ensign
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Joined: 17 Apr 2016
Posts: 31

PostPosted: Wed Dec 14, 2016 9:26 pm    Post subject: Reply with quote

Personally I was thinking about this the other day, and I was thinking about simplifying it more. Just leave it be control, sense, and alter, and leave the effects up to interpretation. Because across all of the movies, and most of the EU, in particular the EU that is not RPG game related (I love KOTOR but some of the plot was driven by game mechanics) Force users don't learn skills, they learn about the force.

So, you want to push someone with the Force, you're altering something, role your alter dice. Done. You want to see if someone is telling the truth, that's a sense, roll sense dice.

That and get rid of the lightsaber combat stuff. If you want to deflect blaster bolts, use sense (to know about it) and control (to bat it back) and don't use lightsaber (dex skill). Take the MAP from those two skills and done. That gets rid of the power gaming at high levels as well, so its not just stacking of top of everything. If you're fighting with a lightsaber, use the dex skill. If you're batting back blaster bolts, use control and sense. You want to be good at both, then level all three.

Slightly off topic, but also on lightsabers, maybe get rid of the if you roll below the base difficulty you cut yourself with the lightsaber, given that with TFA we have two people who have never touched a lightsaber before managing to not cut themselves with it. RP characters are the heroes of the story, and heros don't cut themselves on their own sword, unless its for laughs.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10293
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Dec 14, 2016 10:16 pm    Post subject: Reply with quote

Saikoyu, welcome to the Pit!
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14030
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu Dec 15, 2016 1:01 am    Post subject: Reply with quote

Saikoyu wrote:
Personally I was thinking about this the other day, and I was thinking about simplifying it more. Just leave it be control, sense, and alter, and leave the effects up to interpretation. Because across all of the movies, and most of the EU, in particular the EU that is not RPG game related (I love KOTOR but some of the plot was driven by game mechanics) Force users don't learn skills, they learn about the force.

So, you want to push someone with the Force, you're altering something, role your alter dice. Done. You want to see if someone is telling the truth, that's a sense, roll sense dice.

That and get rid of the lightsaber combat stuff. If you want to deflect blaster bolts, use sense (to know about it) and control (to bat it back) and don't use lightsaber (dex skill). Take the MAP from those two skills and done. That gets rid of the power gaming at high levels as well, so its not just stacking of top of everything. If you're fighting with a lightsaber, use the dex skill. If you're batting back blaster bolts, use control and sense. You want to be good at both, then level all three.


I like your reasoning... Nice and simple.
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Ninja-Bear
Lieutenant Commander
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Joined: 26 Sep 2016
Posts: 209

PostPosted: Thu Dec 15, 2016 9:10 am    Post subject: Reply with quote

MrNexx wrote:
Ninja-Bear wrote:
I have a side question about To to Effect. Certain powers by RAW can take up to a minute to use. Do you disregard that and make all use one combat round?


I wouldn't do much to change individual powers... ones that have a prep time would keep the prep time.


Btw your system looks nice. Fwiw I relooked iver the Force Powers and the time to effect biggest offender in my mind is Resist Stun which I'll start a new thread on.
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