The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Force Skills Upgradeable?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Force Skills Upgradeable? Goto page Previous  1, 2
View previous topic :: View next topic  
Author Message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Sun Jun 11, 2017 2:00 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
Bren wrote:
Fair enough. I'm highly tempted to use 1E (lack of) initiative when I next run a game.


I think that you might run into a problem if you do that.

The 1E and 2E Damage Charts are different. In 1E, if a character scores a hit, then some sort of damage is guaranteed. The minimum that you can do is Stun your opponent. So, if you hit, you know that you've at least robbed that target of any other actions he would normally get for the rest of the round.

In 2E, a damage shot can be shrugged off when the STR roll is higher than the damage roll.

I think that might cause some problems with the flow.



For example:

Take a simple situation where a Rebel is firing at a trooper, and the stormtrooper is firing back.

In 1E: Both characters make their attack rolls. The highest attack roll is taken first. If it hits, then the trooper's attack is considered an automatic miss (or you can consider that it never happened) as the trooper is, at a minimum, stunned and has lost all of his actions for the round.

It's a lot cleaner. Often the round gets short quick as characters start to hit.





In 2E: If you use the 1E system for initiative, the same would happen, but it's not a guarrantee that the trooper is down.

If the trooper shrugs off the damage, then he still acts.

And, sometimes, this can get messy.

But, it's not impossible to do in a game--just different than 1E.
Its a good point which has occurred to me. I plan to also use the modified 1E minimum damage of

2 x Damage roll > STR Roll = stunned.

Stunned is still 2E stunned, i.e. -1D not lose all actions. But that means that if I shoot first and stun the opponent, his shot at me is at -1D which counters the -1D MAP I get for my reaction dodge of his shot. Not as safe as 1E, but a bit better than 2E.

Also, IIR, I use a +1D damage to blasters at point blank range. Combining these two rules (mostly) removes the blaster proof 5D-6D Wookiee problem. Eventually the Wookiee is going to go down; due to cumulative stuns if nothing else.
Back to top
View user's profile Send private message
Wajeb Deb Kaadeb
Commodore
Commodore


Joined: 07 Apr 2017
Posts: 1448

PostPosted: Sun Jun 11, 2017 3:08 pm    Post subject: Reply with quote

Bren wrote:
But that means that if I shoot first and stun the opponent, his shot at me is at -1D which counters the -1D MAP I get for my reaction dodge of his shot. Not as safe as 1E, but a bit better than 2E.


But, doesn't that cause one of the funky problems that I was speaking to?

You've got a Rebel who rolls a total of 17 on his attack. The stormtrooper rolls 16. Both need 15+ to hit.

So, the Rebel wins the initiative and we resolve his attack first. He ends up stunning the trooper.

By what you just said, the trooper, now that he is stunned, gets to attack at -1D due to the stun.

How do you reduce his attack? It's already been rolled.
Back to top
View user's profile Send private message
Straxus
Lieutenant Commander
Lieutenant Commander


Joined: 30 May 2017
Posts: 106
Location: Norway

PostPosted: Wed Jan 17, 2018 9:22 am    Post subject: Reply with quote

Force skills can also a bit confusing since they're treated like attributes during character creation, but skills afterwards. I belive I've read about someone here who made some house rules with one Force attribute, and the Force skill as "normal" skills under that. And powers as specialisations? Neutral I don't remember exactly..
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 17, 2018 9:46 am    Post subject: Reply with quote

That was more of a group project, and TBT, D6 Space beat us to it with their Metaphysics Attribute. Here’s the link to where I summarized my version.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Raven Redstar
Rear Admiral
Rear Admiral


Joined: 10 Mar 2009
Posts: 2648
Location: Salem, OR

PostPosted: Wed Jan 17, 2018 4:21 pm    Post subject: Reply with quote

I ended up using the Force Attribute with Control/Sense/Alter skills underneath, and overall, I'm pleased with the results. I haven't had much of a chance to do a ton of playtesting, but the Force Attribute set damage for powers like Force Push, or Force Lightning, modified by good rolls.
_________________
RR
________________________________________________________________
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0