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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Nov 11, 2011 1:19 am Post subject: |
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vanir wrote: | The RAW you mention, is that from 2E R&E or something? | 2E and 2E R&E. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Sat Nov 12, 2011 10:24 am Post subject: |
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still, you don't think you're opening the door on almost unlimited powers accumulation by allowing the 7D skill die into Force abilities?
Being that, during character creation Players may freely select Force powers per pip of standing skill rating? |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Nov 12, 2011 5:03 pm Post subject: |
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vanir wrote: | still, you don't think you're opening the door on almost unlimited powers accumulation by allowing the 7D skill die into Force abilities?
Being that, during character creation Players may freely select Force powers per pip of standing skill rating? | Not really.
(A) All starting PCs are limited to adding 2D* to any skill, so max Force skill would be 3D. So to get Control 3D, Sense 3D, and Alter 3D they would have to trade out 3D of attributes (which is a pretty significant disadvantage) and they would use up 6D or their 7D skills, which leaves very little non force Skills. For example it would leave only 1D to add to their lightsaber skill.
(B) I never let players freely select Force Powers. As the GM I have defacto veto power since a learner learns what their Master** wants to teach them (which is limited by what the Master knows) or learns what I as the GM think makes sense based on the campaign setting and play thus far.
* I'm ignoring specializations which could add an additional +1D because there are no Force Skill specializations in the RAW.
** If the Master is an NPC then I as the GM have a lot of influence over what the Master thinks. If the Master is a PC, then I have already limited what the Master has learned during that PC's creation and play thus far.
Last edited by Bren on Tue Nov 15, 2011 6:49 pm; edited 1 time in total |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Nov 12, 2011 7:05 pm Post subject: |
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vanir wrote: | still, you don't think you're opening the door on almost unlimited powers accumulation by allowing the 7D skill die into Force abilities?
Being that, during character creation Players may freely select Force powers per pip of standing skill rating? |
Thats LEARNING.. not character creation. _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Tue Nov 15, 2011 2:53 am Post subject: |
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yeh garkhal that's the theory, but we all know as GM it doesn't really go that way in practise. Players want their benefits if they can squeeze them and they're surprisingly intuitive about taking advantage of any rope you use to hang yourself with.
you've a character creation phase
and a gameplay beginning
but the RAW for character creation is 1 power per pip of skill.
then we have the issue of extrapolation by example with WEG in the Force abilities clearly regarded as attributes during character creation in published material, then as we know treated as regular skills during gameplay.
There's a very simple explanation, I took to it right off. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 15, 2011 4:36 am Post subject: |
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I just scoured the book, the only place i see it mention 1 power per pip is
Quote: | Force Powers: A character may be taught a new
power each time a Force skill is improved one pip. The
new power is chosen by the teacher and must use the
improved Force skill (for instance, a Jedi improving
control could not learn a power based solely on alter). |
Since that is after the character creation (chap 1 revised book), how is that showing RAW is 1 power per point of character creation improvement? _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Nov 15, 2011 2:34 pm Post subject: |
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The minimum Force skill is 1D. There are no Control 0D+1 or Sense 0D+2 skills. So it makes sense that you get one power for the first 1D in a Force Skill and then since the skill increases 1 pip at a time from then on, you get 1 power per pip.
That allocation of force powers is consistent with my reading of the RAW in version 2E and 2E R&E. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Nov 15, 2011 5:33 pm Post subject: |
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I came up with the idea that force powers cost the same number of 'pips' as the number of force skills it was based on.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Nov 15, 2011 6:51 pm Post subject: |
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ZzaphodD wrote: | I came up with the idea that force powers cost the same number of 'pips' as the number of force skills it was based on.. | I believe that is part of the RAW for 2E and 2R&E. So Concentration takes 1 from Control while Affect Mind uses up 1 from Control, 1 from Sense, and 1 from Alter. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Nov 16, 2011 1:28 am Post subject: |
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Bren wrote: | The minimum Force skill is 1D. There are no Control 0D+1 or Sense 0D+2 skills. So it makes sense that you get one power for the first 1D in a Force Skill and then since the skill increases 1 pip at a time from then on, you get 1 power per pip.
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I guess we see it differently. To me that is part of ADVANCEMENT, not character creation that they start gaining 1 power per pip.. _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Wed Nov 16, 2011 5:26 am Post subject: |
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I got a real simple system.
You can write up your own character background. Effectively the heroic attributes of PCs gives them a character background and Force abilities is no exception.
You can pick your powers up to 1 per pip in abilities including multiple requirements. This you can explain in your personally customised character background.
Up to you. It's fun. And c'mon let's be fair here, this is RPG for fun, equipping a starting Jedi like this is just like a soldier equipping himself with nice weapons and armour. It's mandatory to get your Players interested.
But the governing restriction is Force skills are considered attributes during character creation, implied by the WEG material supporting the contention and no evidence to the contrary besides individual interpretations of scant RAW.
But in Tales of the Jedi, the only place it is displayed one way or another, the rule is higher die in Force skills during character creation come from the base attributes pool and not bonus skill die.
In any case after character creation, in which Force abilities are limited by assigned attribute die, during gameplay they become skills for advancement, but individual powers now require tutors or sidequests regardless of CP spent. New disciplines are learned as described by RAW.
It sounds like I'm giving them tremendous freedom, but in reality I'm governing them.
All seems perfectly simple to me. I didn't even explain to our group, we all independently assumed this after doing an Old Republic campaign using that sourcebook a few years ago.
We've always done that, as new sourcebooks give us new ideas or extrapolate easily misunderstood RAW, we adopt them in stride. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Nov 16, 2011 9:44 am Post subject: |
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vanir wrote: | I got a real simple system. | That's good.
Quote: | But the governing restriction is Force skills are considered attributes during character creation, implied by the WEG material supporting the contention and no evidence to the contrary besides individual interpretations of scant RAW. | Tales of the Jedi is the anomaly. The RAW (with errata) is quite consistent with the starting Force User templates for the Alien Student of the Force, Failed Jedi, Minor Jedi, Quixotic Jedi, Revwien Tyia Adept, Young Jedi.
Several of these templates appear to conflict with the way the templates are created in TotJ. Now one can interpret the rule book as wrong and one single sourcebook as correct, but I don't think that is the most reasonable interpretation of the information from WEG
In addition, given the high cost to raise attributes and the disadvantage of having an entire skill grouping at -1D along with the low cost of increasing a skill (even without a trainer) from 1D to 2D, choosing to sacrifice 1D of attributes for a mere 1D skill add to a Force skill seems a very unwise decision and an unbalanced (against the Jedi character) rule interpretation. But as always, YMMV. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Wed Nov 16, 2011 11:15 am Post subject: |
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Bren they only conflict if you presume how you've described things rather than how I have. If we are to presume how I've described things nothing is in conflict at all.
Don't you find that just a little bit strange? |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Nov 16, 2011 5:37 pm Post subject: |
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vanir wrote: | Bren they only conflict if you presume how you've described things rather than how I have. If we are to presume how I've described things nothing is in conflict at all.
Don't you find that just a little bit strange? | Apparently you are not seeing the conflict that I see. The standard non-TotJ templates list a beginning force skill and then, just like with every other skill listed on the template, the player can add dice from the 7D of starting skill dice. The TotJ template include additional skill dice added to the base skill for some force skills for some templates. No template in the RAW does that for any skill.
Only in TotJ do we see extra dice added to starting force skill and extra attributes subtracted. It is, frankly a bizarre anomaly that particularly unbalanced between characters who start with 1D of sense and those who start with 2D of sense. Characters would be far better off using the templates from the RAW rather than from TotJ. Within 3 adventures they would be far more powerful than the TotJ character. It seems very strange that young Jedi would be more powerful in the persecuted times of the Rebellion than they would be in the Jedi-friendly era of TotJ.
I also note that characters from the films who have Force Skills do not suffer the attribute loss seen in TotJ. Generally characters like Luke, Obiwan, and Vader have the full 18D of attributes in addition to very high force skills. PCs using the RAW templates will have 1D to 3D fewer attribute dice. Characters using the TotJ templates will be even further handicapped. |
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Nov 16, 2011 8:21 pm Post subject: |
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Bren wrote: | It seems very strange that young Jedi would be more powerful in the persecuted times of the Rebellion than they would be in the Jedi-friendly era of TotJ. | I suppose if you wanted to rationalize it, if only the strong survive, all who have survived are strong... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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