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JironGhrad Lieutenant Commander

Joined: 20 Jan 2016 Posts: 152
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Posted: Fri Mar 11, 2016 9:24 pm Post subject: |
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Naaman wrote: | Not sure the part about the inturruption is necessary...
After comabt starts, the opponent wouldn't have a chance to do anything before getting his arm choppped off.
You might simplify that portion of the idea by simply allowing the Jedi to use his sense skill as his initiative. |
The idea is that if you're investing points for a skill, it ought to do something. Doesn't necessarily have to allow interrupts in battle, but it's "Danger Sense" and people might find it hard to justify dumping points into something that only works passively. |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Mar 12, 2016 1:54 am Post subject: |
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Maybe so, but for all intents and purposes, the dodge skill is more or less passive. It only kicks in when you need it--you don't have to "plan" your dodges out in advance (in fact, you can't).
By allowing someone with the danger sense power to not only identify the initial danger before it happens, but to also roll sense for initiative, you're allowing him to actually raise his initiative "stat" such that eventually (since sense is used for other things as well), the character will have the jump on everyone in virtually every fight.
The way I do is is to actually give a bonus equal to +1 for each D in sense when rolling initiative. |
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JironGhrad Lieutenant Commander

Joined: 20 Jan 2016 Posts: 152
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Posted: Sat Mar 12, 2016 2:02 am Post subject: |
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Naaman wrote: | Maybe so, but for all intents and purposes, the dodge skill is more or less passive. It only kicks in when you need it--you don't have to "plan" your dodges out in advance (in fact, you can't).
By allowing someone with the danger sense power to not only identify the initial danger before it happens, but to also roll sense for initiative, you're allowing him to actually raise his initiative "stat" such that eventually (since sense is used for other things as well), the character will have the jump on everyone in virtually every fight.
The way I do is is to actually give a bonus equal to +1 for each D in sense when rolling initiative. |
I think you misunderstood. I'm not advocating for rolling sense to initiative. I was suggesting that "Danger Sense" the power be effectively an advanced skill below Sense. Starting at +1D and growing per normal skills. Players would then be able to roll that number to seize initiative if they're about to be attacked. You'd be investing quite a lot of CP to grow it per the advanced skills rule, hence thinking that the interrupt adds value. |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Mar 12, 2016 2:58 am Post subject: |
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No, I understood. Was just pitching another angle, that's all.  |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Mar 12, 2016 3:11 am Post subject: |
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JironGhrad wrote: | Naaman wrote: | Maybe so, but for all intents and purposes, the dodge skill is more or less passive. It only kicks in when you need it--you don't have to "plan" your dodges out in advance (in fact, you can't).
By allowing someone with the danger sense power to not only identify the initial danger before it happens, but to also roll sense for initiative, you're allowing him to actually raise his initiative "stat" such that eventually (since sense is used for other things as well), the character will have the jump on everyone in virtually every fight.
The way I do is is to actually give a bonus equal to +1 for each D in sense when rolling initiative. |
I think you misunderstood. I'm not advocating for rolling sense to initiative. I was suggesting that "Danger Sense" the power be effectively an advanced skill below Sense. Starting at +1D and growing per normal skills. Players would then be able to roll that number to seize initiative if they're about to be attacked. You'd be investing quite a lot of CP to grow it per the advanced skills rule, hence thinking that the interrupt adds value. |
Now that angle i can see.. Though if danger sense is an advanced skill, what would it's prerequisites' be?? _________________ Confucious sayeth, don't wash cat while drunk! |
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JironGhrad Lieutenant Commander

Joined: 20 Jan 2016 Posts: 152
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Posted: Sat Mar 12, 2016 9:33 pm Post subject: |
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I'm not sure that I'd make it particularly hard to get. I think that the answer is that it can never exceed +1D greater than 2x sense dice. You'd still earn it the normal way that you would any other force power when adding +1D to Sense., with the caveat that it starts you at 1D once you take it and then grows per the advanced skill rules. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Mar 14, 2016 12:08 pm Post subject: |
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The problem with making Danger Sense an Advanced Skill is that it would be just that: advanced. As in, only something a highly trained Jedi would be able to focus on after he achieves a certain degree of training. Bear in mind that, per the films, basic precognition is a known indicator of someone untrained who has the potential to be a Jedi: Quote: | Qui-gon: (knowingly) He has special powers. He can see things before they happen, which is why he appears to have such quick reflexes. It's a Jedi trait. |
My suggestion for using Advanced Skills was directed more at a way to introduce how Force users in the EU have aptitudes in some power areas, but not others, such as how the Sith seem to specialize in certain abilities that aren't directly linked to the CSA skills (illusions, mind control, energy, etc.)
What I'm going for with this power is that the best way to overcome it is by stacking the Difficulty modifiers with chaotic threat environments and convoluted threats that keep the power from giving a clear warning, much like what we see at the end of ROTS.
And just to be clear, I'd rather have a system that resembles in-universe action to the greatest degree possible than a system that somewhat resembles in-universe action for the sake of maintaining balance. _________________ "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
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JironGhrad Lieutenant Commander

Joined: 20 Jan 2016 Posts: 152
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Posted: Mon Mar 14, 2016 2:48 pm Post subject: |
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CRMcNeill wrote: | The problem with making Danger Sense an Advanced Skill is that it would be just that: advanced. As in, only something a highly trained Jedi would be able to focus on after he achieves a certain degree of training. Bear in mind that, per the films, basic precognition is a known indicator of someone untrained who has the potential to be a Jedi: Quote: | Qui-gon: (knowingly) He has special powers. He can see things before they happen, which is why he appears to have such quick reflexes. It's a Jedi trait. |
My suggestion for using Advanced Skills was directed more at a way to introduce how Force users in the EU have aptitudes in some power areas, but not others, such as how the Sith seem to specialize in certain abilities that aren't directly linked to the CSA skills (illusions, mind control, energy, etc.)
What I'm going for with this power is that the best way to overcome it is by stacking the Difficulty modifiers with chaotic threat environments and convoluted threats that keep the power from giving a clear warning, much like what we see at the end of ROTS.
And just to be clear, I'd rather have a system that resembles in-universe action to the greatest degree possible than a system that somewhat resembles in-universe action for the sake of maintaining balance. |
I was suggesting it work that way as a general rule. As a GM, it would be easy to have a conversation with a given player and allow them to add bonus "focus dice" to reflect a natural talent with that given power.
And I think I get what you're going for regarding Ep3. The Jedi were in a combat situation where there were a number of existing threats (animals, CIS, etc.) so the Clones' hostility got lost in the backdrop. Although, I've been reading one of the Commando novels (based on the transition time between Sith and New Hope) and the implication is that the clones weren't actually hostile. Which is why the Jedi in proximity missed it. The clones generally liked their Jedi commanders and simply had to follow orders, personal feelings aside... |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Mar 25, 2016 5:08 pm Post subject: |
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Even still, a Jedi can detect danger from non hostile forces. Danger sense is not "hostility sense." That is more akin to some kind of passive mode for recptive telepathy.
As mentioned above, Anakin could sense the danger of crashing his pod, so its not really a question of hostility. Many of the Jedi depicted were able to detect that something was wrong, but it seems like they were confused because the threat came from someone without any preview. The clones just "flipped." So even though the Jedi sensed the danger, its context was confusing causing them to hesitate..at least, that's how it seems to me. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 25, 2016 11:29 pm Post subject: |
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Naaman wrote: | Even still, a Jedi can detect danger from non hostile forces. Danger sense is not "hostility sense." That is more akin to some kind of passive mode for receptive telepathy.
As mentioned above, Anakin could sense the danger of crashing his pod, so its not really a question of hostility. Many of the Jedi depicted were able to detect that something was wrong, but it seems like they were confused because the threat came from someone without any preview. The clones just "flipped." So even though the Jedi sensed the danger, its context was confusing causing them to hesitate..at least, that's how it seems to me. |
And yet, in the EU, Danger Sense functions in situations where there is no thoughts to detect. In the opening pages of Dark Force Rising, Mara senses the impending arrival of an Interdictor Cruiser at Myrkr. No specifics, just a general sensation of "They're coming". There were no minds close enough for Mara to sense intent.
I've always seen Danger Sense as precognitive, as opposed to telepathy. In essence, the Jedi senses impending critical moments in the short term future. That way, it works on everything, even threats that wouldn't normally be susceptible to telepathy (droids, remote control devices, ships jumping in from hyperspace, etc.)
Life Detection, on the other hand, seems more like a basic form of telepathy, being able to sense the presence of sentient beings. _________________ "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
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Mar 26, 2016 11:18 am Post subject: |
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Right. That's exactly what I was saying. |
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