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MrNexx Rear Admiral
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Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sun Mar 10, 2019 10:54 am Post subject: Kids |
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So, if someone chooses to play a Kid (q.v. Ezra Bridger), do you have any special rules you follow? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
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Whill Dark Lord of the Jedi (Owner/Admin)
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Joined: 14 Apr 2008 Posts: 10300 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Mar 10, 2019 3:47 pm Post subject: Re: Kids |
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MrNexx wrote: | So, if someone chooses to play a Kid (q.v. Ezra Bridger), do you have any special rules you follow? |
The short answer is no. I'm not sure if you mean Kid as in the Kid template, or some template with Force skills like Ezra would have. I have two kid templates:
Extraordinary Kid
DEX 3D+2
KNO 2D+1
MEC 3D+2
PER 3D
STR 2D+1
TEC 3D
Street Punk
DEX 3D+2
KNO 2D
MEC 3D+1
PER 3D+1
STR 2D+2
TEC 3D
The Extraordinary Kid is based on the character you play in the Imperial Double-Cross solitaire adventure book. The Street Punk is based on the two Kid templates (Blue Vader+R&E) but he is 13 with a twist that he is in a swoop gang. It should be noted that in my game, human average attribute is 2D+1 in everything, not 2D. So the Extraordinary Kid's KNO and STR are both average human, and the Street Punk's KNO is a little below average. A Force-sensitive kid would actually make kid characters more realistic because the Force dice would come out of the 18D for normal attributes, so they wouldn't be quite so extraordinary.
18D attributes adults (or more) of any species are pretty rare, so 18D kids are extremely rare, such that any kid PCs in my game would probably some of the few kids that abled in the entire galaxy. I don't see any reason for special rules. Like skill dice allocation choices for any PC, they would have to make sense for the PC's background to be approved. I don't see any need for special rules. They have the same rules as any other PCs.
Regarding the comment in the RAW template that says they choose another player to be an older sibling, parent, idol, etc. even without their permission, that might not work for any other PC's character background. In my game, any PC relations (familial or otherwise) must be mutual between the players, so I guess you might consider that I have eliminated the strict rule in RAW.
However, I have never had a player that even wanted to play a Kid despite them getting the same attribute and skill dice as every other PC. _________________ *
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Pel Line Captain
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Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sun Mar 10, 2019 7:57 pm Post subject: |
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No special rules. We only had one Kid (1st Ed.) but he was usually dismissed by the Imperials, until he pulled a blaster and stunned them after their backs were turned. It was permanently set to stun. _________________ Aha! |
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Mamatried Commodore
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Joined: 16 Dec 2017 Posts: 1829 Location: Norway
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Posted: Sun Mar 10, 2019 9:55 pm Post subject: |
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I like the template write ups here.
On that note, if say toy play a kid, and you have less than 18D, what happens to your attributes as you grow? |
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Whill Dark Lord of the Jedi (Owner/Admin)
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Joined: 14 Apr 2008 Posts: 10300 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Mar 11, 2019 2:02 am Post subject: Re: Kids |
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Whill wrote: | A Force-sensitive kid would actually make kid characters more realistic because the Force dice would come out of the 18D for normal attributes, so they wouldn't be quite so extraordinary. |
Pel wrote: | No special rules. We only had one Kid (1st Ed.) but he was usually dismissed by the Imperials, until he pulled a blaster and stunned them after their backs were turned. It was permanently set to stun. |
Cool. That reminds me that my son will eventually be playing an adolescent Ewok. He will have 17D in normal attributes and 1D in Force. 18D in attributes is the sum of the max attribute ranges for the species in my game, and Ewoks can only be PCs if they have been out in the galaxy for a few years becoming acclimated to galactic civilization (thus not truly primitive). So this teenaged Ewok that has been traveling the galaxy as part of a tramp freighter crew will have 17D in normal attributes and realize his Force ability in the first actual adventure of the campaign. So basically, he will be like the Anakin Skywalker of Ewoks, which is equal to a starting PC in my game.
The underestimated hero really appeals to me. He's a cute Ewok and will be able to use that to his advantage. And he will have a stun-only pistol that doesn't look like blaster. He will have a special rule that he can't kill anyone, but that is because the player is a kid in RL, not because the character is a kid. _________________ *
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Pel Line Captain
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Posted: Mon Mar 11, 2019 12:51 pm Post subject: |
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Sounds like a good rule. Slings are easily concealable too and a bag of small rocks (or other shiny objects) is pretty innocuous. _________________ Aha! |
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Whill Dark Lord of the Jedi (Owner/Admin)
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Pel Line Captain
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Posted: Tue Mar 12, 2019 12:13 am Post subject: |
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Whill wrote: | That's a good "old school" backup weapon. |
Considering I was born during the Nixon administration, I'm all about 'old school'. ![Laughing](images/smiles/icon_lol.gif) _________________ Aha! |
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CRMcNeill Director of Engineering
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Posted: Tue Mar 12, 2019 12:16 am Post subject: |
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Pel wrote: | Whill wrote: | That's a good "old school" backup weapon. |
Considering I was born during the Nixon administration, I'm all about 'old school'. ![Laughing](images/smiles/icon_lol.gif) |
LOL. Same here. He resigned when I was less than a month old. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
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MrNexx Rear Admiral
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Posted: Tue Mar 12, 2019 6:48 pm Post subject: |
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And slings are older still. I love them in fantasy RPGs, since they're so concealable and easy to reload. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
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jmanski Arbiter-General (Moderator)
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Posted: Tue Mar 12, 2019 10:30 pm Post subject: |
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Pel wrote: | Whill wrote: | That's a good "old school" backup weapon. |
Considering I was born during the Nixon administration, I'm all about 'old school'. ![Laughing](images/smiles/icon_lol.gif) |
How many of us weren't born during Nixon's administration? _________________ Blasted rules. Why can't they just be perfect? |
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Pel Line Captain
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Posted: Wed Mar 13, 2019 7:09 am Post subject: |
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That's an excellent question. Here's a poll to give us some answers. _________________ Aha! |
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TauntaunScout Line Captain
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Posted: Mon Jun 03, 2019 2:48 pm Post subject: |
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I've never seen a need to change them. You necessarily don't have to give them less than 18D to make them normal. As they age, you can shift dice into and out of various attributes. Also, they can have plateaued early (and high) and increase skills as they age but not attributes. |
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Tupteq Commander
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Posted: Tue Jun 04, 2019 8:34 am Post subject: |
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I had a HR for playing kids for 10 years or so, but nobody played a kid, so I deleted it. Anyways, it was something like that:
Being a kid is a trait that is rated (1, 2, 3...), higher the level, smaller the kid. For each level of Kid trait attribute pool is reduced by -1D. But, on the other hand, some actions performed by a kid may gain a bonus +1 or even +1D for each level of Kid trait (e.g. dodge, con/persuasion in certain situations, climbing etc.).
At some point player and GM may decide that the character has grown up and reduce level of Kid trait (and increase attributes).
As I said before, I never had a kid player, so it's not playtested properly. |
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