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Hellcat Grand Moff


Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Sat Jun 26, 2010 10:53 pm Post subject: |
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Well, something like this list could be done on a multi-sided die. Personally I don't see adding 4D together to get the result silly, but if you just want to quickly find a result you could roll a 20 sided die as there are twenty traits on this list. _________________ FLUFFY for President!!!!
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10500 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Jun 27, 2010 6:23 pm Post subject: |
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Hellcat wrote: | Well, something like this list could be done on a multi-sided die. Personally I don't see adding 4D together to get the result silly, but if you just want to quickly find a result you could roll a 20 sided die as there are twenty traits on this list. |
The reason why its 'silly' (perhaps a strong word) is that you will almost never get the high and low results. What is so special with 'Arrogant' that you should almost never roll it? The same can be said to a lesser degree about Power-Hungry, shouldnt that be quite common when it comes to the dark side? Quick to anger? Well, you see my point.
Better add a few results (or add 'GM chooses' or 'Player chooses') and divide the table in four (drop to and divide in three also works). |
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Hellcat Grand Moff


Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Sun Jun 27, 2010 11:28 pm Post subject: |
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If you want certain results to occur more often and others less you can rearrange the chart. _________________ FLUFFY for President!!!!
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Jun 28, 2010 2:42 am Post subject: |
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Hellcat wrote: | If you want certain results to occur more often and others less you can rearrange the chart. |
But its still a fact that most of the results are not uncommon characteristics of a Dark Sider. So no matter how you rearrange it, you will end up with some really 'rare' results. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Oct 11, 2010 5:45 pm Post subject: Re: The Influence of the Dark Side...and how you fall.. |
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ZzaphodD wrote: |
UPDATE:
I have read and been inspired by Cunning Kindreds force rules (or a small part of them anyway as they are quite extensive). The idea is that how many DSPs you can accumulate before turning differs from person to person depending on the characters strength of character (or lack of character).
Will of the Dark Side (WDS)
-From the point the character has at least 1 DSP the Dark Side will try to influence the characters behaviour. This will at first small things, like making the character use unneccesary force and cause pain. As the DSPs increase the urges will be stronger and will change to real atrocities or calling on the Dark Side. The actions a character might be forced to take when succumbing to the Will of the Dark Side may gain the character a DSP.
The mechanic works like an opposed test against the resisting characters Willpower or Control. The WDS is normally equal to the current number of DSPs a character have plus a number of situational dice, usually from 1D to 3D. These situational dice depends on the circumstances of the temptation. A character with DSPs who act in anger might have a 1D situational die. A character facing certain death which might be avoided by calling on the dark side might face 2D in situational dice. These dice might combine for a larger number of total dice. A character being goaded by a Dark Side character which at the same time threatens to kill the characters family/friends might face 3D in situational dice.
Tainted by the Dark Side
If a character has equal or more DSP:s than the number or Dice in either his Knowledge or his Perception, whichever is lower, he is ’tainted by the Dark Side’ and is dangerously close to falling to the Dark Side. After that, each time the character gets a DSP he must Resist the Fall or turn. If the Character ever gets an equal or higher number of DSPs than the number of dice in his Knowledge and Perception added together he turns automatically.
Resist the Fall
Willpower/Control Difficulty: Easy, opposed by the Will of the Dark Side (the GM rolls those characteristics to oppose you). If the character uses Control to Resist the Fall he cannot use any DSP bonus but must also lower his Control by a number of dice equal to the number or DSPs the character has. This is due to the efforts of not using the Dark Side, similar to the rule that raises the difficulty number one level when not using the Dark Side bonus when using Force Skills.
Capsule: this is used whenever a Tainted character gains a dark side point to avoid falling to the dark side
If you successfully use this technique you do not become a Dark Side character. If you ever have a Dark Side score equal to or higher than the total of your Perception and Knowledge attributes added together you automatically fail to use this technique and become a dark side character.
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_________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jun 25, 2015 4:45 pm Post subject: |
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Random Numbers wrote: |
In my opinion it's the other way around. It's way to easy getting dsp. |
How so random? Looking at all the threads on this site for 'would this be a DSP or not" i see quite a few instances where something SHOULD be giving a DSP, but many others say "No, look at the intent".. _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Thu Jun 25, 2015 9:20 pm Post subject: |
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So how has this worked out for you in gameplay? _________________ "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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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Jun 26, 2015 6:36 pm Post subject: |
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crmcneill wrote: | So how has this worked out for you in gameplay? |
It worked really well actually.
The result is that it keeps the character on the edge to keep from triggering WOD.
Its easier as a GM to call for a test, which if failed often results in actions that gives the character a DSP, than to give out a DSP directly.
But the most fun part is the feeling of gradually losing control instead of just turning. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jun 27, 2015 12:11 am Post subject: |
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Have you had any players deliberately push the 'envelope' of what would get them a DSP? _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Sat Jun 27, 2015 1:01 am Post subject: |
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garhkal wrote: | Have you had any players deliberately push the 'envelope' of what would get them a DSP? |
I was wondering that, myself.
I think the only thing I would do differently is not allow the character to use Control, and make it strictly a Willpower roll. _________________ "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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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jun 27, 2015 4:25 pm Post subject: |
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But that makes it easir to resist as willpower is a normal skill while control (if you have no teacher) is costlier. _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Sun Jun 28, 2015 12:54 am Post subject: |
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Under those circumstances, you would be correct. However, what it also does is force them to spend CP improving either Willpower or Control, as opposed to throwing all their CP into a single skill that allows them to do both.
And really, if a Jedi can use either Willpower or Control, why would they bother improving Willpower at all? If Control gives them access to the various Control powers and the ability to resist the call of the Dark Side, why put CP into Willpower? Even if you are learning without a teacher at double CP cost, you are expending the same number of CPs as you would improving both Control (with a teacher) and Willpower at the same time. _________________ "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
Last edited by CRMcNeill on Sun Jun 28, 2015 5:36 pm; edited 1 time in total |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jun 28, 2015 4:39 pm Post subject: |
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Point taken _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Jul 06, 2015 6:31 pm Post subject: |
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In my experience, as willpower is cheaper to raise, players still pump CPs into wp. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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