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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Tue Jul 10, 2012 1:27 am Post subject: |
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re: the shocking injuries and loss of his lightsabre, I should warn against offering a Player dark side options as the only role-playable options with what you lay before them, they will walk right into it so unless that's where you want to steer the campaign make sure you always give lightside options with visible rewards too. Give a dark side option, and give a light side option, give a dark side reward, and give a light side reward. Make it an even money character choice every time, keep it fun and try not to make them feel like victims unless within the plot and with a genuine, clear point to it and you hint this to the Player or he'll think you've got a personal problem with him outside of gameplay.
Face it you've beat this PC up pretty severely as it sounds, the Player himself is likely to feel a bit antsy over that unless there's a really good point to it all, just a GM reality of running games. Be brutal, but also appear totally reasonable in-game to your Players. It's not enough to know you're being neutral, you've got to let your Players know too, and if you're going to give one an extra hard time, you have to make the rewards for the PC making wise choices extra special too. Go harder being tough, then go harder with rewards too. Balance is key to appreciation and keeping it in gameplay.
For example, say a Jedi PC is a bit wild and bites off more than he can chew so I leave him captured, dismembered and his lightsabre is taken, well see the Imperial Base at which he is being held also happens to have a research facility run by the Investigations Department of COMPNOR, special ISB agents researching Jedi artefacts for the Emperor. Yes they took the PC's lightsabre and he is captured, but during one of the tedious interrogations (and annoying for the Player as he is held against his will while you just tell him what he does and what others do and he can't do anything), well one of the Interrogators lets slip that the facility happens to have a number of Jedi artefacts on another level, including some ancient lightsabres.
Now the Interrogators are particularly interested in what the PC knows about specific, archaic lightsabres (Scholar: Jedi Histories, or Scholar: Arcane Technologies), because apparently some of them have special abilities to infer to their user and the Emperor's agents are interested in discovering how these are unlocked. Perhaps a Jedi will know, hence the continuing interrogations.
Now the Player is going to be annoyed at his current situation initially, but this will soon be superseded by his interest in escaping and gaining some fantastic treasure. All of a sudden choosing the dark side options pale in comparison to maintaining his Jedi status and maybe getting out of all this with some powerful Ancient Lightsabre to replace his own, one that gives him a bonus to his Force Skills or Lightsabre skill or something like that.
Keep a ray of hope for the Player, especially when you're making their world dark. As a GM running Jedi PCs, in this context, think of the Living Force. Think of it as a living thing not just like karma, but also something that actually wants the PCs to come good and succeed. |
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MattMartin23 Lieutenant Commander

Joined: 25 Jun 2012 Posts: 102
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Posted: Tue Jul 10, 2012 1:09 pm Post subject: |
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vanir wrote: | re: the shocking injuries and loss of his lightsabre, I should warn against offering a Player dark side options as the only role-playable options with what you lay before them, they will walk right into it so unless that's where you want to steer the campaign make sure you always give lightside options with visible rewards too. Give a dark side option, and give a light side option, give a dark side reward, and give a light side reward. Make it an even money character choice every time, keep it fun and try not to make them feel like victims unless within the plot and with a genuine, clear point to it and you hint this to the Player or he'll think you've got a personal problem with him outside of gameplay.
Face it you've beat this PC up pretty severely as it sounds, the Player himself is likely to feel a bit antsy over that unless there's a really good point to it all, just a GM reality of running games. Be brutal, but also appear totally reasonable in-game to your Players. It's not enough to know you're being neutral, you've got to let your Players know too, and if you're going to give one an extra hard time, you have to make the rewards for the PC making wise choices extra special too. Go harder being tough, then go harder with rewards too. Balance is key to appreciation and keeping it in gameplay.
For example, say a Jedi PC is a bit wild and bites off more than he can chew so I leave him captured, dismembered and his lightsabre is taken, well see the Imperial Base at which he is being held also happens to have a research facility run by the Investigations Department of COMPNOR, special ISB agents researching Jedi artefacts for the Emperor. Yes they took the PC's lightsabre and he is captured, but during one of the tedious interrogations (and annoying for the Player as he is held against his will while you just tell him what he does and what others do and he can't do anything), well one of the Interrogators lets slip that the facility happens to have a number of Jedi artefacts on another level, including some ancient lightsabres.
Now the Interrogators are particularly interested in what the PC knows about specific, archaic lightsabres (Scholar: Jedi Histories, or Scholar: Arcane Technologies), because apparently some of them have special abilities to infer to their user and the Emperor's agents are interested in discovering how these are unlocked. Perhaps a Jedi will know, hence the continuing interrogations.
Now the Player is going to be annoyed at his current situation initially, but this will soon be superseded by his interest in escaping and gaining some fantastic treasure. All of a sudden choosing the dark side options pale in comparison to maintaining his Jedi status and maybe getting out of all this with some powerful Ancient Lightsabre to replace his own, one that gives him a bonus to his Force Skills or Lightsabre skill or something like that.
Keep a ray of hope for the Player, especially when you're making their world dark. As a GM running Jedi PCs, in this context, think of the Living Force. Think of it as a living thing not just like karma, but also something that actually wants the PCs to come good and succeed. |
I see your points. All are well founded. You have some great ideas as well that I will consider for future campaign sessions. As for the present, after getting out of bacta and off the medical table and after seeing that he was maimed by the incident, now having new cybernetic body parts, I am giving him the task to focus inward, dealing with his personal body alterations and the loss of the lightsaber. Many questions now would cloud his mind: Why was as he unfocused? Why did he not sense the approaching desert pirates? Was his vision clouded by thoughts of revenge toward his Father? How will I battle confidently without my lightsaber after attuning to it? I think this set of circumstances may lead him away from his constant want to kill Wookies.
As for the immediate future, with him adjusting to his new limbs and with the other PC being a Chiss bounty hunter, the Jedi character will go along for the ride on the hunter's next job taking the time to heal and recollect his thoughts. Some NPCs are currently gather information on the whereabouts of the desert pirates who attacked his sandspeeder causing it to explode. The entire next session the character will be limited to his blaster or vibro sword and limited Force powers. He does have body armor if he wishes to be protected and stay low key as an alternative to wearing Jedi clothing and dodging around. The character's current girlfriend will encourage him to wear the body armor for protection. An Imperial loyalist she does not believe in the Force. |
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vanir Jedi

Joined: 11 May 2011 Posts: 793
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Posted: Wed Jul 11, 2012 12:48 am Post subject: |
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You know I'm just going to start shootin the breeze here because you made me think of some interesting things with what's going on in your game. As I said I'm interested for you to keep us updated on how this all turns out.
You brought up an interesting point with the Jedi being forced to rely on life without his lightsabre. And it's an interesting thing, within my party's gameworld we've previously discussed a lot of canon and created a SWU that suits our gameplay. In our galactic history the Jedi didn't always use lightsabres, and didn't invent them. They merely learned to channel the Force through that weapon and selected it as the most eloquent type for the Order, more precise and ceremonial than a blaster but just as deadly.
Being generally considered the weapon of the Jedi in the current age, there isn't really very much within the game mechanics for alternative militant emphasis using the Force other than with the lightsabre. It's a fairly unexplored area.
But lets say the Jedi did not have lightsabres. Ostensibly when taking a militant emphasis they will find ways of enhancing the use of other weapon types with the Force, they do this with lightsabres so why not?
There is some Jedi-like force users which wield blasters as their main weapons, as I recall in some game mechanics. Perhaps these Jedi have learned to use their Sense skill to enhance their Blaster skill? Perhaps if they construct special blasters using Force-imbued focus crystals they could also use Control to enhance damage? Effectively creating a new Force Power one might call Blaster Combat as synonymous with Lightsabre Combat.
I'm getting to a point. Within your game, what if a Jedi who was left without his lightsabre, began developing his use of the Force to enhance in whatever way is conceivable and reasonable, mundane items to increase his combat ability as a Jedi? An interesting character direction, no? Something for a Player to get excited about and offset the loss of his lightsabre?
How about whilst he is armoured one day, he is being shot at and suddenly you make him roll a Sense skill (reactionary roll), and if he makes the range difficulty for the blaster shot at him, you let him negate any Dexterity penalty of the armour he's wearing.
This is as a device to introduce a new power he may try to meditate upon and develop. Use it as a special case introduction that just randomly happens, to show the Player that if he can be creative enough with his use of the Force he maybe able to come up with new powers. This little action event device is to introduce this possible new power for the Player.
We could call it, Jedi Armour.
It is a control/sense power.
Prerequisites: danger sense, life detection.
An easy control difficulty +3 for each additional attacker; followed by a sense difficulty equal to the highest range class of the attack (ie. medium range = moderate).
This power maybe kept up.
When the Jedi activates this power, he prepares his stance and movement in combat, as such he is naturally in a good position and balance, with an almost premonition like capability to negate any Dexterity penalty of armour that he is wearing, when dodging ranged enemy attacks at a distance. The MAP penalty is not used for maintaining this power for dodge rolls (although it applies to other actions). This power cannot be used against melee or point blank attacks.
Just tossing that up there. The idea of course is an attempt to offset deleting advantages Players usually have, such as a Jedi with his lightsabre by distracting them with other directions to point their attention with some possibility of usable rewards. These sort of things might also help a Jedi to exercise some adaptability in overcoming trials by showing there are genuine rewards for lateral thinking, given by the Force for those attuned. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 11, 2012 2:27 am Post subject: |
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Quote: | I'm getting to a point. Within your game, what if a Jedi who was left without his lightsabre, began developing his use of the Force to enhance in whatever way is conceivable and reasonable, mundane items to increase his combat ability as a Jedi? An interesting character direction, no? Something for a Player to get excited about and offset the loss of his lightsabre? |
Unless he is a master, or has lots of time and jedi artifacts to research from i can't see a padawan just researching a new force power on his own. _________________ 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 Jul 11, 2012 7:56 am Post subject: |
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Why not? That's largely what Luke did. But conceded I'm coming at it from my own angle here. In our game some of the Players have been with the group since the old 1e days when the Force in general was a lot less defined in RAW and required a lot of Player creativity to use, even as a starting Jedi. Of course the precept is the game originally being designed with the Rebellion era in mind, with the assumption that finding a Master was rare if it ever happened and PC Jedi often came into it from Quixotic ranks (they just developed Force powers by devotion).
The very premise of the Quixotic Jedi is that this is a PC which through his own creativity and avid interest in the Jedi Knights of old, none of which he has met personally, he develops Force skills. Constructing a lightsabre however would be a totally different kettle of fish and would require some sort of training and/or major Quest.
The way we approach it in our game is when in the Rebellion era the Jedi are few and far between and largely forge their own path. On average they have higher dice but fewer powers, the powers which they do have most they've discovered themselves through trial and error and PC creativity. The GM then essentially selects the power most resembling the effect the PC is trying to achieve, and helps him stumble along developing this power until he can use it on call. It can be quite a roleplay opportunity.
When we do an Old Republic campaign, rare but we have, the Jedi of those times tend to approach things a little more through training alone, rarely developing their use of the Force without direct apprenticeship to a Master. They tend to have lower skills on average but many more powers.
But in those times there were many more archetypteral options, you could be a Battlemaster, or a Jedi Healer, or a Beastmaster and so on, you could pick specific Jedi careers and received specialised training for that purpose. Jedi of the Rebellion era more forge their own path. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jul 11, 2012 11:53 am Post subject: |
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garhkal wrote: | Unless he is a master, or has lots of time and jedi artifacts to research from i can't see a padawan just researching a new force power on his own. | I can, for some powers. Especially if the power relates to something the padawan has seen in play or a power that has been used on the padawan. It's one of the ways padawans in our games end up learning Dark Side powers. But different strokes for different folks. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 11, 2012 4:37 pm Post subject: |
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vanir wrote: | Why not? That's largely what Luke did. But conceded I'm coming at it from my own angle here. In our game some of the Players have been with the group since the old 1e days when the Force in general was a lot less defined in RAW and required a lot of Player creativity to use, even as a starting Jedi. Of course the precept is the game originally being designed with the Rebellion era in mind, with the assumption that finding a Master was rare if it ever happened and PC Jedi often came into it from Quixotic ranks (they just developed Force powers by devotion).
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What luke did was self learn force powers that already existed. What you are on about is practically creating an entirely new force power. Which is a whole nother ball of wax.
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The very premise of the Quixotic Jedi is that this is a PC which through his own creativity and avid interest in the Jedi Knights of old, none of which he has met personally, he develops Force skills. Constructing a lightsabre however would be a totally different kettle of fish and would require some sort of training and/or major Quest.
The way we approach it in our game is when in the Rebellion era the Jedi are few and far between and largely forge their own path. On average they have higher dice but fewer powers, the powers which they do have most they've discovered themselves through trial and error and PC creativity. The GM then essentially selects the power most resembling the effect the PC is trying to achieve, and helps him stumble along developing this power until he can use it on call. It can be quite a roleplay opportunity. |
And how many CP are you handing out to the point they get so high force powers with no master??
Has he with all this power been hunted?
Quote: | I can, for some powers. Especially if the power relates to something the padawan has seen in play or a power that has been used on the padawan. It's one of the ways padawans in our games end up learning Dark Side powers. But different strokes for different folks. |
As mentioned, there already exists rules for attempting to use/learn a force power you have not been able to find to get taught. What the OP seems to be going for is Making a flat out new power. _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Jul 11, 2012 4:47 pm Post subject: |
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garhkal wrote: | vanir wrote: | Why not? That's largely what Luke did. But conceded I'm coming at it from my own angle here. In our game some of the Players have been with the group since the old 1e days when the Force in general was a lot less defined in RAW and required a lot of Player creativity to use, even as a starting Jedi. Of course the precept is the game originally being designed with the Rebellion era in mind, with the assumption that finding a Master was rare if it ever happened and PC Jedi often came into it from Quixotic ranks (they just developed Force powers by devotion).
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What luke did was self learn force powers that already existed. What you are on about is practically creating an entirely new force power. Which is a whole nother ball of wax. | Well, if the Force does have a will, all Force powers may already exist, and just be taught by the Force as it so desires... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jul 11, 2012 5:23 pm Post subject: |
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garhkal wrote: | What the OP seems to be going for is Making a flat out new power. | OK. Well George and the various script writers/producers of the movies and TV shows, the authors of the EU comics and novels, the game desigers and adventure writers at WEG and WOTC, and GMs in general have been making flat out new powers for 35 years now. Thus the list of powers has grown over time. As long as the GM signs off on it, I'm not too fussed about a player - through their PC - making up a new power. Is there some reason you think I should be concerned? |
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MattMartin23 Lieutenant Commander

Joined: 25 Jun 2012 Posts: 102
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Posted: Wed Jul 11, 2012 9:04 pm Post subject: Jedi PC wanting to kill Wookies... |
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vanir wrote: | You know I'm just going to start shootin the breeze here because you made me think of some interesting things with what's going on in your game. As I said I'm interested for you to keep us updated on how this all turns out.
You brought up an interesting point with the Jedi being forced to rely on life without his lightsabre. And it's an interesting thing, within my party's gameworld we've previously discussed a lot of canon and created a SWU that suits our gameplay. In our galactic history the Jedi didn't always use lightsabres, and didn't invent them. They merely learned to channel the Force through that weapon and selected it as the most eloquent type for the Order, more precise and ceremonial than a blaster but just as deadly.
Being generally considered the weapon of the Jedi in the current age, there isn't really very much within the game mechanics for alternative militant emphasis using the Force other than with the lightsabre. It's a fairly unexplored area.
But lets say the Jedi did not have lightsabres. Ostensibly when taking a militant emphasis they will find ways of enhancing the use of other weapon types with the Force, they do this with lightsabres so why not?
There is some Jedi-like force users which wield blasters as their main weapons, as I recall in some game mechanics. Perhaps these Jedi have learned to use their Sense skill to enhance their Blaster skill? Perhaps if they construct special blasters using Force-imbued focus crystals they could also use Control to enhance damage? Effectively creating a new Force Power one might call Blaster Combat as synonymous with Lightsabre Combat.
I'm getting to a point. Within your game, what if a Jedi who was left without his lightsabre, began developing his use of the Force to enhance in whatever way is conceivable and reasonable, mundane items to increase his combat ability as a Jedi? An interesting character direction, no? Something for a Player to get excited about and offset the loss of his lightsabre?
How about whilst he is armoured one day, he is being shot at and suddenly you make him roll a Sense skill (reactionary roll), and if he makes the range difficulty for the blaster shot at him, you let him negate any Dexterity penalty of the armour he's wearing.
This is as a device to introduce a new power he may try to meditate upon and develop. Use it as a special case introduction that just randomly happens, to show the Player that if he can be creative enough with his use of the Force he maybe able to come up with new powers. This little action event device is to introduce this possible new power for the Player.
We could call it, Jedi Armour.
It is a control/sense power.
Prerequisites: danger sense, life detection.
An easy control difficulty +3 for each additional attacker; followed by a sense difficulty equal to the highest range class of the attack (ie. medium range = moderate).
This power maybe kept up.
When the Jedi activates this power, he prepares his stance and movement in combat, as such he is naturally in a good position and balance, with an almost premonition like capability to negate any Dexterity penalty of armour that he is wearing, when dodging ranged enemy attacks at a distance. The MAP penalty is not used for maintaining this power for dodge rolls (although it applies to other actions). This power cannot be used against melee or point blank attacks.
Just tossing that up there. The idea of course is an attempt to offset deleting advantages Players usually have, such as a Jedi with his lightsabre by distracting them with other directions to point their attention with some possibility of usable rewards. These sort of things might also help a Jedi to exercise some adaptability in overcoming trials by showing there are genuine rewards for lateral thinking, given by the Force for those attuned. |
I like your concept and am very much thinking of adding this to my next session. He will be on a bounty hunting mission with other PC and 2 NPCs in body armor. He force meditates while on way to hideout of bounty. Snipers will open fire. Power will emerge. The showdown will be epic. Waiting to see if Jedi PC decides to accessorize with a Virbo Sword or if he decides to upgrade from his DL-44 to something with more kick. Should be fun either way.
On a side note, the PC Jedi stats are still kind of low. Lightsaber: 6D, Sense 5D+2, Control 4D+2, Alter 4D. He has only been trained by 1 Master and had 3 days of training, 14 hours each day. He was pretty much sequestered from the world with the other PC and the NPCs doing all their actions in his absence. We were able to speed through that so the 3 days ended up being half-hour of actual game time. |
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MattMartin23 Lieutenant Commander

Joined: 25 Jun 2012 Posts: 102
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Posted: Wed Jul 11, 2012 9:07 pm Post subject: PC Character eager to kill Wookiees, |
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Bren wrote: | garhkal wrote: | Unless he is a master, or has lots of time and jedi artifacts to research from i can't see a padawan just researching a new force power on his own. | I can, for some powers. Especially if the power relates to something the padawan has seen in play or a power that has been used on the padawan. It's one of the ways padawans in our games end up learning Dark Side powers. But different strokes for different folks. |
He has never seen such an action be done. He was trained by a Jedi Master no different than Luke was. He learned the basics in a simulated setting. There was no on-the-job Jedi training. Thus if this power were to emerge for the character it would be out of attuning with the Force; in a sense darwinism force-training style. |
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MattMartin23 Lieutenant Commander

Joined: 25 Jun 2012 Posts: 102
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Posted: Wed Jul 11, 2012 9:10 pm Post subject: PC Jedi Looking to Kill Wookiees. |
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Fallon Kell wrote: | garhkal wrote: | vanir wrote: | Why not? That's largely what Luke did. But conceded I'm coming at it from my own angle here. In our game some of the Players have been with the group since the old 1e days when the Force in general was a lot less defined in RAW and required a lot of Player creativity to use, even as a starting Jedi. Of course the precept is the game originally being designed with the Rebellion era in mind, with the assumption that finding a Master was rare if it ever happened and PC Jedi often came into it from Quixotic ranks (they just developed Force powers by devotion).
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What luke did was self learn force powers that already existed. What you are on about is practically creating an entirely new force power. Which is a whole nother ball of wax. | Well, if the Force does have a will, all Force powers may already exist, and just be taught by the Force as it so desires... |
Good point. The Force has a will of its own. It could be the will of the Force for the PC to discover a new ability. Perhaps the unique circumstances of the cybernetics, loss of lightsaber, meditating on this strange new world...all of those factors may have come together for him to gain a new ability. Perhaps it only exits when the character is without his lightsaber. |
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MattMartin23 Lieutenant Commander

Joined: 25 Jun 2012 Posts: 102
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Posted: Wed Jul 11, 2012 9:14 pm Post subject: PC Jedi eager to Kill Wookiees. |
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Bren wrote: | garhkal wrote: | What the OP seems to be going for is Making a flat out new power. | OK. Well George and the various script writers/producers of the movies and TV shows, the authors of the EU comics and novels, the game desigers and adventure writers at WEG and WOTC, and GMs in general have been making flat out new powers for 35 years now. Thus the list of powers has grown over time. As long as the GM signs off on it, I'm not too fussed about a player - through their PC - making up a new power. Is there some reason you think I should be concerned? |
Very true indeed. He is not a very powerful Jedi character. Having that bonus won't hurt him too much. After all he is fresh out of bacta, now has cybernetics, has had a day to meditate in bacta and 2 days to meditate on the space flight to the current world they are on. It would make sense that a minor new bonus power would be attributed to being on the new world, meditating in the Force, having to come to grip with the loss of a limb, all the painful maturity could have produced this rare benefit. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 12, 2012 1:51 am Post subject: |
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Bren wrote: | garhkal wrote: | What the OP seems to be going for is Making a flat out new power. | OK. Well George and the various script writers/producers of the movies and TV shows, the authors of the EU comics and novels, the game desigers and adventure writers at WEG and WOTC, and GMs in general have been making flat out new powers for 35 years now. Thus the list of powers has grown over time. As long as the GM signs off on it, I'm not too fussed about a player - through their PC - making up a new power. Is there some reason you think I should be concerned? |
I thnk there should be some sort of established rules for it.. like min force powers, prerequisites, time taken, etc... Not just something ruled on the fly.
Similar to how ADND has spell researching for making new spells. _________________ 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: Thu Jul 12, 2012 7:56 am Post subject: |
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garhkal wrote: | Bren wrote: | garhkal wrote: | What the OP seems to be going for is Making a flat out new power. | OK. Well George and the various script writers/producers of the movies and TV shows, the authors of the EU comics and novels, the game desigers and adventure writers at WEG and WOTC, and GMs in general have been making flat out new powers for 35 years now. Thus the list of powers has grown over time. As long as the GM signs off on it, I'm not too fussed about a player - through their PC - making up a new power. Is there some reason you think I should be concerned? |
I thnk there should be some sort of established rules for it.. like min force powers, prerequisites, time taken, etc... Not just something ruled on the fly.
Similar to how ADND has spell researching for making new spells. |
That's perfectly fair but you must understand it's making a GM ruling on how you wish to interpret use of the Force within your gameworld environment. In our game world even the listed powers are abstract guidelines and Players are given a lot of latitude in using them. This is because most of the Players were in our old 1e campaigning when that was how the Force originally worked in WEG.
Even the template descriptions of heroes in WEG sourcebooks mentions every character description of available Force powers for them, these words: "these are the powers the character has thus far demonstrated..."
It mentions for Palpatine's CS (paraphrasing), "the Emperor invents new powers at a whim"
Generally speaking the system we've inferred from sourcebooks plus our own 1e gaming history is that developing new Force powers comes down largely to what the character can conceive of how to use the Force specifically and in terms of which component skills, and how to concentrate them, to achieve a desired effect. The easiest way is certainly to either reinvent powers you have seen, or be taught powers another Force user is capable of using, but what it all comes down to is the Force can be used this way, and if you can come up with a reasonable explanation of how to use the Force this way, and you have the skill to make the rolls, you can.
You're wondering about limiting factors for gameplay, to prevent uber gaming? Use Scholar: Jedi Lore, or Scholar: Sith Alchemy.
Let's say I have a Young Jedi. Low skills, only a couple of powers. I want to teach myself Projective Telepathy because I don't have it, I only have Receptive Telepathy. Do I need a Master to show me that I can send telepathy with the Force as well as receive it? That's silly, one would naturally assume if you can do one, there must be a way of doing the other. But how is the question, that's what has to be roleplayed.
What does my PC think of? How does he concentrate the Force to create Projective Telepathy? I guess I'll have to meditate. But what would I meditate on? Maybe I should look up some Jedi histories, find some archives, go on a sidequest to research some Scholar: Jedi Lore. I have say, 4D in Jedi Lore now, but I go on my sidequest, we adventure, get shot at, save the girl, win some treasure, shoot a death star, I get some CP, I spend it on a pip of Scholar: Jedi Lore (under RAW you can place one pip in a skill you used in the adventure without formal training) and save some for Control or Sense (which I also used variously during the adventures), Now I roll my Jedi Lore at the GM designated difficulty (if well role played for how it is researched, the GM might rule a low difficulty, if the Player is just trying to get a new power without much roleplaying of the process, GM might rule high difficulty).
I make my roll, so I have an idea how to meditate on Projective Telepathy to learn this power. I concentrate, I try it, I roll the difficulties, if I make those rolls I write down the new power. If I fail them I tried but failed. Have to try again in future, after learning some more.
Trust me this limits the gaining of new powers so Players aren't just writing them down by the dozen or anything. But what it does and what it should do, is adds a Roleplay device for enhancing the Player involvement in using their character in game to get what they want for them. It adds immersion so it can't be bad. The ultimate guiding rule is you're the GM, you're the one with all the power. And a great power to have is to be reasonable so you can extend consistent systems beyond RAW, and during player discussion it all makes sense. |
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