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Taking a swing at combat options for Force Users
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Naaman
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PostPosted: Wed Aug 21, 2013 2:26 am    Post subject: Reply with quote

Yeah, I hate that about D6. That is one area where I think d20 is "better." You actually have to take a "class" in order to be awesome at something, rather than just capable of it.f

If I ever get the time, I may do a fan book of my D6 revamp... maybe...
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Naaman
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PostPosted: Thu Aug 22, 2013 2:42 am    Post subject: Reply with quote

Tupteq wrote:
Naaman wrote:
Also, I don't like when a skill is "hampered" by effects that are supposed to help it (LSC as written, for example, produces a negative net effect for a beginner). So, I would tend to dictate that the use of the power does not, in any way, impose a MAP on the skills directly related to it (your opinion, of course, could be the opposite).


Indeed, my opinion is opposite Smile
I like this effect, when Force user needs to sacrifice something (MAP to all actions) to achieve an effect. In case of Starship Combat powers MAP is only -1D, so having control/sense at 1D+1 would provide a bonus. Of course, unless you have a high Fire Control (like 3D), then you need to have control at least 4D+1.

Naaman wrote:
Anyway, I would say it's definitely in the easy-moderate category. Though, since the risk of being stunned or wounded (and thereby being forced to drop the power) is almost non-existent, it probably doesn't really matter what the activation difficulty is, assuming the character uses it every time he fires up his craft (gotta stay in practice, right?).


I don't like idea of using these powers all the time. I'd probably put some restrictions on them, to make them kept for special occasions. How about this:
Control-based shooting can't be kept "up" and each subsequent use is at cumulative +5 to difficulty due to extreme concentration required. Penalties wear-off at rate -5/round.
Sense-based piloting's difficulty may depend on size of ship (Easy: airspeeder, Moderate: starfighter, Difficult: freighter) and may cause sensory overloading after battle (each minute of use causes 1 hour of reduced PER by -1D).

This may look very limiting, but IMO, if it could be used all the time, then it would be very powerful and it would make a great pilot from each Jedi (or perfect gunner in turret in case of control replacing Fire Control).

Naaman wrote:
As for it being two separate powers, I wound up (almost) treating my house rule'd LSC that way. You'll note that the second and third effect for starship combat actually depends upon control and sense respectively. Though, if you think it's more appropriate to base both of them on sense, I can certainly see it that way as well.


Yes, I think second and third effect are somehow similar (they are both boosting piloting), so I joined them together as a sense power.


I just hit on an idea of different approach - I'm writing it down while it's still fresh in my mind:

Force Fire Control (FFC)
Control Difficulty: Easy, +10 for next use (modifier wears off by -5 at the beginning of round)
You may precede shooting action by FFC roll. This incurs MAP, if you succeed, you may use your (full) control instead of weapon Fire Control.

Example: control 4D+1, starship gunnery 3D, Fire Control 2D. Using FFC and shoot requires two actions, so control roll is at -1D and shooting too, but final roll, in case of successful use is 3D+4D+1-1D=6D+1 instead of 3D+2D=5D. If character wanted to shoot twice with FFC help, then all actions would be at -3D (four actions).

Force Piloting (FP)
Sense Difficulty: Easy (speeder), Moderate (sterfighter), Difficult (freighter)
You may precede piloting action (move, maneuver, dodge) by FP roll. This incurs MAP and may be used as a reaction. If succeed, full sense is added to piloting roll.

Example: sense 3D+2, piloting 4D, maneuverability 1D. Using FP in reaction to attack would cause -1D penalty to sense roll and -1D to further piloting roll, but in effect player would roll: 4D+3D+2+1D-1D=7D+2 instead of 4D+1D=5D.

I'm not sure if I like it, but it looks quite simple and not too over-powered.



After reading through your ideas a few times (had to let it sink in... haha!) I really like it. I'm not a fan of tracking penalties and bonuses round by round (I like stuff to last the whole battle or just one turn), So I would probably just impose a penalty by some other method (for example, requiring the sacrifice of a character point or Force point sort of like the reduce injury power). Anyway, it looks like you have a good thing going there.
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