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-1D for keeping powers "up"
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noctum_carpe
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PostPosted: Mon Oct 29, 2007 6:31 pm    Post subject: Reply with quote

Perhaps that was just bad luck 8)
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slaughterj
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PostPosted: Thu Nov 01, 2007 3:54 pm    Post subject: Reply with quote

Ankhanu wrote:
And that's why training time and one pip at a time rules have to be enforced. Sure, you can sink all your points into Force skills alone, but it's going to take months of dedicated training to do it, removing the character for long periods from any kind of actual adventuring with the rest of the gaming group. While, with a good, organized GM, this can be fun, and fascinating to RP out, it's generally not a fantastic idea.



Meh, I prefer the looser style for many things from the first edition. "Teaching" rules and sitting around to train smacks too much of DnD drudgery rather than entertaining adventuring. Even if people requiring teaching / time off to train in games, all that means is that the GM moves time forward past that and then runs the next adventure anyway, so it's largely pointless - it's not like you say to the Jedi PC "sorry, you can't come to the next game session because you're being taught" Rolling Eyes
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Ankhanu
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PostPosted: Thu Nov 01, 2007 4:09 pm    Post subject: Reply with quote

Training can be ongoing through a story... it just means that character points can't be spent for a while, or can be spent, but the benefit doesn't surface for a while; Train a bit each day, adventure the rest. You can't complain about the rules allowing Jedi to become to powerful if you don't use the rules that are in place to keep them in check. Of course they're going to be too strong if you accelerate the learning process and make it cheap.

Training can also be a good side mission... means their out of the main story for a while, but a creative/skilled GM can run two stories at once for the two character groups. Make training the character's adventure, like Luke working with Yoda while the others are flying around battling the Empire and chilling on Cloud City.
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garhkal
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PostPosted: Thu Nov 01, 2007 6:07 pm    Post subject: Reply with quote

And also the finding and convincing the teacher to accept you as a student can be an adventure in it's own right.
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DoubtBreak
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PostPosted: Thu Nov 01, 2007 11:51 pm    Post subject: Reply with quote

Gry Sarth wrote:
Control Pain, as written, is useless for Wounded characters, since you only trade a -1D for injury for a -1D for MAPs. Enhance Attribute would also negate its own bonus at the lowest level.


In those two cases, I believe the power's effects are intended to last longer than the time to use, and are not actually kept "up." But I may be misinterpreting.

Edit: Sorry, this should probably go in the Control Pain thread.
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garhkal
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PostPosted: Fri Nov 02, 2007 3:15 pm    Post subject: Reply with quote

Well enchance attribute has more uses than just the bonus for Skills. What if you have no skill and are defaulting to a die roll. Also a lot of opposed checks are based on dex/str. like breaking out of a wrestling hold, or resisting being knocked down.
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slaughterj
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PostPosted: Wed Nov 07, 2007 12:01 pm    Post subject: Reply with quote

Ankhanu wrote:
Training can be ongoing through a story...


That can be interesting on occasion, but not every single time one has to train to get a pip in a Force skill - that's just monotonous.

Ankhanu wrote:
Of course they're going to be too strong if you accelerate the learning process and make it cheap.


It wouldn't be cheap, it would be at the stated cost in the book. And the learning process wouldn't be unduly accelerated, just skipped over to the next adventure. And finally, a Force user can't just drop points in force skills, they have many other skills to increase as well, so they won't get too strong too quickly by skipping over gaming during training time and going straight to the adventures between training most of the time.

Ankhanu wrote:
Training can also be a good side mission... means their out of the main story for a while, but a creative/skilled GM can run two stories at once for the two character groups. Make training the character's adventure, like Luke working with Yoda while the others are flying around battling the Empire and chilling on Cloud City.


Again, that can be interesting on occasion, but not every single time one has to train to get a pip in a Force skill - that's just monotonous.
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Ankhanu
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PostPosted: Wed Nov 07, 2007 1:08 pm    Post subject: Reply with quote

The twists and turns in the subject of this discussion have been interesting... it started off with a complaint on how Force Users are nerfed by having MAPs for keeping powers up, moved on to how powerful Force Users can be and how they can dominate combat, moving on to methods to retard the power of Force Users, moving on to how to make accessing the Force more difficult for light siders and easier for dark siders...

... most of which is about weakening Force Users, when the OP is about them being too weakened.

We're a curious crew Razz


Somewhere along the lines I thought that slaughterj was saying that Jedi were too powerful, so I started providing mechanics for changing that within a campaign... but upon quickly reviewing the thread, he wasn't looking for that at all. Slaughterj, you may disregard my suggestions for limiting Jedi progress, as, well, it's not something you're interested in doing Razz
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garhkal
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PostPosted: Wed Nov 07, 2007 7:54 pm    Post subject: Reply with quote

slaughterj wrote:
And finally, a Force user can't just drop points in force skills, they have many other skills to increase as well, so they won't get too strong too quickly by skipping over gaming during training time and going straight to the adventures between training most of the time.


Actually nearly everyone i have known who had jedi characters, dropped all available CP in to their force abilities till they hit 6-7d, THEN started to worry about the rest of their skills... though dodge and lightsaber also always went up too.
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Jedi Skyler
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PostPosted: Thu Nov 08, 2007 3:05 am    Post subject: Reply with quote

Well, that can be easily curtailed using the method one of my GMs uses:

IF YOU DIDN'T USE THE SKILL, YOU CAN'T RAISE IT THIS TIME!!!

That way, if the Jedi was running around doing this and that, but not using the Force, they're not going to get to add CPs to any of the Force skills during an award session because they didn't practice that skill. As long as the GM is across the board with this, holding ALL players to this rule, there should be no problems.
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Jedi Skyler
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PostPosted: Thu Nov 08, 2007 3:06 am    Post subject: Reply with quote

Well, that can be easily curtailed using the method one of my GMs uses:

IF YOU DIDN'T USE THE SKILL, YOU CAN'T RAISE IT THIS TIME!!!

That way, if the Jedi was running around doing this and that, but not using the Force, they're not going to get to add CPs to any of the Force skills during an award session because they didn't practice that skill. As long as the GM is across the board with this, holding ALL players to this rule, there should be no problems.
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cunning_kindred
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PostPosted: Thu Nov 08, 2007 3:51 am    Post subject: Reply with quote

The Force is too useful for that rule to work. There's always a reason to use it at some point during the adventure.
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noctum_carpe
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PostPosted: Thu Nov 08, 2007 4:00 am    Post subject: Reply with quote

Jedi Skyler wrote:
Well, that can be easily curtailed using the method one of my GMs uses:

IF YOU DIDN'T USE THE SKILL, YOU CAN'T RAISE IT THIS TIME!!!

That way, if the Jedi was running around doing this and that, but not using the Force, they're not going to get to add CPs to any of the Force skills during an award session because they didn't practice that skill. As long as the GM is across the board with this, holding ALL players to this rule, there should be no problems.


Thats good reasoning, i use the same in my games. Unless you raise something you did previous adventures as well, i allow that to.
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masque
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PostPosted: Thu Nov 08, 2007 4:10 am    Post subject: Reply with quote

I use a variant on that myself. Every time a player uses a skill successfully I have them put a tick mark by it on their character sheet, and those are the skills that they can increase with CPs without having to deal with "training." I figure experience in "real life" situations is just as good, if not better than training.

I also came up with a house rule where if someone successfully attempts to use a skill that they don't have using their default attribute then I give them a pip in that skill for the cost of one CP. So if the player's Technical was 3D+1, and they succeeded at a Computer Programming at 3D+1, I'll let them go to 3D+1 for 1 CP. After that they increase it as normal, of course, but I find that it encourages the players to try out new things and broaden their skill bases without unbalancing the game (since everyone can do it, of course).
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noctum_carpe
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PostPosted: Thu Nov 08, 2007 4:18 am    Post subject: Reply with quote

I usually give out skill specific cp on occation as well. If the players have used it a lot during an adventure, not for the common skills like blaster, dodge thou and only until its raised +2D over its attribute i find that that broadens the chars a littke something i like.
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