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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Sep 20, 2012 1:19 am Post subject: |
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Like ATGXTG i would prefer it if it was Per OR sense... Not combined. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 20, 2012 6:01 am Post subject: |
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Why? _________________ "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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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Sep 20, 2012 9:12 am Post subject: |
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It can get very high very quickly. A padawan with 3D PER and 4D Sense has a 7D combined score. But if it is only for Initiative, I'm not so concerned anymore.Although I think I'd still prefer the substitution. It still seems a bit high (a Jedi would have little chance of blowing an intiative roll since nobody else is rolling more than 5D or so, ever). Maybe sub or +1D PER to give the characters with Sense 1D or 2D something. But I'm willing to see how the rest of it comes out.
The tough thing about most of the Jedi powers is that they work, but they don't seem to give the Jedi the win all the time. But anything more than a 2D edge or so becomes practically a sure thing in D6. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Sep 20, 2012 5:43 pm Post subject: |
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Lets see.. There are few species in starwars that allow a 4d+1 or greater perception, and most of those which do are not that combat oriented. Since even slowly played jedi pcs can get 5d+ sense and most start with 3d per, that would give them 8d+ for their initiative, which guarantees them init over anyone else period. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Sep 21, 2012 10:22 am Post subject: |
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garhkal wrote: | Lets see.. There are few species in starwars that allow a 4d+1 or greater perception, and most of those which do are not that combat oriented. Since even slowly played jedi pcs can get 5d+ sense and most start with 3d per, that would give them 8d+ for their initiative, which guarantees them init over anyone else period. |
Not quite, but close. Guys with 8D can roll bad, but for the most part it would be a given (opps not a Given).
But, since the original Danger Sense power did give Jedi the initiative, I don't see this as a radical change or problem. At least now a PC will occasionally blow the roll, and opposed Danger Sense will be easier to run.
My concerns are about big die pools in general, and MAPs. THe last thing a Jedi PC needs is more MAPs. I much rather see higher difficulties than more MAPs. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Sep 21, 2012 4:26 pm Post subject: |
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Though with this the Jedi does not even need to have danger sense active it seems.. where as before he did (so suffered the MAP of having it up. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri Sep 21, 2012 10:43 pm Post subject: |
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Ah.
I for one really liked the way they did Sixth Sense in the old Bond RPG. It was a secret roll made by the GM whenever the PC was about to get ambushed or some such. It was defined as a chance to notice something that the character really had no reason to notice (as opposed to PER, which was picking up on things you had a reason to notice -although PER rolls were secret too).
The difficulty of the roll was dependent on how hard it was to spot. And just how much info a PC got was dependent on how well the roll was compared tot he difficulty. Marginal rolls gave you that "got a bad feeling about this", while better rolls gave you more info.
It was "up" all the time, but it wasn't always going to work, or sometimes just give a vague sense of unease. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Sep 22, 2012 3:13 pm Post subject: |
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This is only part of my re-write. The major hang-up I had was how to graduate steps of awareness, and I solved that (for myself, at least) by tying it to the Sense bonus available to the Jedi to react.
My view on Danger Sense has always been that is tied to precognition, not telepathy or heightened senses. The way Danger Sense is written, it's either on or off: either normal ignorance or complete omnipotence, with nothing in between, and that's what I want to change. The only way to do it is to base it on dice, and the best match in the attributes and stats is Perception and Sense. A house rule making Force Sensitive an attribute would be a better match, but I'm trying to propose something that will work with the RAW before I switch it up.
Short version, to match the relative omniscience of the RAW for Danger Sense, the dice values must be relatively high, with only certain factors providing penalties. Since Danger Sense essentially allows the Jedi a limited vision of the future, that's not something that can be concealed by mundane surprise attacks and such. The best way to counter Danger Sense would be to use indirect attacks, non-lethal attacks, multiple simultaneous attacks, or attacks from a surprising source. In game terms, the best way to represent that sort of virtual omniscience regarding more direct attacks is to give the character high dice and/or low difficulties for the basic, mundane-approach attacks, then apply penalties and/or increased difficulty for the more creative, elusive stuff.
I'm still working on it. And considering most of my down time these days is spent bouncing down the interstate highways of America in the back of a semi-truck, I don't have a lot of free time available to sit and work this stuff out. The pieces are there, though... _________________ "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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