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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Tue Aug 23, 2011 2:50 pm Post subject: Give Powers to Non-Jedi |
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This is an idea I am playing around to help promote powerful PCs, that don't have to be Jedi.
Looking at characters like Jango Fett, Boba Fett, Han Solo, Cad Bane, etc..
There are many characters that could go "toe to toe" so to speak(Whether it was a fist fight, melee, blaster vs saber) Yet in WEG Jedi just become so powerful with all their abilities.
So I was thinking of putting together some purchasable abilities, that Non-Jedi can take to help improve their combat abilities. For the most part I am thinking about passive skills like. Expert with Blaster Rifle(+1D every use with blaster rifle)
Or Combat instincts(+2D to all combat rolls in battle, similar to Combat sense)
Has anyone else ever thought of doing something like this? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Aug 23, 2011 3:03 pm Post subject: |
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It's certainly an interesting idea, especially given how unbalancing Force powers can be if a Jedi is upgunned from the RAW to something more like the films. _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Aug 23, 2011 4:25 pm Post subject: |
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For tech-trick characters like Fett and Cad Bane, I recall an idea from an old DC Heroes RPG where gizmo-heroes like Batman could actually invent new tech on the fly, if they rolled high enough. For instance, say a bounty hunter has four "instant tech slots" available and he is facing a Jedi Knight. He pulls his blaster and shoots at the Jedi, but the Jedi TK's the blaster out of his hand. In response, the bounty hunter could spend one of his instant tech slots and turn his blaster into a disguised grenade, which the Jedi just TK'ed into close proximity to himself (This method was actually used in the opening scenes of Darth Bane: Dynasty of Evil). _________________ "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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schnarre Commander
Joined: 08 Oct 2007 Posts: 333
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Posted: Tue Aug 23, 2011 4:40 pm Post subject: |
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...Had a game some time back whereupon, any player interested in such an ability for non-FS characters gave up 2 starting skill dice & picked one from a listing (don't have that anymore unfortunately). The character only had one ability from that list, though depending upon how the campaign proceeded he/she might develop another by some means; should this be cleared, then it was between 10-20 CP depending on what it was. _________________ The man who thinks he knows everything is most annoying for those of us that do. |
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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Tue Aug 23, 2011 7:18 pm Post subject: |
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I dislike and like that idea crmncneill. I like for my players to have to think outside the box first, and then reward for already being prepared.
At the same time I think it is kinda cool ;P
Yea, I was thinking around 15-25 Cps per power, with a different method at creation. Also this powers would only be available to non-force sensitive characters. And for the most part they will focus on combat. With that I believe it does still give the Jedi the "advantage" as they have other powers that affect a lot more then just combat.
I am gonna try to come up with a list, and then I'll post it on here. If anyone else has ideas be my guest to toss them out. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Aug 23, 2011 7:33 pm Post subject: |
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Here is a quick list.
Light-footed - 25cp. May add his Perception skill to the base difficulty for Force users to activate danger sense against.
Combat mind - 15cp. May ignore the first MAP when taking 2 or more attacks.
High pain threshold - 15/25cp. May ignore stun results/may ignore wound results (penalty dice).
Gutting it out - 30cp. On a stamina roll of difficult, may remain active if ever receives an Incapacitation or mortal wound, but suffers -2d from the pain of being up. _________________ Confucious sayeth, don't wash cat while drunk! |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Tue Aug 23, 2011 7:42 pm Post subject: |
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One way that I have dealt with the Force users being so powerful is by allowing them the option to upgrade their Force Powers.
How I allow my players to upgrade their powers is that I allow them to purchase the ability more than once. To buy a power a second time costs twice as much, the third time costs three times as much, the fourth time costs four times as much, etc. For each time the player buys the power, it lowers the DC by 1. I find this to be very valueable because most of the force users I have had want to buy useful skills several times (+5 in some cases.) This also allows the Force users in your group to show a "Natural Talent" when using a certain Force Power or range of powers. This has allowed my non-Force users to buy up their regular skills a little faster than the Force users can buy up their Force Powers allowing them to keep pace with the Force users a little better. |
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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Thu Aug 25, 2011 5:25 pm Post subject: |
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So here is a quick rough draft of what I've come up with so far. I haven't come up with costs of any of these abilities yet.
Gunslinger: Allows one "free" blaster shot per round.
Quickdraw: Can draw weapon and fire, without any MAP penalties
Dual: Can wield and use two pistols in each hand, without MAP penalties
Combat Instincts: At a difficult perception roll, they get +1D to all combat abilities and initiative, until knocked out or wounded. At which, they can attempt to bring it back up the next round. It is considered to be "automatically up" and does not grant map penalties for being up.
Adrenaline Rush: Willpower Check of Difficult, if successful automatically goes first in all combat rounds (If multiple users have Adrenaline Rush, go by highest roll of willpower) Grants a "free" action each round. Lasts a number of rounds as Ds in Willpower.
Specialist(Weapon): This type of weapon for the user is like part of themselves they are so good when wielding it. Because of this they gain +1D whenever they are using this type of weapon.
Tough: This user is just tough, and can use their willpower to ignore adverse affects of stunned, and prevent themselves from falling down when wounded, or stay conscious when damaged to knocked out level.
Must make Difficult Willpower checks.
One shot One Kill: This person knows how to make the kill with their blaster. Because of this whatever is left over from beating their opponents reaction(Dodge Vs Blaster Skill) They can add to their damage.
Fits like a Glove: Either used to it, or fitted to them, this person's armor doesn't hamper them like it normally would. Reducing the Dex Penalty by -1D. This can be taken twice.
Get your rear in Gear: This person can move, and still act. Movement in a round doesn't impose a map penalty.
I have a Knack(Skill): This person just has a knack for whatever they do. Because of this they can re-roll any roll of this skill, but must take the second roll. This can be taken a second time for double the cost, and instead of having to take the second roll the user can choose what roll to take.
Strong like Bull: This person is just good at hurtin another person, with their person. They gain +1D damage when just using their body.
Tough like Bull: This person can just take it like a real warrior. They gain +1D to resist damage. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Aug 25, 2011 5:49 pm Post subject: |
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Azai wrote: | So here is a quick rough draft of what I've come up with so far. I haven't come up with costs of any of these abilities yet. | Seems very Feat-like. Whether that is perceived as a flaw or a feat-ure is of course in the eye of the Beholder. |
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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Thu Aug 25, 2011 7:51 pm Post subject: |
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Part of D6's charm for me is the lack of Feats and the simplicity of chargen; I hate having to spend more than 2 minutes statting up NPC after NPC. But hey, it's your game, go sick. You couldn't go past looking at the Saga Edition then for inspiration, if that's what you want. Every book is crawling with feats. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Aug 25, 2011 8:18 pm Post subject: |
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The problem then becomes the resemblance that Feats and D6 Force powers share.
I've never been shy about my belief that the WEG RAW waters down the Force to anemic levels compared to how it is presented in the films, so having non-Force powers that can be added to skills as they improve would be a nice way to keep things balanced as I change up the Force powers to make them more powerful. I'm just not sure how I feel about what has been proposed so far. _________________ "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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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Thu Aug 25, 2011 9:19 pm Post subject: |
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I agree with crmcneill on the first part. Feats and Force powers are very similar. They are an ability, activated that does something. Either raise attributes, skill, or give the character some sort of information from the GM.
My desire is to purely bring non-force sensitives players into a "more" even playing field when fighting Jedi or Sith. So someone can really aspire to be that Boba Fett or Jango, that can go toe-to-toe with Force Users. Though I'm only gonna stay in the realm of combat, and avoid anything that doesn't really have something to do with that.
I also tend to favor players, and not concerned with giving them a few powerful abilities. Though this stuff is only for players, I wouldn't stat any NPC, stock or canon with any of these abilities. I play with just myself and another, MAYBE one more.
I would be interested on what people think on each individual ability though. It is a rough draft, I like some of them, some I feel are a bit powerful, or could be abused. Especially if combined with others. So whatever you think. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Aug 25, 2011 10:05 pm Post subject: |
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Azai wrote: |
I would be interested on what people think on each individual ability though. It is a rough draft, I like some of them, some I feel are a bit powerful, or could be abused. Especially if combined with others. So whatever you think. |
As an accomplished abuser of special rules, I think I could give you some help in this area once I have fewer other projects... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Bigkrieg Sub-Lieutenant
Joined: 20 Jun 2011 Posts: 69
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Posted: Tue Aug 30, 2011 8:45 pm Post subject: |
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I would like to see some more non-Jedi powers as well. I just started a new campaign and the first think that was said to me after wards was: "I don't know how much more powerful the Jedi are than normal characters." |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Aug 31, 2011 1:18 am Post subject: |
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So what would be some good non-Force abilities? D20 Feats? I know in D20, most of the Force powers are expressed in Feat form. _________________ "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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