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Starting Exp - Mini Game 5-6 Sessions
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Cowboy Hat
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PostPosted: Wed Nov 23, 2011 10:12 am    Post subject: Starting Exp - Mini Game 5-6 Sessions Reply with quote

If this double posts I apologise.

I'm planning on a 5-6 Game session and at least two of my PC's will be force users.

It's not a serious game, high jinks ahoy and all that.

I want my PC's to be able to use lightsabre combat and separately use a few force skills taking MAP's and still be able to be effective in the first round of combat without making them too competent.

There will be 2 other non jedi characters.

I was wondering how much exp to give them for this mini game as there probably won't be a lot of time to earn too much after it starts.

Any ideas?
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Guardian_A
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PostPosted: Wed Nov 23, 2011 10:42 am    Post subject: Reply with quote

I take it that this is for your comedy game?

This is really a judgement call for the GM. Without knowing what you are planning to throw at your players, its hard to say how much to start them with. If you arent sure, I'd suggest giving them what you "Feel" is right, then set up the first gaming session a little on the easy side. Then, you can ramp up any future sessions a little to provide more of a challenge if you need to.
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PostPosted: Wed Nov 23, 2011 10:47 am    Post subject: Reply with quote

Guardian_A wrote:
I take it that this is for your comedy game?

This is really a judgement call for the GM. Without knowing what you are planning to throw at your players, its hard to say how much to start them with. If you arent sure, I'd suggest giving them what you "Feel" is right, then set up the first gaming session a little on the easy side. Then, you can ramp up any future sessions a little to provide more of a challenge if you need to.


I was thinking of running it as an alternative New Hope but from the cantina scene. Perhaps with 5-6D in force skills, spread out - but thinking it might be a little much.
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Guardian_A
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PostPosted: Wed Nov 23, 2011 11:36 am    Post subject: Reply with quote

Cowboy Hat wrote:
Guardian_A wrote:
I take it that this is for your comedy game?

This is really a judgement call for the GM. Without knowing what you are planning to throw at your players, its hard to say how much to start them with. If you arent sure, I'd suggest giving them what you "Feel" is right, then set up the first gaming session a little on the easy side. Then, you can ramp up any future sessions a little to provide more of a challenge if you need to.


I was thinking of running it as an alternative New Hope but from the cantina scene. Perhaps with 5-6D in force skills, spread out - but thinking it might be a little much.


If thats the approach you want to take, maybe give your entire crew 20-22 Attribute dice to start out. The jedi can buy their powers from that pool, and the others can boost their attributes a little more to help compensate? (Normally, I wouldnt think of doing something like that, but given the duration and nature of your campaign, it should hurt any)
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garhkal
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PostPosted: Wed Nov 23, 2011 2:49 pm    Post subject: Reply with quote

Hows about start as normal, but everyone has 140 CP to spend.. no more than 4d improvements into 1 skill.
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cheshire
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PostPosted: Wed Nov 23, 2011 3:19 pm    Post subject: Reply with quote

Honestly, this depends on how well experienced they are with Force-using characters. I've found that handing a SWD6 newbie a Jedi knight leads to more confusion than if I had an experienced player a Jedi for a new game.

How new are the players.
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Bren
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PostPosted: Wed Nov 23, 2011 4:22 pm    Post subject: Reply with quote

cheshire wrote:
Honestly, this depends on how well experienced they are with Force-using characters. I've found that handing a SWD6 newbie a Jedi knight leads to more confusion than if I had an experienced player a Jedi for a new game.

How new are the players.
Totally agree.

If MAPs for the Jedi's is the primary concern you might want to count the MAPs per power used rather than per skill. You might also want to only count Force power MAPs against other Force powers not normal skills (and vice versa). These changes may allow Jedi with a 3D force skill to be quite functional without requiring the greater power of the 5D-6D range.
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PostPosted: Wed Nov 23, 2011 5:46 pm    Post subject: Reply with quote

hmm, good points.

They are all pretty new - I have said if any one wants to play force users then they have to be familiar with that aspect of the rule - but we all know how well that goes...
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Bren
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PostPosted: Wed Nov 23, 2011 5:50 pm    Post subject: Reply with quote

Cowboy Hat wrote:
hmm, good points.

They are all pretty new - I have said if any one wants to play force users then they have to be familiar with that aspect of the rule - but we all know how well that goes...
Yep. I've been running a Jedi character and GMing for many years and for some reason the Force rules still are difficult for me to parse.

It may be better to let them have a few skills that they good at and can do something with rather than a lot of skills that they will have to pick and choose between.
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PostPosted: Thu Nov 24, 2011 2:10 am    Post subject: Reply with quote

Bren wrote:
cheshire wrote:
Honestly, this depends on how well experienced they are with Force-using characters. I've found that handing a SWD6 newbie a Jedi knight leads to more confusion than if I had an experienced player a Jedi for a new game.

How new are the players.
Totally agree.

If MAPs for the Jedi's is the primary concern you might want to count the MAPs per power used rather than per skill. You might also want to only count Force power MAPs against other Force powers not normal skills (and vice versa). These changes may allow Jedi with a 3D force skill to be quite functional without requiring the greater power of the 5D-6D range.


Just be sure if you DO go that route, ensure they know it is only for this short mini game.. not to be though that it will extend to regular ones..
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PostPosted: Thu Nov 24, 2011 5:59 am    Post subject: Reply with quote

garhkal wrote:
Hows about start as normal, but everyone has 140 CP to spend.. no more than 4d improvements into 1 skill.


I'm thinking of giving them character points but maybe quite a bit less than that. Possibly about half?

70 should allow the force users (advancing as character gen so advancing control etc at attribute cost) to gain a die or so more - gaining a free power with each dice added and any other power at normal cost whilst allowing others to have slightly higher standard attributes/variety of skills.

cap of 4D to attributes?

one reason is I've had mini games that do end up going on for longer, if only because PC's go off track or over think their actions a lot! - well as well as them liking the games too!

EDIT: maybe 70 is a tad low...

One of the things a player pointed out is that unless you're running a one off game it's not worth buying too many force "attributes" a character gen as you get more force powers afterwards through CP expenditure.
For example - I buy at character creation 2D of Sense and get 2 powers vs I buy 1D at character creation, get one power but then buy it up to 1D+1 at skill cost and get a free power (teacher/instruction permitting) - not to mention I haven't just brought down another standard attribute by 1D.
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PostPosted: Thu Nov 24, 2011 7:07 am    Post subject: Reply with quote

I'm also thinking of having the Lightsaber Combat skill allow you to parry and deflect as one action...as it is really. Yeah it might be a higher difficulty to direct it back but just because you're rolling your control I can't see why it's a separate action.

Else my player, presuming they win initiative is rolling

-3D on all their actions just to activate their lightsabre and parry it back

...which is a tad impossible when they are not likely to have more than 3D in say Sense and 2D in Control as starting character wih . - in fact I would say you're mostly looking at 5D in both with use of CP to do well in it - which makes the other force powers quite potent, probably to a point where you would use them over lightsabre combat...extra CP


hmm, might have to rethink the force power.

Have already decided to go for reaction skills allowed only if you have actions left for two reasons - 1 speed of play and 2 - well they are broken.


damn, it seems as if I don't even like this system...which is not true. I think some of the design decisions just confuse me...
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PostPosted: Thu Nov 24, 2011 5:38 pm    Post subject: Reply with quote

Hows about half split it.. you say 70, i say 140.. so go 95
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PostPosted: Fri Nov 25, 2011 3:57 am    Post subject: Reply with quote

I think 95 works well.

Did character creation minus the extra CP last night as well as a basic explanation of the rules and house rules. Went well...I think.

I now have 4 players playing.

A Force using Ewok with a pet carnivore (baby Rancor or Juvenile Nexu - tryi g to work out a CP cost for that...)

A Force Using Jawa - survived the Jawa extermination by sensing the danger and learned its force skills from a vacant Ben's hut. Wants their own droid - so I'm going to give them HK-47 in the body of a gonk droid.

A Gand who likes to...err punch concrete? - I'm basing that on his 5D+ strength dice

A Toydarian aristocrat who's run away from daddy.

*twitch*
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PostPosted: Fri Nov 25, 2011 4:14 am    Post subject: Reply with quote

Gands max out at 5d.. Are you letting him go over?
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