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Jedi knight, what does that require & prestige classes q
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lurker
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PostPosted: Wed Oct 31, 2012 11:44 pm    Post subject: Jedi knight, what does that require & prestige classes q Reply with quote

Ok I must have failed my search check on this, because I keep coming up with 2K+ results on my search …

What is the requirement for being a jedi knight? (I don’t have access to my few RPG books so I can’t look up the BTB read on it. I assume there is a dice level requirement in the 3 force areas, plus I remember there being a test to pass. That said, what is the level and test?

Also, I remember seeing in the WOTC book (at least I think it was WOTC) there being jedi prestige classes – councilor, guardian, and or 2 more I can’t remember. That said, how are these handled in d6 ?

Again thanks for the help
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jmanski
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PostPosted: Wed Oct 31, 2012 11:58 pm    Post subject: Reply with quote

Yeah, no requirement per say that I know of since d6 was almost entirely during the rebellion period. I think the concensus is somewhere around 4d-7d in all three force skills.

As far as the classes are concerned- since there are none in d6 you can make your Jedi any way you want. The real difference in the d20 classes was the role of the Jedi- guardian was more combat centered while councilors were made to be more like negotiators. To handle them: in short, make your Jedi how you want. Increase the skills you think your character needs.
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cheshire
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PostPosted: Thu Nov 01, 2012 6:28 am    Post subject: Reply with quote

Heh, 2K sounds about right. That's about how many different theories there are on this. Smile

There are no official requirements in D6 for someone to be considered a Jedi Knight. However, the common threads of understanding are that you have to be competent with a lightsaber, and should have well-rounded skills including willpower, diplomacy, and the like.

Some say that you should have something to the effect of at least 7D in your Force skills (total), others put that number higher. I'll admit that 7D with control, sense, and alter seems a bit low, as you could have Control 3D, Sense 2D, Alter 2D, and be considered a knight. That would hardly get LSC (lightsaber combat) up effectively.

The d20 system handles it by requiring a minimum number of levels, and then you MAY, but do not HAVE TO take a prestige class. Once you take a prestige class certain abilities are open to you that otherwise remain closed. Given the relatively open progression of D6, those guildelines don't transit over very well.

All in all, it should fit the story as to when they become Jedi Knights. Your players should have a certain time of training with some sort of teacher, they should grow apart from the teacher, and then they should encounter a major test or trial, after which they can be granted (or assume) the mantle of Jedi Knight. Oh... and building their own lightsaber is usually a part of that growth.
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lurker
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PostPosted: Thu Nov 01, 2012 1:26 pm    Post subject: Reply with quote

Thanks for the replies

Quote:



Heh, 2K sounds about right. That's about how many different theories there are on this.





Good, I thought I was getting sloppy on it, which would be bad considering the focus on my college work Very Happy


Rgr on 7d sounding a little to low. From what I remember from year ago, that sounds a bit underwhelming for a real knight 'level' jedi. At least how I picture them.

I never thought about a skill like diplomacy being a requirement, but it makes sense.

Also, rgr on d20 prestige class. I like the idea of having different kinds of jedi, but I HATE the d20 feats etc.

Jaman

Thanks, I couldn't remember exactly what a guardian focused on (well any of the prestige classes besides the councilor which to me is assumed). In the next few days, I'll try my search here and see if I can find a idea for a path for the d6 equivalents (eg a guardian will have x amount of d in control, y in Alter and a LSC of z.

Again thanks
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garhkal
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PostPosted: Thu Nov 01, 2012 2:00 pm    Post subject: Reply with quote

I have seen it in groups ranging from 4d min in all 3 stats, to 6d+2s.
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Raven Redstar
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PostPosted: Thu Nov 01, 2012 3:28 pm    Post subject: Reply with quote

Quote:
I have seen it in groups ranging from 4d min in all 3 stats, to 6d+2s.


For our group, a candidate is ready to become a knight when they reach 4D in all 3 force attributes. I chose 4D, because 4D is considered professional competency in the galaxy. So you would be a professional force user at that level. For story purposes, I would consider dropping it down to 3D+2 for 1 or 2 of the attributes if a character had a very strong affinity for one and not the others, but Jedi tend to try to promote some well roundness in the abilities of the members of the order.
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cheshire
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PostPosted: Thu Nov 01, 2012 3:37 pm    Post subject: Reply with quote

lurker wrote:
Thanks for the replies

Also, rgr on d20 prestige class. I like the idea of having different kinds of jedi, but I HATE the d20 feats etc.


I think it's reasonable to expect there to be different kinds of Jedi. I'm assuming that a researcher would have a high knowledge attribute, along with a high investigation, and high Jedi Lore skill. (That skill is often found in stat blocks from those such as Yoda, the Emperor, and the like.)

A Jedi healer would likely have his or her powers attuned to healing, as well as having medicine specializations.

Those that are greater diplomats would have high persuasion, bureaucracy, and cultures skills.

There's just no end to the kinds of Jedi builds you can have, and you don't require feats to do it. Just require the Jedi to show advanced levels of training in the various areas.
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atgxtg
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PostPosted: Thu Nov 01, 2012 4:41 pm    Post subject: Reply with quote

I think there is a throwaway line in one of the first edition books about having 6D or 7D in the Force skills to qualify for "Jedi". At the time the RPG was written Jedi meant Jedi Knight, and the term "Padawan Leaner" had not be introduced.

Prestige classes aren't really necessary in D^ since you can customize your character more than in D20. In D20 you kinda need prestige classes to differentiate between one 7th level Jedi (or Rogue, Diplomat, Soldier, etc.) and another. In D^ you can focus on improving particular skills and attributes in ways that you really can't do in D20.


I think that characters like Jedi Aces, Healers, and Investigators can be created easily enough in D6 just by focusing on the appropriate skills. If you want to be an ace pilot in D6, put points into piloting. You don;t have the same restrictions and limits that characters have in D20.



One thing that you can't really do in D6 though, is specialize on a specific Force Power. Not that it would be hard to implement.
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PostPosted: Thu Nov 01, 2012 7:47 pm    Post subject: Reply with quote

We played before d20 was introduced. Most of the material was for Rebellion era and post Endor EU where the Force skills dice of those listed as Jedi Knights were quite high, 7-11d. A lot of CP were also tied up in mundane skills, they're all very tough.
But when the Tales of the Jedi Companion was published it showed Jedi Knight NPCs at much lower dice, Force skills at 3-7d and much fewer CP in mundane skills. It mentioned that in the early days of the Old Republic the galaxy was much rougher, far less explored and the typical Jedi Knight was often younger and more adventurous. In the later era they're more monk-like and philosophical...and fewer.

We spent a bit of discussion in our group and came up with some loose house rules. We liked the requirement of constructing a lightsabre to qualify as full rank Jedi Knight. We made a requirement that you can use Technical/lightsabre repair to repair a broken lightsabre, but to engineer up a new one from scratch required a minimum of 5d in scholar: jedi lore to use lightsabre repair as an engineering skill.
But you can use mem-sticks or a holocron to substitute your own skill in jedi lore, or can use time and CP to raise a lower skill rating to the 5d qualifier. So an apprentice with a 3d Knowledge base can use a holocron that has 5d scholar: jedi lore contained in it, to roll his lightsabre repair and construct a fully engineered lightsabre. A jedi with the power could theoretically use Farseeing for this purpose as well (ie. jedi meditation).

Generally speaking due to the nature of the galactic environment an adventuring Jedi is simply going to have to spend more CP on mundane skills and building up combat skills to survive the Empire period when they're outlawed, than they need to in an era when Jedi are celebrated and supported. You can afford to get your lightsabre construction requirements up quicker with lower combat skills when the academies are around, you need to put it off longer and get your combat and mundane skills up to hideout and survive during the Empire period.

So it's more like the way it works out to get by. In some periods Jedi Knights get there with fewer CP, in other times they have to be exceptional survivalists before they have a chance to spend the effort constructing a lightsabre.
But mostly, they qualify when they can construct their own lightsabre, as Darth Vader said to Luke.
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atgxtg
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PostPosted: Thu Nov 01, 2012 8:14 pm    Post subject: Reply with quote

vanir wrote:
We played before d20 was introduced. Most of the material was for Rebellion era and post Endor EU where the Force skills dice of those listed as Jedi Knights were quite high, 7-11d. A lot of CP were also tied up in mundane skills, they're all very tough.
But when the Tales of the Jedi Companion was published it showed Jedi Knight NPCs at much lower dice, Force skills at 3-7d and much fewer CP in mundane skills.


That was probably more of a reflection of the differences between 1st edtition and 2nd edtion D6 Star Wars, than a refelction of the change in the setting.

In 1E, you couldn't spend CP to up your skill rolls, and early on, difficulties were in increments of 5, and there was no Lightsaber Combat power. So anybody who could use the Force had to have fairly high die codes in their Force skills.

By the time WEG printed Tales of the Jedi, 2E was out and it was a lot easier to use the Force, so the die codes dropped.
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cheshire
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PostPosted: Fri Nov 02, 2012 6:29 am    Post subject: Reply with quote

The TOTJ NPC write ups were just an embarrassing mistake, IMO. Even with the lowered difficulty, most of those "Jedi" are incapable of raising the powers in their stat blocks.
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garhkal
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PostPosted: Fri Nov 02, 2012 4:39 pm    Post subject: Reply with quote

Maybe it was also a change in way of thought.. Back in the TOTJ time frame, perhaps they could get away with lower dice levels in their force powers.. compared to the EU of the empire/post endor.
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