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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Nov 04, 2012 12:24 pm Post subject: |
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Ronin84 wrote: | The boys want to do something in the Clone Wars...I have one who wants to be a Padawan and the other two are thinking Clone Troopers...oh this could be bad. |
When I ran my Clones Wars campaign, at one time there was a Padawan and a CT togehter and it worked out fine.
Until order 66, Jedi and Clones get along pretty well, since they are working cloesly together for the same goal.
Remeber chain of command. The Padawan outranks the CT,who has to obey him. But both have to oney the Jedi leaders (typically the Padawan's master). But you can downplay that.
Early on the Padawan is really weak, and the CT is much more skilled and better in combat. It will take a few months of gameplay before the Padawan can hold his own in a fight.
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I am concerned about powers for the Padawan, though I am thinking that going up against the droids might balance out pretty nicely. I am thinking one die in each of the three different powers and then looking at what would be good from there. |
Jedi get powers based on thier diier starting Die codes. I'd reccond not taking Alter to start, as the Padawan really needs that third die elsewhere, and ALter can get him into trouble early on. Its' probably best to take the powers the Pawawan can use at low die codes, rather than Lightsaber Combat, which does more harm than good at low die codes.
If you try writing up a sample Padawan and attempt to use LSC you'll see what I mean.
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For Clone Troopers I am going to use the templates from the Rebel Spec Force book, might add a few different skills but I think that would work. |
There is a CT template in the Clone Wars conversion sourcebook. It worked fine for us. Basically stats are limited to within a 1D range or so (since they are all Clones of Jango) but the CZTs get a couple extra skill dice.
Thoughts?[/quote] |
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Ronin84 Sub-Lieutenant
Joined: 17 Oct 2006 Posts: 53 Location: Windy City USA
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Posted: Sun Nov 04, 2012 1:43 pm Post subject: |
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Thanks for the added input and as I started to stat out the Padawan I could see there might be issues...
I will play with it and see what I can come up with that would work. My son who is playing the Jedi is the younger of the three so having him be in "charge" will be good for him AND his brothers.
On a side note I was able to get to my storage locker in the hopes of recovering the printed editions of the Star Wars books...and I was ABLE to!!!
This is very exciting for me as I had a very large collection of the printed material...and it is all in very good shape!
If anyone reading wants to try their hand at statting out a human Padawan I would love to have something to compare to! _________________ Luke, you're going to find that many of the truths we cling to depend greatly on our own point of view.
_________________________
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Nov 04, 2012 3:09 pm Post subject: |
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Ronin84 wrote: | If anyone reading wants to try their hand at statting out a human Padawan I would love to have something to compare to! |
I would suggest the Young Jedi template in the core rulebook. _________________ "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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Ronin84 Sub-Lieutenant
Joined: 17 Oct 2006 Posts: 53 Location: Windy City USA
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Posted: Sun Nov 04, 2012 3:16 pm Post subject: |
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crmcneill wrote: | Ronin84 wrote: | If anyone reading wants to try their hand at statting out a human Padawan I would love to have something to compare to! |
I would suggest the Young Jedi template in the core rulebook. |
I am using the minor Jedi but am using three dice for force powers. _________________ Luke, you're going to find that many of the truths we cling to depend greatly on our own point of view.
_________________________
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Nov 04, 2012 3:28 pm Post subject: |
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I tend to like using the Failed Jedi template and just ditch the dark side point for a Jedi Student. He's on Page 271. _________________ RR
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Sun Nov 04, 2012 4:07 pm Post subject: |
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Ronin84 wrote: |
On a side note I was able to get to my storage locker in the hopes of recovering the printed editions of the Star Wars books...and I was ABLE to!!!
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Oh, do tell what you have in the stash! _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Ronin84 Sub-Lieutenant
Joined: 17 Oct 2006 Posts: 53 Location: Windy City USA
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Posted: Sun Nov 04, 2012 6:27 pm Post subject: |
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cheshire wrote: | Ronin84 wrote: |
On a side note I was able to get to my storage locker in the hopes of recovering the printed editions of the Star Wars books...and I was ABLE to!!!
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Oh, do tell what you have in the stash! |
That is what I have!!
The Star Wars Sourcebook (1987)
Imperial Sourcebook (1988)
Strike Force Shantipole (1988)
Battle for the Golden Sun (1988)
Crisis on Cloud City (1989)
The Far Orbit Project (1998)
Rebel Alliance Sourcebook (1989)
Cracken's Rebel Field Guide
Flashpoint! Brak Sector (1995)
The Rules Companion
Galaxy Guide 1: A New Hope
Galaxy Guide 3: The Empire Strikes Back
Galaxy Guide 4: Alien Racesi
Galaxy Guide 6: Tramp Freighters
Galaxy Guide 7: Mos Eisley
Galaxy Guide 8: Scouts
Galaxy Guide 9: Fragments from the Rim
Galaxy Guide 10: Bounty Hunters
Galaxy Guide 11: Criminal Organizations
Galaxy Guide 12: Aliens - Enemies and Allies
Wanted by Cracken
Dark Force Rising Sourcebook
Heir to the Empire Sourceook
The Last Command Sourcebook
Thrawn Trilogy Sourcebook
Dark Empire Sourcebook
Cracken's Rebel Operatives
Han Solo and the Corporate Sector Sourcebook
Heroes and Rogues
The Planets Collection
Platt's Starport Guide
Alliance Intelligence Report
Rules of Engagement: The Rebel SpecForce Handbook
Fantastic Technology: Droids
Shadows of the Empire Sourcebook
Secrets of the Sisar Run
Cracken's Threat Dossier
Platt's Smugglers Guide
Pirates and Privateers
Black Sands of Socorro
Fantastic Technology: Personal Gear
Alien Encounters
Lord of the Expanse
The Player's Guide to Tapani
The Darkstryder Campaign
Darkstryder: Endgame
Darkstryder: The Kathol Outback
Darkstryder: The Kathol Rift
Tales Of The Jedi Sourcebook
Jedi Academy Trilogy Sourcebook
Truce At Bakura Sourcebook
Movie Trilogy Special Edition Sourcebook
Gamemaster's Screen
2nd Edition Rulebook
Revised and Expanded Rulebook _________________ Luke, you're going to find that many of the truths we cling to depend greatly on our own point of view.
_________________________
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Nov 04, 2012 6:31 pm Post subject: |
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Ultimately, it's easier to just do what I do and list the ones that I don't have (Galaxy Guides 1, 3 &5 and the solitaire adventure books). _________________ "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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Ronin84 Sub-Lieutenant
Joined: 17 Oct 2006 Posts: 53 Location: Windy City USA
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Posted: Sun Nov 04, 2012 7:43 pm Post subject: |
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crmcneill wrote: | Ultimately, it's easier to just do what I do and list the ones that I don't have (Galaxy Guides 1, 3 &5 and the solitaire adventure books). |
I had just started making a list...so this wasn't bad. _________________ Luke, you're going to find that many of the truths we cling to depend greatly on our own point of view.
_________________________
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Mon Nov 05, 2012 9:56 am Post subject: |
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Wow. You've got quite an impressive array.
As far as padawan characters, if it were me palying, I'd want something like this:
attribute distribution:
Quote: | DEX 3D
KNOW 2D
MECH 2D
PER 3D
STR 3D
TECH 2D
control 1D
sense 1D
alter X
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skill distribution
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DEX 3D
Dodge 4D
Lightsaber 5D
KNOW 2D
MECH 2D
PER 3D
Search 4D
Sneak 4D
STR 3D
TECH 2D
control 2D
sense 2D
alter X
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The dodge and lightsaber will make sure that the Padawan can survive combat next to the troopers. Sneak and search will also help keep the Jedi alive by spotting threats and evading them when necessary. The extra skill dice going into upgrading control and sense will help make a few limited powers functional, such as concentration. If it were a less military-oriented campaign, I'd probably distribute differently, but I imagine this wouldn't be a bad place to start. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Nov 05, 2012 10:19 am Post subject: |
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chesire,
not bad. I'd love to sneak another die into DEX, but it's hard to find a place to take it from where it isn't needed more, except maybe Control or Sense.
But it is definitely one of the best set of Padawan stats, I've seen yet. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Mon Nov 05, 2012 10:47 am Post subject: |
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Yeah, the problem with sneaking a die from control or sense is that you wind up moving it from 2D to 0D. One of the force dice is from the attribute dice, and the other is from the skills. Since you cannot use a skill die to increase a force skill from 0D to 1D, you wind up completely screwed out of a force skill.
Now, one could easily argue that I should move a die out of lightsaber, and into another skill, since you would be able to keep from killing yourself with your lightsaber with a 4D, but I'm just not convinced you're going to hit anything either. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Nov 05, 2012 4:34 pm Post subject: |
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I know. It's a tough call. IMO, a Padawan Learer is better off with 18D in attributes, waiting to learn CSA in play. At that time a teacher is a given, so it wouldn't be that difficult.
Yet the films clearly show kiddies with enough C and S to raise Lightsaber Combat. I almost wish LSC was broken down into separate powers-then Jedi could learn the parry abilities first, and a 1D MAP wouldn't hurt them much l. Hmm..possible houserule in development. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Nov 05, 2012 6:22 pm Post subject: |
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Padawan ls combat.
Sense skill
Sense diff - 7.
This skill is for jedi students to use a variant of full lightsaber combat, but just allows them to parry and potentially deflect incoming blaster fire.
Once raised, it allows them to add their sense D pool to their LS skill for parrying bolts, and if they feel courageous enough, to use their remaining sense die (most likely) to try and redirect it. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Nov 05, 2012 7:31 pm Post subject: |
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I've been playing with some house rules that make beginning Jedi a bit more competitive at lower levels:
1). Treat the Force as an Attribute, with its value selected from the beginning Attribute dice, and Control, Sense and Alter treated as skills under that attribute heading. This is more in keeping with the current canon, in that some individuals are stronger in the Force than others. Even with appropriate caps on beginning attribute and skill levels, starting Jedi can still have 4D or more in their Force skills, which makes beginning Force powers more accessible.
2). I've thrown out Lightsaber Combat entirely and folded much of its components over into an expanded form of Combat Sense that can be used with pretty much any weapon, but the dice bonus is based on the degree of training the character has with that weapon. Bare bones version:
-Throws out Control roll and Control bonus to damage (Lightsaber damage changed to Str+5D, plus any damage bonus from the To Hit rule as described in Rules of Engagement).
-Sense bonus to combat roll is equal to the character's dice level in the skill being augmented, or a minimum of 2D (whichever is greater), but the bonus cannot be higher than the character's Sense dice level.
-The bonuses from this ability can be applied to Brawling, Melee Combat, Lightsaber or any of the Ranged Weapon skills.
The WEG rules were acceptable for playing in the classic era, but with the EU and the prequels, I've found that they tend to fall short. In the end, the best way to duplicate what we see in Star Wars now is house rules. _________________ "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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