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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 08, 2013 4:16 pm Post subject: |
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ZzaphodD wrote: | My only problem with FPs is that they can be used to insta-kick the bad guys @ss when the PCs encounter them. |
The best fix there is to make sure that the bad guys are roughly a match with the characters in the FP category. That way, no matter how many the character's spend, the villain can up the ante to match. _________________ "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.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14229 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 08, 2013 4:41 pm Post subject: |
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THAT then depends on how many baddies there are.
And it also depends on which one you gauge it against, since Non force sensitives are limited to 5 max..
EG you have a group of 8 pcs, against 5 royal guard. Since there is just under a 2-1 ratio, you would need to ensure each royal guard have almost double the FP count of the heroes..
So our heroes
NFS bounty hunter 3fp
NFS pilot 1ft
FS pilot (acts as gunner on the ship) 4FP
FS force user, 11fp
NFS rebel spec force infiltrator 3fp
FS medic/tech 7fp
NFS gun bunny 5fp
NFS con man/gambler, 2fp
So what FP do you give the 5 royal guardmen? _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jan 08, 2013 5:37 pm Post subject: |
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crmcneill wrote: | ZzaphodD wrote: | My only problem with FPs is that they can be used to insta-kick the bad guys @ss when the PCs encounter them. |
The best fix there is to make sure that the bad guys are roughly a match with the characters in the FP category. That way, no matter how many the character's spend, the villain can up the ante to match. |
Well, it kind of defeats the idea of the force point... And also just leads to a buckets of dice rolling... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 08, 2013 5:55 pm Post subject: |
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ZzaphodD wrote: | Well, it kind of defeats the idea of the force point... And also just leads to a buckets of dice rolling... |
Yeah, but that's what we already have. At least with this proposed rule, the number of dice added to the pile is reduced. _________________ "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.
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JT Swift Lieutenant Commander
Joined: 10 Oct 2009 Posts: 132 Location: Austin Texas
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Posted: Wed Jan 09, 2013 8:37 pm Post subject: |
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I think I might allow calling upon the Dark Side while using a Force Point. But I'm thinking the Player will have to pick a DIFFERENT use for that second point. So no +6D bonus. But they could use a FP to get a +3D to everything, and then call upon the Dark Side to get another point and use that to turn a hit into a miss or something.
How does that sound? _________________ - J.T. Swift
For Everything about the TARDIS check out
http://www.whoniverse.net/tardis/
For all things Gallifreyan check out
http://meshyfish.com/~roo/index.html |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 10, 2013 2:05 am Post subject: |
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That brings up a point. If you base the FP bonus on the attribute, how do you generate a bonus for Force skills? Personally, I use a house rule that treats Force Sensitive as an attribute instead of a simple yes/no, but how would you use it?
EDIT: Also, if a FP is spent on an action that takes multiple rounds, do you allow the bonus to continue until the task is completed, so long as the character isn't interrupted? _________________ "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.
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JT Swift Lieutenant Commander
Joined: 10 Oct 2009 Posts: 132 Location: Austin Texas
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Posted: Thu Jan 10, 2013 7:02 pm Post subject: |
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I was actually thinking that there didn't need to be a bonus to Force Rolls option. I'm not sure how much sense it makes to use the Force to boost the Force. Besides, if the have Force Skills, then the character can already perform miracles - what more do they need?
BUT I would allow the "Automatically succeed at 1 action" option to be used on one single Force Power - so there are still applications.
If they have an 'Automatically Succeed at 1 action' option for spending a FP, why would they want only the "+3D bonus" for that single long action? _________________ - J.T. Swift
For Everything about the TARDIS check out
http://www.whoniverse.net/tardis/
For all things Gallifreyan check out
http://meshyfish.com/~roo/index.html |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 10, 2013 7:47 pm Post subject: |
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I can think of a few players with Force user characters who wouldn't like that.
Also, how does the "automatically succeed" rule work in cases of opposed actions where both sides spend FPs? _________________ "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.
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JT Swift Lieutenant Commander
Joined: 10 Oct 2009 Posts: 132 Location: Austin Texas
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Posted: Thu Jan 10, 2013 8:04 pm Post subject: |
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I can't think of any moments in the EU or the Movies where a Jedi [or Sith] deployed SEVERAL Force Powers at way above average capability in a 5 or 10 second interval.
There are a few cases where someone does something like that for several minutes - but you'd need a whole new rule for those occasions. However the Force Attribute system could offer an alternative way to do it. YMMV.
As I said in the earlier post, the "Automatically Succeed" option can be cancelled if an opponent plays a Force Point for their blocking skill [say dodge or computer programing in the case of stopping a slicer]. _________________ - J.T. Swift
For Everything about the TARDIS check out
http://www.whoniverse.net/tardis/
For all things Gallifreyan check out
http://meshyfish.com/~roo/index.html |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 10, 2013 8:54 pm Post subject: |
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JT Swift wrote: | I can't think of any moments in the EU or the Movies where a Jedi [or Sith] deployed SEVERAL Force Powers at way above average capability in a 5 or 10 second interval.
There are a few cases where someone does something like that for several minutes - but you'd need a whole new rule for those occasions. However the Force Attribute system could offer an alternative way to do it. YMMV. |
Well, as I said, since I use a house rule that makes Force Sensitive an Attribute, it'll be an easy-enough fix for me to apply this rule to Force skills as well, so I don't feel the need to argue the point. Apart from that, this shows some promise. _________________ "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.
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Mon Jan 21, 2013 4:23 pm Post subject: |
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It would be really interesting - after having read through all six pages of this discussion - to hear how some of these concepts have worked for anyone who've tried them out.
@Bren - did you try out the method of only amping one Skill per FP?
@JT: The attribute bonus might be the simplest way to handle the problem. Have you used it in a game to see if it's enough? |
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JT Swift Lieutenant Commander
Joined: 10 Oct 2009 Posts: 132 Location: Austin Texas
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Posted: Sun Jan 27, 2013 2:18 am Post subject: |
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Going to tell my players about the new rules tomorrow. Not sure when they will actually use the Force Points to test the rules. _________________ - J.T. Swift
For Everything about the TARDIS check out
http://www.whoniverse.net/tardis/
For all things Gallifreyan check out
http://meshyfish.com/~roo/index.html |
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Zarm R'keeg Commander
Joined: 14 Apr 2012 Posts: 481 Location: PA
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Posted: Sat Jun 01, 2013 11:42 am Post subject: |
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Fallon Kell wrote: | Bren wrote: | Fallon Kell wrote: | We don't allow force points to affect soak, and often have a cap of 5 actions per round at GM's discretion... | Interesting. Is there a specific rationale for FP not effecting soak? |
My old GM never explained his reasoning. It may have been that my PC had 4D strength and he didn't need any more. I just adopted it because I thought it was in the RAW at the time. I do allow CPs to be spent on soak, though. |
The old GM doesn't remember doing that, so he can't explain his rationale. Probably because, as usual, he poorly understood the rules. _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
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