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Younglings & Cadets
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shootingwomprats
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PostPosted: Tue Dec 24, 2013 4:32 pm    Post subject: Reply with quote

Hell if I know. I believe has has stated on several occasions they are going to be middle of their training. He stated 10-12 years old, placing them in the middle of the suggested dice ranges and created using "advanced" character creation, which is nothing more than no exchanging Attribute dice for Force Skill points and a cap set by the GM for skill levels.

A suggested middle of the road Padawan would be: 18D/7D/7D and non-Force Users would be built on 18D/0D/14D.

Again these are only suggestions of my quick and dirty concept of the Jedi Order and their ranks. These are in very broad terms and cover a wide range of skill within each rank.
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garhkal
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PostPosted: Wed Dec 25, 2013 2:08 pm    Post subject: Reply with quote

With standard builds, 2d above attribute is a normal max for their 18/7d. What will it be for 18/14d?
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shootingwomprats
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PostPosted: Wed Dec 25, 2013 3:25 pm    Post subject: Reply with quote

[garhkal] Again I do not understand what you are asking. He wants to make his Padawan's "advanced" and I suggested a dice expenditure of 18D/7D/7D which means 18D attribute, 7D Force skills (capped at 3D), and 7D in skill picks. The Force User would also start off with one Force Power for every full "D" is Force skills.

For the sake of balance, other characters in the group who are not Force Users would be built on 18D attributes, no dice in Force skills and 14D is skill picks (capped at 6-8D, this is up to the GM, I would entertain as low as a 5D cap).

I will explain again, one more time, after this I will no longer bother trying to explain the process as I have fully done so in at least one and possibly two postings.

The suggestions I made are for making "advanced" characters which are different from the RAW which I refer to as "basic" characters. The suggested dice pools for character creation are a representation of the range that each group may have (Padawan, Knight and Master). Again, with the exception of a neophyte Padawan all would need to be created as "advanced" characters.

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garhkal
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PostPosted: Thu Dec 26, 2013 12:10 am    Post subject: Reply with quote

What i was asking in that latter post Swamp was if BTB cap is 2d spent into any skill above attribute max (so a 4d dex guy can put 2d into blaster), what would you set it at for the 18d att/14d skill guys?
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shootingwomprats
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PostPosted: Thu Dec 26, 2013 12:23 am    Post subject: Reply with quote

I believe I posted a few times that an advanced character would be exempt from the 2D cap and that the GM would have to come up with a cap he is happy with. I suggested a 6-8D cap. Cap should reflect the speed of the game the GM wants to run. So for me, I would suggest as little as a 5D cap he may wish to bump it to 9D or better. Me? I am stingy and would make it a 5D+2 cap on all skills.
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lurker
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PostPosted: Thu Dec 26, 2013 1:29 am    Post subject: Reply with quote

I may be a little late to the party, and this may just be muddying the water, … but … what about playing a ‘mixed’ experience group?

It has always annoyed me that all groups are of the same experience level. Look at SW “A New Hope” a green farm kid that can fly and is force sensitive, a young noble girl, a scoundrel who has been around the galaxy a time or 2, a wookie that is a veteran of what 30+ year, and a Jedi master. All of them in 1 group. I know we as modern gamers are uber focused on everyone being balanced and equal, but how do you get any more cannon than “A New hope”, so isn’t a mixed party ‘cannon’.

If so, how could you (well I guess we) have a group like that? I like SWR’s creation of ‘advanced characters’ (and by the way I think all Jedi MUST be advanced. There is no way a Jedi could be created like a basic character and be a true Jedi) but how do you flex between the characters skill levels?

Now I like the idea of a player that puts effort into making a great back story, gives the GM lots of ideas and hooks to work with etc gets the higher end of the range of the pips available, - just ask SWR why I’d lean toward background write ups bumping up a character’s skills Wink . However, could it be reversed (a good player that would make a good background would be a better player and be able to excel even with a weaker character until he catches up with the more advanced ones) or is there a better way?

Now to chase the rabbit back around to original post, why make all the characters equal. Why not have padawans with a group of experienced troopers (what better way to keep them alive until they get their fee under them and get their skills up, plus what a good way to stretch the experienced troops than have them keeping the young ones alive as they learn
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DougRed4
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PostPosted: Thu Dec 26, 2013 4:07 pm    Post subject: Reply with quote

I think I've written about this here before, but I've really changed my opinion on such matters. For the longest time (probably since my first games were ones that did it that way), I thought that all characters needed to be 'relatively' balanced. What's strange is that the first supers game I played (since about 1982) - a game called Villains & Vigilantes - ended up having pretty unbalanced groups. This was because not all of the superpowers rolled (randomly) were equal, and PCs could end up with anywhere from 1-8 powers or so.

So for most of my history (of multiple decades) of gaming, I've had that view that the PCs should be more or less equal.

But more recently I've come to reevaluate that. Especially wtih Star Wars, where (as lurker wrote), we often saw parties with vastly different characters, some really experienced and competent and others very "wet behind the ears". Luke was a fairly inexperinced farmboy in the same group as a Jedi Master, and Jar Jar adventured alongside a Jedi Knight (Master level), who also had his Padawan in tow.

When I started off my current campaign (about a year and a half ago), I strived to keep them all equal. But my Jedi character (who was supposed to be playing a Knight) was woefully incompetent, since he'd had to put the points that ordinarily would have gone into attributes like Knowledge and Perception into Force skills instead. This went on for quite some time, until I realized it just wasn't replicating what we saw in the movies. And then we introduced his Padawan, and it didn't make sense for her to be anywhere near as powerful as her Master.

So I've now amended it quite a bit, and my players have been good with it. IMHO the Jedi have a bunch of restrictions that really limit their options and choices (say, when compared to a fringer-type smuggler), and this helps balance things out. They are some of the most powerful in combat, but I've got another character (built using RAW) who is just about as tough, if not more powerful in that regard, so it doesn't even mean they're going to outshine the other PCs in that (yet alone everything). And my Jedi Knight player has been a bit boithered before when he's helped his group slaughter others in battle; the moral consequences of what he's done has caused him to feel far more guilt than the Barabel weapons dealer who is more of a mercenary.
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garhkal
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PostPosted: Fri Dec 27, 2013 1:50 am    Post subject: Reply with quote

If that works for you guys then great.. but most of those i have gamed with over the years would rather play in a group where they are roughly equal. Its no fun being the L3 character in a L9 group (adnd speak)
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