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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Mon Dec 12, 2005 5:54 pm Post subject: |
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These aren't very complicated. The effect they have on the game is they make the players have small bursts of control on section of the game or provide moments of free "boosts" in time the characters feel they need them. _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Robert Lieutenant Commander
Joined: 31 Oct 2005 Posts: 105
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Posted: Mon Dec 12, 2005 6:51 pm Post subject: |
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I like these. I often have the problem that players at least feel they dont have enough control about the the game. And i like as a gm players to play with me and not to react only. This is a good idea to incinerate active roleplaying and involvement. I am especially thinking about a teen guy in my group, who often doesnt know how to act when on his own. This cards are imho great for newbies to roleplayig.
Would you scan some more and post them, please? |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Mon Dec 12, 2005 8:13 pm Post subject: |
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I can scan a couple more and post them, but this is a product that WEG still sells through PDF form, so I can't post them all. I'll pick out about 9 or so more to give you an idea of other cards in the deck. Let me do some scanning....... _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Mon Dec 12, 2005 8:29 pm Post subject: |
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_________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Orgaloth Vice Admiral
Joined: 23 Sep 2003 Posts: 3754 Location: Melbourne, Australia
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Posted: Mon Dec 12, 2005 9:05 pm Post subject: |
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I really like that Double Cross one. Suits most my characters down to a T _________________ "I take orders from just one person: Me!"
"You know, sometimes I amaze even myself."
Du Cass' Dream |
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Robert Lieutenant Commander
Joined: 31 Oct 2005 Posts: 105
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Posted: Mon Dec 12, 2005 9:55 pm Post subject: |
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Thank You! I checked their website - they offer a demo for download:
Well i should finally get a paypal account. The pile of stuff im lurking
around on rpgnow.com is getting higher and higher
http://www.westendgames.com/torg/extradd.pdf |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Dec 13, 2005 1:45 am Post subject: |
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Just as a question... what does this have to do with danger sense??? _________________ Confucious sayeth, don't wash cat while drunk! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 25, 2014 11:33 am Post subject: |
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We have had quite a few new guys and gals here (well mostly guys), so i would like your thoughts on this.
Does merely having the Danger sense power give them the capacity to get warnings, or do they need to have it active/up?
Do you roll for them even if they have not brought it up? _________________ Confucious sayeth, don't wash cat while drunk! |
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lurker Commander
Joined: 24 Oct 2012 Posts: 423 Location: Oklahoma
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Posted: Sat Jan 25, 2014 4:55 pm Post subject: |
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Well, I'm not an expert (even back in the day, I played very few Jedi, so I have little experience with the nuts and bolts of the force powers), but this is how I always pictured danger sense
It is an 'advance' form of 'spider sense'. I know that combat guys get a feeling before things go wrong. Call it hyper sensitive/aware or what ever, but it helps to save your life. Now if common people can develop something like that, just think what a Jedi would develop. As such, I'd picture it as 'passive' and give a Jedi a feeling that something is getting ready to go sideways maybe in the next second or next 30 min but sometime soon things will get dicey. Kind of an 'I have a bad feeling about this'. However, I'd (As the GM with a twisted sense of humor) would have more worried types of character have 'bad feelings' about things more often than needed, just to make sure the Jedi actually thinks about remembering to try and actively use the power and not rely on my GM hints.
Now for a more active use of it is the Jedi relaxing and feeling which path is more/less dangerous, what the general danger is etc. This way he can actually plan and try and mitigate some of the danger instead of just reacting to it. Of course there are times that ALL paths are dangerous sooooo Jedi pick your poison!
Again, nothing in that is from the RAW, but just how I picture it. _________________ "And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 25, 2014 5:01 pm Post subject: |
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Good answer lurker. AS a related q for ya.. Do you 'grade' the level of information DS gives based on how well they rolled?
Say barely beat the diff, they know danger is coming but just not what type.
Get 4-8 more, they know the general direction and type (ranged attack, explosive etc)..
and so on? _________________ Confucious sayeth, don't wash cat while drunk! |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Sat Jan 25, 2014 6:45 pm Post subject: |
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"i have a very bad feeling about this". Han Solo in the trash smasher. I would a player with danger sense a reasonable advance warning witthout out having the power activiated. As long as there is a reasonable expectation of danger. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sat Jan 25, 2014 9:15 pm Post subject: |
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What I like about WEG/d6 is that it's a very skeletal ruleset, largely dependent upon GM house rules to make best use of RAW.
eg. piloting suits provide a stamina bonus against exposure/cold in space survival situations. How many GMs played out cabin depressurizations during combat damage and forced PCs to make stamina rolls versus cold/exposure before they actually saw this RAW listing for the pilot suit? Point being sometimes you read the RAW and this leads you to expand and provide more RP detail in skill rolls for a variety of situations.
The Force powers/Jedi RAW is the same theme. Some of what you should incorporate into gameplay as PC skill rolls for a given situation, are ideas the GM only gets when looking up the RAW and seeing benefits that PCs wouldn't get unless you're enforcing the penalties for the situation first.
Do you get what I mean?
So to get real gameplay benefits from powers like Danger Sense the GM really needs to be enforcing penalties for all characters first, to have something to offset with the Force Power benefit.
So surprise penalties for being caught flat-footed, increased difficulties for skill uses in surprise situations, free actions for characters achieving surprise, these must be enforced regularly into normal gameplay first, before they can be offset by a Force power use.
So there's one area that Danger Sense gives a benefit: when the GM is running a detailed and expanded-ruleset type of SWRPG.
eg.1
PCs walk into a trap, a sniper is set up in a hide about 300m away, waiting for them.
Obviously, failing something like a heroic Perception/search roll the first the PCs will know about the sniper is when one of them is hit by him, even then it's not a great chance they're going to know where it came from exactly until a few more are hit, let alone take him out.
In this situation I wouldn't give a FU with Danger Sense any benefits unless they had the power active. Then they're one step ahead of the sniper, may not know what the danger is but know that if they walk down that street they will be attacked in the following round.
however, eg.2
PCs walk into a trap, a sith acolyte is hiding around the corner waiting to Force Lightning the party. Normally the first they'll know of it is when they see him step out, and after that it's kind of too late.
In this situation I give any Force Sensitives a chance to note a disturbance in the Force simply entering the area. I don't give more information than that.
Now, a PC-FU with danger sense is pretty likely to put it up at this stage, which is when I put that one a step ahead of the sithie, he knows when the Party will be attacked the following round and considering they're about to walk around a corner, it's a no brainer to guess where it's coming from.
Occasionally I do trigger "GM-instigated" use of Force powers, by giving a Force Sensitive with the Farseeing power a spontaneous and adventure-specific vision instead of just "a disturbance in the Force". In any "Party insta-kill situation" I will give a PC with Danger Sense a headsup before they all die, but I try to keep it ambiguous and get the Players to elect what powers to put up and which benefits to gain. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Sun Jan 26, 2014 3:44 am Post subject: |
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I do things pretty similar to what vanir just described. If a Force user doesn't have Danger Sense up I don't give them anything, but if a really potent danger is about to happen (say, in that session), then I might give that FU a vision or a dream or something else to give them a general warning.
But then the FU better use that knowledge (from the hint) and keep their Danger Sense "up". Our version of Danger Sense is a little different from RAW anyway (changed along with Lightsaber Combat).
In our last game (last weekend) our Jedi was going through the dangerous wilderness of the Bantha Graveyard and was surprised by a deadly pack of nighthunters. Only afterwards did he comment "I need to remember to keep Danger Sense up!" _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
Last edited by DougRed4 on Tue Jan 28, 2014 3:28 pm; edited 1 time in total |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 26, 2014 3:48 pm Post subject: |
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As a related q. For those who DO have pc force users walk around with DS (and possibly other force powers) kept up, do you make it easier for enemy force hunters to track/locate them? _________________ Confucious sayeth, don't wash cat while drunk! |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Sun Jan 26, 2014 8:08 pm Post subject: |
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It's an extremely passive Force power...
I might say sensing danger is about as passive as you get. My abstraction is, to pull it off you kind of have to stop being sentient, become an object of the environment, then feel invaded when an immediate, physical threat manifests even though you can't see it.
I don't think you're really giving off a radiation, it's not so much a priestly granted power as a "oneness with the universe", going by Yoda's descript, etc. It is a religious Order at its core sure, but doesn't really have a mythology and is much more buddhist like. So I don't think any divine radiance happens with every Force power, although I think it surely does with some..
I'd be inclined to modify a Force-predator's hunting difficulty by the FU's control or alter skill...inversely. Maybe alter, more alter skill, easier to hunt, stand out more. Sense skill, not so much. |
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