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Strength Skills Are Useless
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The Jedi Master
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PostPosted: Tue May 20, 2014 6:37 pm    Post subject: Strength Skills Are Useless Reply with quote

One thing I like about SWD6 is that the character creation system is simple and easy to understand. Pick some skills, maybe a Force power or two, and you're ready to go.

However, there is one thing I do not like about the character creation system, and it's this: What in the Galaxy is going on with Strength?!

There are exactly five skills in the Strength attribute. I'll go through them one by one:

Brawling: This might get you through a bar fight, but most of the time, you just want a blaster. Unless you actually plan to punch a stormtrooper...

Climbing/Jumping: AKA the Assassins Creed skill. I suppose this could come in handy, but you could probably get by with the attribute alone.

Lifting: What? Is this really a skill?

Stamina: Most situations where this would come in handy, you just want to skip over.

Swimming: Lets face it, this is Star Wars. If you're underwater, you're either in a submarine of some sort, or you're doing it wrong.

I just use the attribute by itself when playing RAW. Does anybody else think Strength skills suck?
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griff
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PostPosted: Tue May 20, 2014 8:52 pm    Post subject: Reply with quote

I have always thought that any skill point used to improve a strength skill would also go towards improving the attribute, ie the more you swim, lift etc the stronger you get, with the max of 1D+1 improvement or attribute max, which ever is lower. And I have always thought the strength attribute and skill cumbersome.
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garhkal
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PostPosted: Tue May 20, 2014 9:22 pm    Post subject: Re: Strength Skills Are Useless Reply with quote

The Jedi Master wrote:

Brawling: This might get you through a bar fight, but most of the time, you just want a blaster. Unless you actually plan to punch a stormtrooper...


Have you never had situations where the characters are without their trusty blaster? like say in prison, or on a luxury resort planet? Brawl comes in handy, AND it does not cause issues with trying to sneak your weapons through customs!

The Jedi Master wrote:
Climbing/Jumping: AKA the Assassins Creed skill. I suppose this could come in handy, but you could probably get by with the attribute alone.


That might be cause often people don't bother putting in stuff where PCs are having to climb or jump. Start putting in situations where those skills are needed, and you will see a change in attitudes.

The Jedi Master wrote:

Lifting: What? Is this really a skill?


Yup. I have seen many instances where lifting is used. Whether to carry a fallen comrade, or to lift up a door/move a door.

The Jedi Master wrote:
Stamina: Most situations where this would come in handy, you just want to skip over.


Why? What situations where stamina comes into play do you feel 'should get skipped"? Try putting in instances where it is needed. Such as long cross country treks (also taxes survival), or real hot environs where stamina is key. OR give them a situation where parousing is needed, stamina shows how long they last (good impressions). Or a drinking game.

The Jedi Master wrote:
Swimming: Lets face it, this is Star Wars. If you're underwater, you're either in a submarine of some sort, or you're doing it wrong.


IMO if you only think SW is in space, you are not looking all around. Take phantom menace for instance. There was a great underwater scene where swimming is used. Or the module battle for the golden sun, where they need to get underwater and face off against sea troopers..

The Jedi Master wrote:
I just use the attribute by itself when playing RAW. Does anybody else think Strength skills suck?


IMO those who feel strength skills suck, are almost as bad as those who feel knowledge skills suck. Cause they as DM's are not putting in situations where those skills are needed.
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PostPosted: Tue May 20, 2014 10:25 pm    Post subject: Reply with quote

Well, looking at the Monday night game recap, over the last 2 games I've (we've) used 3 ... 4 of them?

With Harris on deaths door, and us a player down so I'm pinch hitting with his character so I might be 'cheatin' on this by playing 2 characters. That said

Harris has had to repeatedly make a stamina roll (not having the skill it is straight str) or bad things happen with him fighting radiation sickness. Saddly, even with a 3 str, his rolls have averaged a grand total of 6

Raye (and another character - because Raye is a straight up wimp with a 2 str) had to make a lift check to pry open a lift door before it fell and killed 3 of us.

We three had to make a climb check to make it up a maintenance ladder up to the catwalk (after the lift was cut and almost killed us), again with Raye's 2d str it was a close ran thing!

Finally, in last week's (well 2 weeks ago) fight with droids, we had 2 droids make it through our blaster fire and get to hand to hand range! Raye with his 2 strength and no brawl had to back away (into a room that a team mate was covering and able to shoot the droid before my luck with dodge ran out). Another character had to use brawl to avoid the droid and get enough space to use his blaster pistol in point blank range.

With that, Nope, I don't think str skills are throw away. That said, it is up to GM to set up the game so that the player HAS to use the skills.
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nuclearwookiee
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PostPosted: Tue May 20, 2014 11:35 pm    Post subject: Re: Strength Skills Are Useless Reply with quote

The Jedi Master wrote:
Stamina: Most situations where this would come in handy, you just want to skip over.


I always thought Stamina checks should become more of a thing in extended combat scenes, especially for melee fights. Every swing of a melee weapon, and every parried attack, ought to sap some of a character's strength. Add in some running around, some acrobatics, and I think it would be reasonable to make a character check against becoming fatigued. Likewise, even someone who shrugs off damage (i.e. gets hit but suffers no damage) would likely start slowing down eventually. What follows gets a little "house rulesy," but it's not necessarily outside of RAW because of the open ended-ness of the Stamina skill description.

I just see Stamina as a companion to all of the physical skills spread between Dexterity and Strength. If you perform any of them, or any combination thereof, too much you get tired.

I never really implemented this, so I haven't fleshed out guidelines. But I would think something to the effect of the following might work. First, determine the number of pips a character has in Stamina (or Strength). After a character takes a number of physical actions equal to this number, have him make a Stamina check (you might start at Easy) and then restart the counting. When you hit the magic number again, increase the difficulty one level (and so on).

For example, let's say McDerp has a Stamina of 3D (9 pips). In round one he uses his vibroblade to parry an incoming attack, strike twice at his enemy, and then decides to bravely run away (Melee Parry, Melee Combat x2, Running). In round two he increases his speed, dodges enemy fire, leaps up to a second story fire escape, and climbs to the safety of a rooftop (Running x2, Dodge, Climbing/Jumping x2. At this point, he has performed nine physical actions and must make an Easy Stamina check (or whatever difficulty level you think appropriate). After another nine physical actions he will have to roll against Moderate difficulty, and so on.
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garhkal
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PostPosted: Wed May 21, 2014 3:14 pm    Post subject: Reply with quote

That looks decent. Perhaps we can take this side topic to a new thread in the house rules section.
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DougRed4
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PostPosted: Wed May 21, 2014 6:17 pm    Post subject: Reply with quote

Yeah, that's not a bad idea, nuclearwookiee, though I'd be more inclined to have the character roll Stamina for each roll after (in other words, after nine uses, then again after the tenth, and after the eleventh, etc.).

Though Strength skills might be a little less used, I've used a bunch of them in my games, too. In one recent adventure the characters were at a cantina/bar where no weapons were allowed (some tried to get past the scanner and it detected them, forcing them to use the lockers outside). Then inside they had to use Brawling, but also were forced to make Run checks (due to the heavy crowd).
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PostPosted: Tue May 27, 2014 4:31 am    Post subject: Re: Strength Skills Are Useless Reply with quote

The Jedi Master wrote:
Stamina: Most situations where this would come in handy, you just want to skip over.
Why would you want to skip over strong drink? Especially if it's while gambling?
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PostPosted: Tue May 27, 2014 3:27 pm    Post subject: Reply with quote

Or stamina rolls for 'bedroom performance' to try and wow that gal you are trying to gain info from.
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PostPosted: Tue May 27, 2014 5:50 pm    Post subject: Reply with quote

Embarassed
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PostPosted: Tue May 27, 2014 7:35 pm    Post subject: Re: Strength Skills Are Useless Reply with quote

The Jedi Master wrote:
One thing I like about SWD6 is that the character creation system is simple and easy to understand. Pick some skills, maybe a Force power or two, and you're ready to go.

However, there is one thing I do not like about the character creation system, and it's this: What in the Galaxy is going on with Strength?!

There are exactly five skills in the Strength attribute. I'll go through them one by one:

Brawling: This might get you through a bar fight, but most of the time, you just want a blaster. Unless you actually plan to punch a stormtrooper...

Climbing/Jumping: AKA the Assassins Creed skill. I suppose this could come in handy, but you could probably get by with the attribute alone.

Lifting: What? Is this really a skill?

Stamina: Most situations where this would come in handy, you just want to skip over.

Swimming: Lets face it, this is Star Wars. If you're underwater, you're either in a submarine of some sort, or you're doing it wrong.

I just use the attribute by itself when playing RAW. Does anybody else think Strength skills suck?


brawling
i have this lovely thing that most players hate. its called ammo capacity. players tend to forget that the blaster power packs have a finite amount of energy in them. it aint 1980's hollyhood.

climbing/jumping
i tend to split these up. why? despite the fact that im 6'5" tall, i have always had the hops of turtle, and unfortunately its not the teenage mutant kind. but i can climb like a monkey. ive know quite a few people that were excellent at one but sucked terribly at the other.
and what dramatic escape scene is complete without a good long jump over a chasm?

lifting
loot gets heavy.

stamina
want to carry around everything you every acquired? well, having a high stamina will help you do it for more than 10 seconds.

swimming
because crashing into water increases your chances of survival over crashing into nice soft rocks...
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PostPosted: Tue May 27, 2014 8:26 pm    Post subject: Re: Strength Skills Are Useless Reply with quote

thedemonapostle wrote:


...

swimming
because crashing into water increases your chances of survival over crashing into nice soft rocks...



Shocked Laughing


Tooooooooo true!
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PostPosted: Tue May 27, 2014 11:13 pm    Post subject: Reply with quote

jmanski wrote:
Embarassed


One of "spark's more adult oriented adventures" had us trying to wow some nobles, and one of the potential ways was to "Please" their daughters. Better in bed, better recommendations they gave. DM had it based off both a persuasion (seduction) roll AND your stamina roll for how long you were able to "perform"..

Quote:
climbing/jumping
i tend to split these up. why? despite the fact that im 6'5" tall, i have always had the hops of turtle, and unfortunately its not the teenage mutant kind. but i can climb like a monkey. ive know quite a few people that were excellent at one but sucked terribly at the other.


I know plenty that are the same way IRL, but i figure many here are in the "Keep them combined" camp.
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PostPosted: Tue Jun 03, 2014 8:42 pm    Post subject: Reply with quote

First of all, there is the base attribute which is extremely important to resist damage. Strength skills are only useless if they are not utilized by the GM. Same can be said for Knowledge. Climbing and Jumping are different enough that I split them up unto two skills.

And I've taken a queue from D6 Space, etc. where Strength damage (for brawling or some melee weapons) is derived from the Lifting skill. Lifting is just a skill name, but it actually becomes useful anytime you need to apply your force of strength to an action. Pushing, pulling, etc. That being said, I like its variability for strength damage in combat but some more controlled applications shouldn't be so variable, so I give characters 3.5 for every D they have up to the last one and let them roll that as the wild die only.
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PostPosted: Fri Jun 13, 2014 11:09 pm    Post subject: Re: Strength Skills Are Useless Reply with quote

Quote:
Brawling: This might get you through a bar fight, but most of the time, you just want a blaster. Unless you actually plan to punch a stormtrooper...
We use this a lot, actually. Weapons do run out of ammo, even if they're blasters instead of slugthrowers. Maybe you're in a place where weapons are not permitted under penalty of law, maybe you've just escaped prison, maybe your goods were all stolen... Brawling is actually one of the most deceptively-useful skills in the game, I think.

Quote:
Climbing/Jumping: AKA the Assassins Creed skill. I suppose this could come in handy, but you could probably get by with the attribute alone.
Like others said, this really should be two separate skills but again, they're far from useless. Sure, a Jedi can Force Leap up to the top of that ship, but what about if you're not a Jedi or you don't have one in your group? Neither one are commonly-used skills for anyone outside of a scout/recon trooper, but that doesn't make them useless. I like to routinely remind players that absolutely no skill is useless and you should be prepared to do anything.

Quote:
Lifting: What? Is this really a skill?
Carrying the wounded or dead will take strength, yes. Carrying heavy cargo (or, more aptly, a crate of munitions we've just stolen) by hand will need this skill, too.

Quote:
Stamina: Most situations where this would come in handy, you just want to skip over.
Have the PCs been on the run for an extended period? Fighting for an hour? Hey, you've been carrying that heavy crate for a while; better make sure you're not getting tired over there... Stamina is also great for those heroic moments when someone who's badly hurt just won't stay down; been shot four times, you're at death's door, but you want to get back to your feet and keep fighting til the last breath...if you make the stamina roll to ignore the pain in your body and push yourself up one more time, hey, awesome.

Quote:
Swimming: Lets face it, this is Star Wars. If you're underwater, you're either in a submarine of some sort, or you're doing it wrong.
This is an example of a curveball that got thrown at our characters once because they thought the skill was useless. Their stolen shuttle was going down and they had to ditch over water, but they didn't have any kind of inflatable raft. Luckily, they weren't too far from the shoreline. Some characters floundered a bit trying to stay afloat and make the swim, and some character points had to be used, but they made it. In another adventure, they found themselves in a similar situation, save that the water was infested with a ravenous variety of sharks. Want to swim for safety as fast as possible? Better roll for it!
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