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The Stat Block of Twi'leks = REALLY?
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tetsuoh
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PostPosted: Mon Jan 19, 2015 6:25 pm    Post subject: The Stat Block of Twi'leks = REALLY? Reply with quote

Is this right? I'm looking at the tat block for Twi'leks and just, well...

Home Planet: Ryloth
Attribute Dice: 11D
DEXTERITY 1D/3D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Tentacles: Twi’leks can use their tentacles to communicate
in secret with each other, even if in a room full of individuals.
The complex movement of the tentacles is, in a sense, a
“secret” language that all Twi’leks are fluent in.
Move: 10/12
Size: Up to 2.4 meters tall
Source: Core Rulebook (page 216), Alien Encounters (page
159), The Star Wars Sourcebook (pages 82-84), Ultimate
Alien Anthology (page 172)

OKAY so only 11D Attribute dice because of their lekku language.

BUT, just look at those minimums and maximums - this is a race that is legendary for its sensuality in both sexes , okay so a perception maximum of 4D+2 is reasonable. Then they are also literally described as being incredibly dextrous and have a MAX 3D in it?!

AND then they lose out in minimums and maximums except their knowledge maximum.

Why not just make em 3 feet tall, furry, and stone age primitives... OOOH WAIT , those guys get a better stat block. Im serious btw - go look at ewoks and compare these two. better yet - let me.

Home Planet: Forest Moon of Endor
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/2D+2
Special Skills:
Dexterity Skills:
Thrown weapons: bows, rocks, sling, spear. Time to use: one
round. The character may take the base skill and/or any of
the specializations.
Mechanical Skils:
Glider: Time to use: one round. The ability to pilot gliders.
Technical Skills:
Primitive Construction: Time to use: one hour for gliders
and rope bridges; several hours for small structures,
catapults and similar constructs. This is the ability to build
structures out of wood, vines and other natural materials
with only tools. This skill is good for building sturdy houses,
vine bridges and rock hurling catapults (2D speeder-scale
damage).
Special Abilities:
Skill Bonus: At the time the character is created only, the
character gets 2D for every 1D placed in the hide, search
and sneak skills.
Skill Limits: Beginning characters may not place any skill
dice in any vehicle (other than glider) or starship operations
or repair skills.
Smell: Ewoks have a highly developed sense of smell, getting
a +1D bonus to their search skill when tracking by scent.
This ability may not be improved.

- *brow wrinkles* 12D attribute dice - TWO special abilities, better dexterity, better mechanical, the SAME strength? for the sake of an almost laughable skill restriction...I'll stop there.

you guys let me know what you think...... In the mean time

MY twi'lek stat block:

Home Planet: Ryloth
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D+2
TECHNICAL 1D/3D
Special Abilities:
Tentacles: Twi’leks can use their tentacles to communicate
in secret with each other, even if in a room full of individuals.
The complex movement of the tentacles is, in a sense, a
“secret” language that all Twi’leks are fluent in.
Skill Bonus: At the time the character is created only, the
character gets 2D for every 1D placed in the persuasion skill.
Story Factors:
Slavery: Slavery is so ingrained as the main trade of Ryloth, that most Twi'leks are generally thought to be either a slave or consort of some kind, and often treated as second class citizens, this is especially true in Hutt space.
Move: 10/12
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Whill
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PostPosted: Mon Jan 19, 2015 8:09 pm    Post subject: Re: The Stat Block of Twi'leks = REALLY? Reply with quote

tetsuoh wrote:
Is this right? I'm looking at the tat block for Twi'leks and just, well...

Home Planet: Ryloth
Attribute Dice: 11D
DEXTERITY 1D/3D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Tentacles: Twi’leks can use their tentacles to communicate
in secret with each other, even if in a room full of individuals.
The complex movement of the tentacles is, in a sense, a
“secret” language that all Twi’leks are fluent in.
Move: 10/12
Size: Up to 2.4 meters tall
Source: Core Rulebook (page 216), Alien Encounters (page
159), The Star Wars Sourcebook (pages 82-84), Ultimate
Alien Anthology (page 172)

OKAY so only 11D Attribute dice because of their lekku language.

BUT, just look at those minimums and maximums - this is a race that is legendary for its sensuality in both sexes , okay so a perception maximum of 4D+2 is reasonable. Then they are also literally described as being incredibly dextrous and have a MAX 3D in it?!

AND then they lose out in minimums and maximums except their knowledge maximum.

Why not just make em 3 feet tall, furry, and stone age primitives... OOOH WAIT , those guys get a better stat block. Im serious btw - go look at ewoks and compare these two...

- *brow wrinkles* 12D attribute dice - TWO special abilities, better dexterity, better mechanical, the SAME strength? for the sake of an almost laughable skill restriction...I'll stop there.

you guys let me know what you think...... In the mean time

MY twi'lek stat block...


Your stat block is better. A few things.

Yes, really. This is a good example of the dangers of venerating official stats as the infallible word of God. The Twi'lik stats alone illustrate that the game stats don't always conform to the fluff text. Not all fluff writers may even have a good grasp of the game mechanics, but they may have to do it anyway. Sometimes it seems arbitrary. The Ewok stats show that there was no overall stat editor to ensure consistency between contributions. It is likely that the various alien species in the SW Sourcebook had different contributors.

However it is no fault of WEG that Twi'leks have changed and expanded over time. WEG literally named the species and provided the first ever fluff species capsule in 1987. I remember reading an early EU novel in the 90s that had Twi'lek pilots and I remember thinking, They even have pilots? With their primitive planet and low Mechanical? Then prequels rewrote the book by having the poor, primitive Twi'lek planet whose people are subject to rampant slavery be the capital of its sector with the Twi'lek senator being a particularly powerful senator. Then I read that TCW gave its tide-locked planet rotation, which would fundamentally change the species fluff text.

This is exactly why all GMs should do exactly what tetsuoh did and rewrite the stat blocks to suit their own games. What I'd really love to read is an updated capsule write-up that takes more recent sources into consideration, and/or decidedly includes or rejects certain sources of your designation. I haven't done so yet but I will definitely make something that (1) attempts to honor the original 1987 source as much as possible, and yet (2) still incorporates as many subsequent sources as possible, most certainly the prequel films and possibly but not necessarily TCW.
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tetsuoh
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PostPosted: Mon Jan 19, 2015 9:52 pm    Post subject: Reply with quote

Thank You Whill.

And I agree, it is very hard for the stat block be accurate with changing source material being added to over and over.

I did not change the mechanical because of the fact of they primitives aspect, same with their technical.

The rest though is by newer sources than WEG so I can see why it was basically no longer fully appropriate.

Same note the stat inconsistencies are a major nuisance as a GM, especially when I notice such things as those ewok stats in comparison.
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Kytross
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PostPosted: Tue Jan 20, 2015 4:48 pm    Post subject: Reply with quote

I give Twi'leks the same stats as humans. We've seen too many examples of Twi'leks to think of them as being much better or worse at anything than humans. Especially in the Rogue squadron books.

Because of their culture, the only women we see off world tend to be former slaves who were sold for their beauty. But the men are just as varied as humans, from businessmen, to warriors, to politicians and some of them are quite ugly.
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klhaviation
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PostPosted: Sat Jan 24, 2015 11:13 pm    Post subject: Reply with quote

Amen. BTW we are putting the new Twi'lek stat block here in REUP Mk II. Thanks for bringing this to my attention.
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tetsuoh
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PostPosted: Sat Jan 24, 2015 11:17 pm    Post subject: Reply with quote

Glad you liked it.

I am actually considering going through a lot of the stat blocks for new considerations after I have the new rollers done. Considering I plan on making a new character creator, and template creator.
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Theodrim
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PostPosted: Tue Jan 27, 2015 12:47 pm    Post subject: Reply with quote

I've played a Twi'lek in a game before, and had Twi'leks in my games...and honestly, never had much issue with their stat block. The extra eight attribute dice awarded to PC's generally shores up their stat block failings, which is what counts. Though, I can see where some players may be irked about it, as am I when it comes to certain power creep-influenced species or weirdo choices.

I've always played it up that Twi'leks, despite being a primitive race, are fairly quick on the uptake when it comes to learning things, and their "legendary" grace is due to a better sense of balance and spatial awareness (Per) than kinesthetics (Dex). When it comes to things like performance art (say, exotic dancing), knowing how to work a crowd counts for more than being good at the actual act.

Not to mention, high Perception is huge in SWD6. I'd rather be able to win initiative consistently for my party members to railroad enemies, or get myself to cover before the enemies can start attacking, any day.
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Raven Redstar
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PostPosted: Tue Jan 27, 2015 2:06 pm    Post subject: Reply with quote

PCs get an extra six dice above average for attributes, not eight.

Eight extra means your average PCs are walking around with 20D in attributes instead of the 18D on the templates in almost all of the books.
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garhkal
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PostPosted: Tue Jan 27, 2015 5:28 pm    Post subject: Reply with quote

Theodrim wrote:

I've always played it up that Twi'leks, despite being a primitive race, are fairly quick on the uptake when it comes to learning things, and their "legendary" grace is due to a better sense of balance and spatial awareness (Per) than kinesthetics (Dex). When it comes to things like performance art (say, exotic dancing), knowing how to work a crowd counts for more than being good at the actual act.


Same here. And since performance-dance (singing, acting, cooking etc) are also under KNOW rather than dex, their low Dex is not hurting them.
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atgxtg
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PostPosted: Thu Jan 29, 2015 5:12 pm    Post subject: Reply with quote

tetsuoh wrote:
Glad you liked it.

I am actually considering going through a lot of the stat blocks for new considerations after I have the new rollers done. Considering I plan on making a new character creator, and template creator.


That's a good idea. I'd love to see someone (or a group of someone's) go through the various species stats and try to update them with new information, balance them off a bit, and maybe rework them according to the guidelines used in Alien Encounters.

A lot of the WEG species (i.e. Rodians) basically wound up being shortchanged into "extras" because they had very little screen time or information on them.
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atgxtg
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PostPosted: Thu Jan 29, 2015 5:14 pm    Post subject: Reply with quote

Since Twi'leks are enslaved so much, maybe they should get a 2 for 1 bonus for "performance" and/or service (dance, musical instrument, cooking) type skills?

If they were good at persuade they probably wouldn't be slaves.
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Thx1138
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PostPosted: Thu Feb 05, 2015 12:00 pm    Post subject: Reply with quote

Primitive species are easy to enslave and since the Twi'leks have no interstellar vehicles, they are easy to take advantage of, also the males of the species tend to sell the females as slaves as protection since the slave market is a big business in the galaxy and a Twi'lek would be a status symbol.
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Whill
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PostPosted: Thu Feb 05, 2015 8:56 pm    Post subject: Reply with quote

Thx1138 wrote:
Primitive species are easy to enslave and since the Twi'leks have no interstellar vehicles, they are easy to take advantage of, also the males of the species tend to sell the females as slaves as protection since the slave market is a big business in the galaxy and a Twi'lek would be a status symbol.

Right. There was nothing wrong with WEG's original primitive background for the species based on a couple of them appearing in Jabba's Palace in RotJ.

But in the subsequent EU, they were shown to have starships and good pilots to fly them. Primitive? No. And in prequel era, a Twi'lek from Ryloth not only represented his planet's entire sector in the Republic Senate, but he was a particularly powerful and influential senator. Primitive? I don't think so. And then in TCW, Ryloth was given rotation, and there goes the fundamental aspects of the species like living in a narrow habitable zone of constant twilight.

WEG's original capsule for this species largely no longer applies.
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PostPosted: Thu Feb 05, 2015 10:29 pm    Post subject: Reply with quote

Those fighters though, were not gathered iirc till AFTER ROTJ.
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Thx1138
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PostPosted: Thu Feb 05, 2015 10:52 pm    Post subject: Reply with quote

Well the Twi'leks still haven't developed space flight by TPM making them in galactic terms Primitive. You also have to remember that senators represent a sector or region of space, not a species. So the senator of the sector Ryloth is in could be a twi'lek or any other species in the sector. And you also have to remember that when the old republic was abolished, slavery came back into favor and if a lot of the next generation of Twi'leks are put into slavery, the number of intelligent members would fall.
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