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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Thu Jun 11, 2015 7:57 pm Post subject: Direction sense |
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Thinking about a force power.
On a planet it would allow the char to know magnetic north for the planet.
In a system it would allow a char to know magnetic north for the star(s).
Outside a system it would allow the char to know galactic core?
The idea of the power is to allow the char to have an easier time navigating. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jun 11, 2015 9:50 pm Post subject: |
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Well, unless you have something specific in mind, a simple, general method would be to just use Enhance Attribute to boost Knowledge, thereby adding a +1D-3D bonus to Planetary Systems for navigation. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10408 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Jun 11, 2015 10:53 pm Post subject: |
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D6 Space has a general Mechanical skill Navigation:
Quote: | navigation: Plotting courses, such as through space using a vessel’s navigational computer interface, or on land using maps or landmarks, as well as creating maps. |
That, combined with the danger and difficulty of plotting courses through hyperspace inspired me to make Astrogation an advance skill and add a normal skill Navigation which handles the non-hyperspace navigation abilities mentioned above, and include a character's general sense of direction. And of course prerequisites of (A) Astrogation are Navigation and Astrography (what I renamed Planetary Systems to include knowledge of astronomical phenomena, again like D6 Space).
I know that doesn't really help with a Force power to sense magnetic fields and such, so I suggest reading up on two Force powers in REUP: Direction Sense (p. 159) and Shift Sense (p. 162). _________________ *
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Thu Jun 11, 2015 11:25 pm Post subject: |
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Thank you
? REUP ? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jun 12, 2015 3:25 am Post subject: |
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Survival should be usable for "ground navigation' by the stars or magnetic north. _________________ 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: Fri Jun 12, 2015 8:09 pm Post subject: |
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New skill - Orienteering, to use to land navigate with map and compass. ?. Knowledge or perception. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Fri Jun 12, 2015 9:56 pm Post subject: |
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griff wrote: | New skill - Orienteering, to use to land navigate with map and compass. ?. Knowledge or perception. |
I'm with Garhkal, that direction is part of part of survival.
Hmm instead of a power make a sense roll to know your direction. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10408 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Jun 13, 2015 12:11 am Post subject: |
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Savar wrote: | Thank you
? REUP ? |
Sorry, I thought the acronym was pretty much universal now. I am referring to Star Wars Roleplaying Game: Revised Expanded Updated.
garhkal wrote: | Survival should be usable for "ground navigation' by the stars or magnetic north. |
Savar wrote: | I'm with Garhkal, that direction is part of part of survival. |
I don't disagree. But skills can and do overlap in RAW (sometimes even under the same attribute). Alien Species includes alien biology and alien cultures, while Cultures is cultures in general (same species as the character or alien ones). But some aspects of each skill don't overlap, and there is a need for both.
In my game there is room for a Mechanical Navigation skill that may sometimes overlap with Knowledge's Survival. Navigation is not always about surviving. Finding the fastest route through a crowded market place to get to the same vendor before a competitor does is not necessarily about survival. It could just be about getting the best deal. And sometimes maybe even general Perception may even be applicable.
There are times where I could tell players, "Give me a Survival Navigation or Perception roll, whichever is higher." Determining if a situation might have multiple skill possibilities, and if so which ones, just depends on the circumstances. Mechanical already includes spatial awareness, and I view sense of direction as a part of spatial awareness. But to each GM his own.
Whill wrote: | I suggest reading up on two Force powers in REUP: Direction Sense (p. 159) and Shift Sense (p. 162). |
Savar wrote: | Hmm instead of a power make a sense roll to know your direction. |
There already is a Force power called "Direction Sense". Were you thinking of replacing it? _________________ *
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Sun Jun 14, 2015 11:41 pm Post subject: |
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Okay still looking at the book. Thank you. The direction sense given in the book is more powerful then what i was planning but it is cool.
Was working on a clan descended from a Jedi that has a tradition of trail blazing. Now i need to think more. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Jun 15, 2015 9:48 am Post subject: |
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This seems pretty straight forward.
Why not just write up the power in institute it?
Easy sense roll gets you planetary north.
Moderate gets you system center.
Difficult gets you sector center.
Heroic gets you galactic center.
Or something like that. |
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