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A Compromise for Force Powers.
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CRMcNeill
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PostPosted: Fri Jun 19, 2015 11:54 pm    Post subject: A Compromise for Force Powers. Reply with quote

So, in 1E, a character wasn't limited to the use of Force Powers he had learned, and could use any on the list so long as he had the appropriate skills and could roll high enough. In 2E, the rules were changed to limit Force Powers only to the ones a character had actually learned. While I prefer the 2E method, I have found it rather limiting when it comes to untrained Force users being able to use Powers they haven't learned at dramatically appropriate moments.

Recently, Savar asked a question here that got me thinking about a possible compromise between the two methods. Put simply, a Force sensitive could use powers he hadn't learned (ala the 1E rules), but all skill rolls to use that power would be at +10 difficulty. This idea appeals to me because I prefer a rule where anything is possible if you roll high enough, as opposed to a flat out yes/no.

This could even be carried over into special abilities for non FS characters, as well. I'm generally opposed to converting Feats for D6, but if they were phrased in the form of bonuses to skills when performing specific tasks, I would be more inclined to use them. As currently written, many of the WOTC Feats take the form of "you can only perform this special trick/ability if you choose this Feat," but a dice bonus or difficulty reduction reads more like,"anyone can do this if they roll high enough, but because you picked this ability, you can do it much more easily." One potential example that comes to mind is allowing combat-oriented characters to select special abilities like armor proficiency, which reduces the Dex penalty for wearing armor. It'd be a nice bit of balance to throw in for parties with mixed FS and non-FS characters.

Thoughts?
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Whill
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PostPosted: Sat Jun 20, 2015 12:57 am    Post subject: Reply with quote

I like the 2e method better, but using unlearned skills at a higher difficulty would be a compromise better than you just know all the powers at full ability like 1e. Another compromise would be to allow more powers at the start. And yet another compromise would be to consolidate like powers into fewer powers with multiple uses/effects, which is what I plan to do whenever I get around to it (along with the Force attribute we discussed).

But whatever you do, please don't bring Feats into SW D6. Thank you!
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PostPosted: Sat Jun 20, 2015 1:52 am    Post subject: Reply with quote

That looks similar to how Sparks handles spontaneous activation of force powers. Though our rule also A) requires that you have seen it used before, and B) burns a FP to use it.
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PostPosted: Sat Jun 20, 2015 2:12 am    Post subject: Reply with quote

I rather like the idea of feats because they help to distinguish one character from another in terms of what that character is and is not good at, whereas with an all skill system, any character can be good at everything (we've run into this a lot in our games).

With regard to force powers, I like the idea of consolidating like powers (life sense and life detection; control pain and resist stun, etc).

One other possibility could be to allow a character to burn a character point without effect in order to cancel the difficulty penalty for not knowing the power.

Something else Ive toyed around with is having tiered effects for powers, such that a character "unlocks" more advanced uses of a given power as his skill increases. For example, the most basic telepathy might be to read the mood of the person next to you. The next tier might be sending a message to that person, the next tier might be reading their surface thoughts, and the next tier might be sifting through memories and the top tier would be altering those memories (mind trick).
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Savar
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PostPosted: Sat Jun 20, 2015 12:03 pm    Post subject: Reply with quote

garhkal wrote:
That looks similar to how Sparks handles spontaneous activation of force powers. Though our rule also A) requires that you have seen it used before, and B) burns a FP to use it.


Think that is an option strait out of the r&e book.

I think the FP cost is a bit much, kinda depends on the campaign.

If you have seen the power, +10 difficulty, 3cp cost.

If you have heard about the power, Jedi/Sith lore, other source.
+10 difficulty, 1fp cost.

If you have used a power that you don't know, +5 difficulty, 3cp cost.

If you used the power successfully 5 times you learn the power with no additional cost. (I was basing this idea off of the one way to be fluent in a language)


Last edited by Savar on Sat Jun 20, 2015 5:17 pm; edited 1 time in total
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PostPosted: Sat Jun 20, 2015 3:03 pm    Post subject: Reply with quote

In many of the source books where stats are given for force users there is usually a line "these are the force powers demonstrated, may know many more powers." I like the idea of having access to all force powers in 1e. Especially the lure of powers of the dark side. The increased difficulty for first time use is a great idea. The that power would be listed as "demonstrated" and no further penalty, if the first roll was successful.
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garhkal
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PostPosted: Sat Jun 20, 2015 10:36 pm    Post subject: Reply with quote

Savar wrote:

If you used the power successfully 5 times you learn the power with no additional cost. (I was basing this idea off of the one way to be fluent in a language)


I like this add on rule..
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PostPosted: Sat Jun 20, 2015 11:03 pm    Post subject: Reply with quote

garhkal wrote:
Savar wrote:
If you used the power successfully 5 times you learn the power with no additional cost. (I was basing this idea off of the one way to be fluent in a language)

I like this add on rule..

That's logical.
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CRMcNeill
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PostPosted: Sun Jun 21, 2015 2:13 am    Post subject: Reply with quote

Whill wrote:
Another compromise would be to allow more powers at the start.

There is that, but which method? And which one provides the best "slope" of increase in number of powers known without causing a spike at the very beginning?

Quote:
But whatever you do, please don't bring Feats into SW D6. Thank you!

I think the closest I would come would be using WOTC Feats as reference to expand the existing Special Abilities to create a list from which non-FS characters could choose. The Far Orbit Project includes stats for veteran stormtroopers with bodyguard training (which gives them a bonus to initiative) and armor familiarity (which allows them to ignore the armor's Dex penalty). Using those as guidelines, several others could conceivably be generated, along with prerequisites before a character can purchase them. It'd be a nice bit of balance, I think...
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CRMcNeill
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PostPosted: Sun Jun 21, 2015 2:20 am    Post subject: Reply with quote

garhkal wrote:
That looks similar to how Sparks handles spontaneous activation of force powers. Though our rule also A) requires that you have seen it used before, and B) burns a FP to use it.

My only problem here is that A) ignores the intuitive aspect of the Force, in that a character could potentially use the Force in a manner that he had never seen simply based on guidance from the Force itself.

As to B), increasing the difficulty, especially for low level characters, means that spending a FP may be the only way they could succeed at first...
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CRMcNeill
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PostPosted: Sun Jun 21, 2015 2:58 am    Post subject: Reply with quote

Naaman wrote:
I rather like the idea of feats because they help to distinguish one character from another in terms of what that character is and is not good at, whereas with an all skill system, any character can be good at everything (we've run into this a lot in our games).

I tend to agree, although the Feat system WOTC eventually came up with went a little overboard. There were so d@mn many to choose from once they got going...

Quote:
One other possibility could be to allow a character to burn a character point without effect in order to cancel the difficulty penalty for not knowing the power.

I'd prefer to just use the existing system; burn CPs to increase your initial dice roll, which increases your chances of beating the increased difficulty.

Quote:
Something else Ive toyed around with is having tiered effects for powers, such that a character "unlocks" more advanced uses of a given power as his skill increases. For example, the most basic telepathy might be to read the mood of the person next to you. The next tier might be sending a message to that person, the next tier might be reading their surface thoughts, and the next tier might be sifting through memories and the top tier would be altering those memories (mind trick).

I've played with something similar when trying to re-write Danger Sense, but I ended up just going with allowing a FS character to choose to roll either their Perception or their Sense for initiative, with difficulty modifiers for Sense based on the number of attackers and how direct or convoluted the threat was. The re-write that a tier system would require just looked too extensive to be worth it to me. I usually find myself defaulting to a bonus method based on how well the character rolled, similar to the RoE optional damage rules.
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PostPosted: Sun Jun 21, 2015 3:01 am    Post subject: Reply with quote

Savar wrote:
I think the FP cost is a bit much, kinda depends on the campaign.

If you have seen the power, +10 difficulty, 3cp cost.

If you have heard about the power, Jedi/Sith lore, other source.
+10 difficulty, 1fp cost.

If you have used a power that you don't know, +5 difficulty, 3cp cost.

If you used the power successfully 5 times you learn the power with no additional cost. (I was basing this idea off of the one way to be fluent in a language)

I'd prefer to using varying difficulties only, then allowing the character to choose whether or not to burn CP or FP to succeed. For instance:
    Using a power you don't know = +10
    Using a power you have heard about = +7
    Using a power you have read about or have seen demonstrated = +5

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CRMcNeill
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PostPosted: Sun Jun 21, 2015 3:04 am    Post subject: Reply with quote

Whill wrote:
And yet another compromise would be to consolidate like powers into fewer powers with multiple uses/effects, which is what I plan to do whenever I get around to it (along with the Force attribute we discussed).

Naaman wrote:
With regard to force powers, I like the idea of consolidating like powers (life sense and life detection; control pain and resist stun, etc).

I agree also. Far too many of the powers have an extremely narrow focus. Lightsaber Combat is a good example, as it basically narrows a Jedi down to skillful use of a single weapon, but is completely ineffective without it, as though the Force is somehow only providing guidance when the Jedi is holding a lightsaber. A lot of the powers could be made more general in scope and still be able to accomplish their original intent.
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Savar
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PostPosted: Sun Jun 21, 2015 8:30 am    Post subject: Reply with quote

crmcneill wrote:
I'd prefer to using varying difficulties only, then allowing the character to choose whether or not to burn CP or FP to succeed. For instance:
    Using a power you don't know = +10
    Using a power you have heard about = +7
    Using a power you have read about or have seen demonstrated = +5


I would move the read about to the heard about line

Then add one more for a power used but not mastered = +3
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CRMcNeill
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PostPosted: Sun Jun 21, 2015 2:16 pm    Post subject: Reply with quote

Savar wrote:
I would move the read about to the heard about line

My problem is that I'm thinking of "heard about" in terms of "I once saw a Jedi do xyz," so that the character understands that such a thing is theoretically possible, but is light on the details. Being verbally given a detailed description of what a power can do would fall under the scope of having read about it in a Jedi/Sith tome, IMO.

Quote:
Then add one more for a power used but not mastered = +3

That works, although at this point, it is starting to get a little more complex than I had originally envisioned...
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