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Alastor04 Ensign
Joined: 05 Nov 2013 Posts: 48
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Posted: Fri Jul 16, 2021 8:28 pm Post subject: Jedi Padawan |
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How would you build a Jedi Padawan as in someone raised in the Jedi Temple using 2nd Ed R&E? Would you use.a template or create your own? How would you spend skill dice and what powers would you start with?
There is no right or wrong Im just curious how players more familiar with the system would do it. |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Fri Jul 16, 2021 9:45 pm Post subject: |
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Not sure if this helps, but this is what I use as a basis padwans and younglings.
Quote: | Padawan
DEXTERITY 3D+2
Acrobatics 4D+1, dodge 4D+1, lightsaber 4D+1, melee combat 4D+1, melee parry 4D+1
KNOWLEDGE 3D
Cultures: Jedi Order 3D+2, Scholar: Jedi lore 4D+1
MECHANICAL 3D+1
PERCEPTION 2D+2
Persuasion 4D+1
STRENGTH 2D+1
Climbing/jumping 4D+1, stamina 4D+1
TECHNICAL 3D
Computer programming/repair 4D+2, lightsaber repair 4D+1
Special Abilities:
Force Skills: Control 3D, sense 3D, alter 3D
Force Powers:
Control: Concentration, enhance attribute, Force of will
Sense: Danger sense, direction sense, life detection, life sense
Alter: Telekinesis.
Control and Sense: Lightsaber combat
This character is Force-Sensitive.
Force Points: 3
Character Points: 5-10
Move: 10
Equipment: Jedi uniform and robes, lightsaber (5D), comlink |
Quote: | Jedi Youngling (Mediocre): All stats 2D except for: acrobatics 2D+1, lightsaber 2D, running 2D+2, culture 2D+1, Scholar: galactic history 2D+1, Scholar: Jedi lore 2D+2, willpower 2D+2, Perception 2D+2, climbing/jumping 2D+1, stamina 2D+1. SA: Control 1D, sense 1D. Force Powers: Control: Concentration. Sense: Life detection, Sense Force. Control and Sense: Lightsaber combat. Move: 10. Force Points: 1. Equipment: Youngling uniform and robes, datapad, training lightsaber. |
Quote: | Jedi Youngling (Average): All stats 2D except for: acrobatics 3D, lightsaber 3D, running 3D+1, culture 2D+2, Scholar: galactic history 2D+2, Scholar: Jedi lore 3D+1, willpower 3D+1, Perception 2D+2, climbing/jumping 2D+2, stamina 2D+2. SA: Control 2D, sense 2D. Control: Concentration. Sense: Life detection, Sense Force. Control and Sense: Lightsaber combat. Move: 10. Force Points: 1. Character Points: 3. Equipment: Youngling uniform and robes, datapad, training lightsaber. |
Quote: | Jedi Youngling (Experienced): All stats 2D except for: acrobatics 3D+1, lightsaber 4D, running 4D, culture 3D, Scholar: galactic history 3D, Scholar: Jedi lore 4D, willpower 4D, Perception 2D+2, climbing/jumping 3D, stamina 3D. SA: Control 3D, sense 3D, alter 1D. Control: Concentration, control pain, enhance attribute, remove fatigue. Sense: Danger sense, life detection, sense Force. Alter: Telekinesis. Control and Sense: Lightsaber combat. Move: 10. Force Points: 1. Character Points: 5. Equipment: Youngling uniform and robes, datapad, training lightsaber. |
Quote: | Jedi Youngling (Elite): All stats 2D except for: acrobatics 3D+2, lightsaber 5D, running 4D+2, culture 3D+1, Scholar: galactic history 3D+1, Scholar: Jedi lore 4D+2, willpower 4D+2, Perception 2D+2, climbing/jumping 3D+1, stamina 3D+1. SA: Control 4D, sense 4D, alter 2D. Control: Accelerate healing, concentration, control pain, enhance attribute, remove fatigue. Sense: Combat sense, danger sense, life detection, magnify senses, sense Force. Alter: Force push, telekinesis. Control and Sense: Lightsaber combat. Move: 10. Force Points: 2. Character Points: 5. Equipment: Youngling uniform and robes, datapad, training lightsaber. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Jul 16, 2021 10:41 pm Post subject: Re: Jedi Padawan |
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Alastor04 wrote: | How would you build a Jedi Padawan as in someone raised in the Jedi Temple using 2nd Ed R&E? Would you use.a template or create your own? How would you spend skill dice and what powers would you start with?
There is no right or wrong Im just curious how players more familiar with the system would do it. |
I would build my own. Since you're using RAW, talk with your GM about the expectations and pacing of the story. It also depends on how many force users are in the group (if you're the only one, you may find it very difficult to keep up in most scenarios; in my experience, you will never "catch up" to the other player characters unless you are able to get your force skills above 6D... and by RAW, that takes a long, long time). One way to mitigate this is to make sure you have skills that other players lack, but which are relevant and frequently used in the campaign.
What "kind" of Jedi do you want to play? The basic three concepts we see described in canon are Consular (the diplomatic Jedi), Guardian (the warrior Jedi) and Sentinel (the Stealthy Jedi).
Of course, you can hybrid and alter these concepts as you see fit. But your concept will affect which skills you select, as well as how you prioritize your force skills.
If building my own, I like to take 0D or 1D in force skills, so that my other attributes aren't super weak compared to a typical starting character. Since you're a padawan, we assume you have a master who can teach you the remaining force skills early on (but each one costs 10cp to learn; I find that in the long run, this is better for your character's overall capability, but doesn't do anything for the RAW's built-in slow start for Jedi PCs... either way, you're going to start from behind. You'll have to be judicious with your CPs if you want to advance at a comparable pace to other characters).
Until you have about 4D+2 in control (and at least 3D+2 in sense), you'll find that reliably activating lightsaber combat (which protects you from blasters) is just not in the cards. Sometimes you'll get it, sometimes you won't. So, I'd prioritize the dodge skill at character creation (as well as starting with a high dex, to further help survivability). Dodge is also important when attacks can't be deflected (such as grenades or flechette weaponry).
Having a decent preception attribute will help you out against other force users who try to target you with force powers until you get your control skill up to a worthwhile level (it's also appropriate for a typical Jedi to have above average perception, IMO).
I also like to have at least one "mobility" skill to be useful during chases (whether I'm the one chasing or being chased). This could be some form of mechanical skill (piloting some kind of vehicle) or an athletic skill (running, climbing/jumping, stamina, etc.).
This last one really depends on your group's play style, but I find that having at least one area of specialized knowledge that is germane to the story/development of the campaign can potentially go a long way when trying to solve story-based problems. Streetwise is an obvious choice, but Alien Species or Cultures or Languages could prove to be useful, depending on how much these things matter to the campaign.
So the way I like to do it is basically this:
Start with a decent dexterity and perception attribute (strength can be very nice to have as well).
Start with a good dodge skill.
Pick a mobility skill.
Pick an area of specialized knowledge (optional).
During character advancement, try to raise at least one force skill after every adventure (more if you can), and at least one normal skill. _________________ .
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jul 16, 2021 10:44 pm Post subject: |
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If you're looking just to use 2R&E, the simplest solution is the Young Jedi template. It has the highest starting Force skills for any Jedi character (the Alien Student of the Force is equal to it, but by definition isn't a Jedi). _________________ "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.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Jul 16, 2021 10:59 pm Post subject: |
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CRMcNeill wrote: | If you're looking just to use 2R&E, the simplest solution is the Young Jedi template. It has the highest starting Force skills for any Jedi character (the Alien Student of the Force is equal to it, but by definition isn't a Jedi). |
Though, the "young Jedi" isn't technically a Jedi either... just happens to be naturally gifted in the force (hence, has no lightsaber and no Jedi teacher). The other two Jedi templates actually have history as Jedi, and do have a lightsaber (in case these things matter to the OP if intending to use the template exactly as it's presented in RAW). _________________ .
SpecForce Combat Elements
All About Lightsabers: Designing, Building, and Fighting |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jul 17, 2021 12:03 am Post subject: |
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Naaman wrote: | Though, the "young Jedi" isn't technically a Jedi either... just happens to be naturally gifted in the force (hence, has no lightsaber and no Jedi teacher). The other two Jedi templates actually have history as Jedi, and do have a lightsaber (in case these things matter to the OP if intending to use the template exactly as it's presented in RAW). |
Several Jedi in the EU ditched their lightsabers to conceal their identities after Order 66. A Jedi doesn't automatically have to have a lightsaber. _________________ "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.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14212 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jul 17, 2021 1:30 am Post subject: |
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Naaman wrote: | CRMcNeill wrote: | If you're looking just to use 2R&E, the simplest solution is the Young Jedi template. It has the highest starting Force skills for any Jedi character (the Alien Student of the Force is equal to it, but by definition isn't a Jedi). |
Though, the "young Jedi" isn't technically a Jedi either... just happens to be naturally gifted in the force (hence, has no lightsaber and no Jedi teacher). The other two Jedi templates actually have history as Jedi, and do have a lightsaber (in case these things matter to the OP if intending to use the template exactly as it's presented in RAW). |
OR adapt one from 1e, such as the Quixotic jedi! _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sat Jul 17, 2021 10:16 am Post subject: |
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I'd use the Young Jedi template, mostly, but maybe with some skill dice devoted to Force skills.
So, maybe something like
Dex 3D
-Lightsaber 4D
Kno 3D
-Willpower 4D
Mech 2D
Per 3D
Str 2D
-Climbing/Leaping 3D
-Stamina 3D
Tech 2D
Control 2D
Sense 2D
Alter 2D
Starts with clothes and a lightsaber. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Dec 11, 2023 9:33 pm Post subject: Re: Jedi Padawan |
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garhkal wrote: | Alastor04 wrote: | How would you make a starting Jedi Padawan using Second Edition Revised and Expanded RAW? Just looking for ideas there is no wrong answer. |
Base it on the minor jedi template.. 1d for either Control OR sense. |
That was my knee-jerk response too. _________________ *
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