View previous topic :: View next topic |
Author |
Message |
Kytross Line Captain


Joined: 28 Jan 2008 Posts: 806
|
Posted: Tue Jan 29, 2008 4:13 pm Post subject: 1D-4 |
|
|
I'm trying this in a new campaign set within a year after Endor. I've got a character who's force sensitive and instead of taking an attribute die away from them I took their starting character dice and gave them 1D minus 4 in one force attribute of their choice and 1 starting power.
The way I envision it working is that they roll their die and the only way they can hope to get a successful roll is to explode a six. My expectation is that this will be a decent representation of an untrained forcer trying to use the force.
I'm not sure if it will work and I'll keep you guys posted. I'd love to hear some feedback on the idea. |
|
Back to top |
|
 |
Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
|
Posted: Tue Jan 29, 2008 4:16 pm Post subject: |
|
|
Hmm, I *think* I understand what you're doing, but I'm not quite certain. Could you explain it again?? _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
Donate to Ankhanu Press |
|
Back to top |
|
 |
vong Jedi

Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
|
Posted: Tue Jan 29, 2008 4:27 pm Post subject: |
|
|
it sounds like he gave him 1D-4 in (lets say alter)
So the jedi rolls and gets a 3, total of -1, and TK fails.
If they roll a 6, then another 6, then another 6 then a 4 (explode a 6) =22-4 is 18 so they succeed with TK.
It is an interesting idea, but the price is a bit steep thought in my opnion, and how do the get the -4 away? (they spend a full attribute dice to do this) _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
|
Back to top |
|
 |
Kytross Line Captain


Joined: 28 Jan 2008 Posts: 806
|
Posted: Tue Jan 29, 2008 5:47 pm Post subject: |
|
|
Vong nailed it.
Let's say you take alter and TK. You're attempting to turn off a light switch so you can add confusion before a fight. Or some other very easy roll.
You roll a 5. 5 minus 4 is 1.
However, if you roll a 6 and then a 3, that's 9. 9 minus 4 is 5. 5 makes a very easy roll.
In other words you need to roll a six to use the power.
As for cost, He kept all 18 of his attribute dice. New characters in my campaigns start with 10 character points. In this character's case I took the ten character points and gave him 1D-4 in his choice of force pools. So his character sheet looks like this:
Dex 4D
Perc 2D
Str 2D
Know 2D
Mech 4D
Tech 4D
Alter 1D-4
Force points 1
Darkside points 0
Character points 0
Move 10
Does that help at all? |
|
Back to top |
|
 |
Kytross Line Captain


Joined: 28 Jan 2008 Posts: 806
|
Posted: Tue Jan 29, 2008 5:54 pm Post subject: |
|
|
The skill is improved the same way any force pool is. 2 character points per D and 2 days of intense training.
I give ten character points as an average for completing adventures. Good roleplaying is rewarded with more character points. So after the first adventure he'll have some character points and if he successfully used his power he can improve it by +1. So he'd progress to 1D-3. Then 1D-2, etc.
It's a long process but I think building up a force power on your own should be a long process. If I let him meet Luke then he'll go through Jedi training.
If he chooses Sense, instead of alter or control, then I may send one of the Jedi Immortals to him in a vision later on. After he gets the power up to 2D maybe.
I'm not sure, I like to keep my campaigns somewhat fluid. |
|
Back to top |
|
 |
Kytross Line Captain


Joined: 28 Jan 2008 Posts: 806
|
Posted: Fri Jan 10, 2025 10:58 pm Post subject: |
|
|
Doing a little thread necromancy from 16 years ago.
This didn't work out. 1D-4 was a little too steep. They spent so many character points on using their TK they didn't have much left for training when they found a holocron. bogged their experience down too much.
What I am tempted to do is make characters who are Force Sensitive but untrained start with all three force skills at 1D-3. That would give me a stat to use if they want to attempt some force abilities after they learn they are force sensitive.
Like Corran Horn in the X-Wing novels.
Once they get a teacher I'd let them advance from 1D-3 to 1D with a teacher for 3 CP per skill. Actually, I'd play it by ear, depending on how the campaign is going. |
|
Back to top |
|
 |
FVBonura Commander


Joined: 24 Nov 2005 Posts: 265 Location: Central PA
|
Posted: Fri Jan 10, 2025 11:23 pm Post subject: |
|
|
Wouldn't 0D or 0D+1 essentially do the same? I ask because this may confuse new players and keeping the game mechanics consistent tends to help. I have a brand new player starting in a week, simplicity and consistency are our friends.
Inquiry: was this house rule inspired by the FATE/Fudge RPG that uses 4D3-8 (plus/minus dice)? _________________ Star Wars Deckplans Alliance
Star Wars Prequel Commentary |
|
Back to top |
|
 |
Kytross Line Captain


Joined: 28 Jan 2008 Posts: 806
|
|
Back to top |
|
 |
|