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Noghri - Overpowered?
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Ejacobs
Lieutenant Commander
Lieutenant Commander


Joined: 07 Nov 2005
Posts: 183
Location: Afghanistan...Again

PostPosted: Sat Jun 03, 2006 12:12 am    Post subject: Reply with quote

Well, I feel that I should put my two cents in here, a day late and a dollar short though. I've played in a group with player whose character was a Noghri. And yes, he did have 22D starting. He was phenomenal to start, especially when it came to combat. However, when ever anything had to do with technology, he was a total fish out of water. They are an awesome species, but don't have the technical know-how to really thrive as anything but killers. We didn't have a problem, since sure, he could take us all in a fight, but we were the ones who could fly the ships and shoot the TIE fighters out of the sky and operate all the computers and hacking equipment and healing. Our GM also had restrictions on the level of technology they could be familiar with to start. Only very basic operator level for high tech gadgets.

It's all in how you plan the game. Not all characters are created equal; how you handle their differences, strengths and weaknesses, is what makes a fun game.

E
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Sat Jun 03, 2006 11:34 am    Post subject: Reply with quote

You're absolutely correct, E!

So long as your player is content (and will remain so over the long haul) knowing that his character will be heavily dependent on the rest of the party for a whole lot of things, and will be fine with either having to completely refrain from ever using some devices (or having to take a lot of time to learn how) then you're fine.

If you player is going to become infantile about it at some point, then have him run a Wookiee and be done with it. Rolling Eyes

Or perhaps even an Umgulian Blob, and enter him in the Blob Races! Razz
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Sat Jun 03, 2006 11:58 am    Post subject: Reply with quote

Yeah, well... but with 22D and those attributes min/maxs, you could easily make a Noghri character who is both an awesome killer and also quite capable in the technological areas. The only real difficulty is explaining how your character gained that knowledge, considering Noghris live in quite a primitive society.
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"He's Gry Sarth, of course he has the stats for them."
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Sat Jun 03, 2006 12:46 pm    Post subject: Reply with quote

That's why I support GM limitations on their technological abilities. The only way I'd see my way clear of having a kick-butt Noghri in ALL areas would be to have a very detailed, very specific backstory explaining how this particular Noghri was specially trained by the Empire, whether by Vader's order or Thrawn's. He could have been part of an experiment that was a trial run to check the outcome of hyper-intense special training, or genetic engineering, or whatever, to make the Noghri even MORE deadly and capable than the normal stock. But the story would have to be quite detailed and well thought-out, IMO. This isn't the kind of character you allow to someone who gives you a half-hearted attempt at the minimum requisites for character background. This is the kind of character you reward a hard-working player with after he's done some research, put some serious thought into his character, and come up with a really good idea for how this came about. If the player isn't overly skilled in telling stories, some GM help would be appropriate, as long as the player is the one coming up with the ideas.
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