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First Edition's Consolidated Skills
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RedFox
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PostPosted: Mon Apr 30, 2007 6:39 pm    Post subject: Reply with quote

Thanks, Xynar!

As to the lightsabers thing: I don't want to get into an argument about it. If you don't like it, then don't use it. I already stated my reasons for rolling lightsabers into melee. If it doesn't satisfy you, then fine. But you're not going to convince me otherwise with a realism-based argument.
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Ankhanu
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PostPosted: Mon Apr 30, 2007 7:09 pm    Post subject: Reply with quote

No need to be defensive. It's all quite simple, you said that you didn't understand why they would be difficult to use, I explained. Do your thing, if that's what you're going to do, but there's no need to get your panties in a twist because I disagree with it Razz
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Xynar
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PostPosted: Wed May 02, 2007 7:10 am    Post subject: Reply with quote

The Introductory Adventure box set had a light 2nd edition rule set which included a lighter skill list. You may want to check it out for reference purposes.
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garhkal
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PostPosted: Thu May 03, 2007 1:10 pm    Post subject: Reply with quote

Red. It is not just Xynar that sees a problem with rolling lightsaber under melee. I do too. And while i do understand your reasoning for making things a little more 'streamlined' doing that, to me, is making jedi characters a little more 'pumped'..
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Xynar
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PostPosted: Thu May 03, 2007 4:01 pm    Post subject: Reply with quote

I'm not the one with the lightsaber issues. Wink
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Endwyn
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PostPosted: Thu May 03, 2007 4:58 pm    Post subject: Reply with quote

I am not trying to change your mind RedFox, because I respect that you are satisfied with the way you have arranged lightsaber combat as a specialization of melee. I will however point out some of the reasons why everyone else is concerned. At the very least you can know what problems could occur in your game and the warning signs that they might happen.

The first concern is that as a specialization the Jedi will advance their combat prowess beyond the other characters types too quickly. We will assuming the Jedi has a Dex of 3D and no starting skill dice in lightsaber. It takes 99 CP's to go from 3D to 9D if lightsaber is a skill; as a specialization that same advancement can be done in 54 CP's.

The first concern with that will be that most other characters will be advancing a skill as opposed to the Jedi only needing a specialization.

The Second concern is what the Jedi can and will do with those remaining 45 CP's. The Jedi will advance their force skills, which are cheap at the low levels. (A Jedi could improve all three force skills from 1D to 2D+2 without an instructor or to 3D+2 with an instructor.)

Basically, you will see the Jedi able to advance much quicker than normal while other characters are left behind working with "non-specialized" skills. If all of your players will use specializations for the bulk of their characters than this effect will be greatly reduced.
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Tupteq
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PostPosted: Thu May 03, 2007 8:50 pm    Post subject: Reply with quote

It's all right if you assume that Jedi uses all CPs to advance his lightsaber skill. In other hand - Jedi is 54CPs behind other playersin advancing all other skills Smile
In my games I'm using lightsaber skill, but almost always it's taken in specializations/variants (lightsaber Forms). These specializations aren't any cheaper than a normal skill, but for each full die of specialization Jedi gets one lightsaber combat technique (similar to those from Rebel SpecForce Sourcebook, but I created techniques specific for each lightsaber form).
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Endwyn
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PostPosted: Thu May 03, 2007 9:18 pm    Post subject: Reply with quote

It's not that I'm assuming that the Jedi will use all their CP's in the lightsaber skill. It's a comparison of if a character wanted to take the skill from point A to point B it would cost X. To make that same advancement would cost Y if it was a specialization; which would let them increase their force skills too.

The point is that a character can get to the same point much cheaper one way than the other and that unless other (non-Jedi) characters are also using skill specializations that they will fall behind the curve the Jedi can take.
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slaughterj
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PostPosted: Wed Oct 24, 2007 11:58 pm    Post subject: Reply with quote

Xynar wrote:
The Introductory Adventure box set had a light 2nd edition rule set which included a lighter skill list. You may want to check it out for reference purposes.


It'd be great if someone could post that list.
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slaughterj
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PostPosted: Thu Oct 25, 2007 12:03 am    Post subject: Reply with quote

I like RedFox's consolidated skills list generally.

I think Jet Pack and Rocket Pack Operation should be combined, they are too specific on their own.

First edition had Hide/Sneak together, and I prefer that setup.

Brawling and Parry, and Melee and Parry combined into Brawling and Melee seems much better. In the default setup, one can get Lightsaber and use it offensively and defensively, but if some is a melee guy or brawler, they have two skills to boost, which doesn't seem to make sense. (I might still keep Lightsaber separate though.)

As for comments about consolidating tech and social skills, some more could be done on those. For instance, Bargain, Con, and Persuasion could be rolled in Persuasion easily enough. For tech, that could be computer/droid programming/repair (as one skill), vehicle repair (covering ships, repulsorcraft, etc.), weapon repair, etc.
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