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F3.0 Cadet
Joined: 20 Aug 2007 Posts: 6
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Posted: Wed Aug 29, 2007 12:59 pm Post subject: Witches of Dathomir Fix |
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I have some questions about a propsed fix to the witches of Dathomir, since I have a player that wants to try one. They are not in any way cost effective. Reading them over in Cracken's Threat Dossier, they cost 20 char points to learn a spell. Then they need to raise each spell as an individual skill.
In comparison jedi cot 5 char points for a force power, and have only three skills that they need to advance to use them. The costs are hugely different, and IMO the difference in cost makes the witch pretty unplayable as a character. Especially over a long campaign.
What I had in mind was lowering the cost to 5 Char points per Spell, and raising spell pip ranks at the same rank as a specilization, to make up for the fact that they need to raise each one seperately.
I'm looking for critiques, down sides, or other proposed ideas if anyone has any. |
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K21DUBIE Lieutenant Commander
Joined: 15 Jun 2007 Posts: 237
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F3.0 Cadet
Joined: 20 Aug 2007 Posts: 6
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Posted: Wed Aug 29, 2007 2:46 pm Post subject: |
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Not quite what I was looking for, but thank you. I'm trying to find a way to still use the existing mechanic while making the cost something affordable. |
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K21DUBIE Lieutenant Commander
Joined: 15 Jun 2007 Posts: 237
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Posted: Wed Aug 29, 2007 5:15 pm Post subject: |
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well you can still use the force powers control,sense,alter costing the standard skill cost. with the force powers being the cost of specializations. That is with a teacher and with out a teacher thecost would be double on everything. I think that is the best way and the cost of gaining a new power just being 5cps. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Aug 29, 2007 5:46 pm Post subject: |
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Why not make 'spell tree's. Where each spell goes under a set tree, kind of like how the force is now (with cont, alter an sense) but make it different. Each spell goes under one or more trees... _________________ Confucious sayeth, don't wash cat while drunk! |
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F3.0 Cadet
Joined: 20 Aug 2007 Posts: 6
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Posted: Wed Aug 29, 2007 9:30 pm Post subject: |
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garkhal, I think I'll give that a shot. k21, I was going for something different rules wise as well, to give it a diffferent feel to the player. I think I'll try and see what I can arrange with the spell tree idea first and see how that goes. Thanks to both of you.
Obviously new to the forums here, but myself and a couple of others are hoping to get a couple of games started on here. So we'll be around more. Probably with more questions. It's been years since I played SW d6. |
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noctum_carpe Rear Admiral
Joined: 12 Apr 2005 Posts: 2466 Location: Lidköping, Sweden
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Posted: Thu Aug 30, 2007 7:16 am Post subject: |
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This might not be everyones cup of tea, but.
I use the force skills as i cannon but you can also by separate force powers as skills once you have aquired them they may not be inrerased over the base skill thou. so if you have Controll 3D+2 and sense 3D your lightssaber combat skill may not be over 3D until you inrease your sense skill. This cost is as regular skills and to buy 1D costs 5 cp. This allows a player to become realy good at a few things or to generalize. So for a Darthomir learing the other way of controlling the force later on she can just add the skills up. _________________ http://selarips.free.fr/wookieetranslator/
You may fire when ready |
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F3.0 Cadet
Joined: 20 Aug 2007 Posts: 6
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Posted: Thu Aug 30, 2007 1:17 pm Post subject: |
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Sounds really expensive to raise a number of powers though. How has that worked for you so far? Any issues? |
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noctum_carpe Rear Admiral
Joined: 12 Apr 2005 Posts: 2466 Location: Lidköping, Sweden
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Posted: Fri Aug 31, 2007 2:19 am Post subject: |
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No. not realy, my players are happy with the fact that they can raise their force skills above 4D or so without a teacher. They need a teacher for the core force skills or the cost goes up to 4*cp if they have a teacher its 2*cp. It has worked so far and made jedis/forceusers more on pair with other characters. I also give no force sensitive characters +1D+1 in atribute dice. _________________ http://selarips.free.fr/wookieetranslator/
You may fire when ready |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Fri Aug 31, 2007 2:25 am Post subject: |
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noctum_carpe wrote: | I also give no force sensitive characters +1D+1 in atribute dice. |
That seems pretty fair...give a little something to the non Force-sensitives to help round things out. |
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F3.0 Cadet
Joined: 20 Aug 2007 Posts: 6
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Posted: Fri Aug 31, 2007 2:31 am Post subject: |
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Yeah I kinda like that. Think I'll give that a try. |
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noctum_carpe Rear Admiral
Joined: 12 Apr 2005 Posts: 2466 Location: Lidköping, Sweden
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Posted: Fri Aug 31, 2007 2:35 am Post subject: |
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I might add that each core fore skill known cost only +1 not +1D in my game since they cost 20 Cp to gain and thats about the cost to raise a +1 on a low attribute. _________________ http://selarips.free.fr/wookieetranslator/
You may fire when ready |
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PsiberDragon Commander
Joined: 31 Jul 2006 Posts: 260
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Posted: Wed Sep 05, 2007 7:30 pm Post subject: |
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Slightly on topic/off topic:
I actually picked up the d6:Space, Adventure and Fantasy rules ... the way they've do magic in there is pretty good for using with a Dathomir witch.
Just a thought. _________________ "Love like you will die tomorrow. Hate like you will live forever." - Unknown |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Wed Sep 05, 2007 10:47 pm Post subject: |
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hmmm, didnt think of that, could work wonders... _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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noctum_carpe Rear Admiral
Joined: 12 Apr 2005 Posts: 2466 Location: Lidköping, Sweden
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