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Just what are the skills a Jedi must learn?
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Master Rizzy
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PostPosted: Tue Dec 21, 2004 2:49 am    Post subject: Reply with quote

I believe it is control that is added to damge and to the parrying of blaster bolts
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Hellcat
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PostPosted: Tue Dec 21, 2004 3:07 am    Post subject: Reply with quote

It is control for parrying blaster bolts, yes. And some or all of a Jedi's control dice can be added to their lightsaber's damage dice.
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Master Rizzy
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PostPosted: Tue Dec 21, 2004 3:09 am    Post subject: Reply with quote

But if you add your control to damge last turn you cant add it to parrying blaster bolts and vice versa right.
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Hellcat
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PostPosted: Tue Dec 21, 2004 3:18 am    Post subject: Reply with quote

I'm looking, but I don't see anything in the book about that.
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Master Rizzy
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PostPosted: Tue Dec 21, 2004 3:19 am    Post subject: Reply with quote

Oh well that is the way I do it. If you use your control in deflecting a shot then you cant add it in damge next turn.
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Volar the Healer
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PostPosted: Tue Dec 21, 2004 11:15 am    Post subject: Reply with quote

Idea In our campaign, Lightsaber Combat allows the jedi to add his Sense skill to attacks and parries with his lightsaber; and add or subtract his Control skill to his lightsaber's damage. Also, a Jedi (nor anyone else) cannot parry blaster bolts without Lightsaber Combat being active.

Hope this helps.
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Hellcat
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PostPosted: Thu Dec 23, 2004 1:10 am    Post subject: Reply with quote

Considering that in not one of the adventures I GMed there was a Jedi character, I really can't say whether that works or not, Master Rizzy. Though it does seem to make sense.
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Rerun941
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PostPosted: Thu Dec 23, 2004 1:00 pm    Post subject: Re: Just what are the skills a Jedi must learn? Reply with quote

Volar the Healer wrote:
Lightsaber (DEX), Jedi Lore (KNO), Lightsaber Technology (TEC), Control, Sense, and Alter.

Generally a character in the Old Republic would be given the trials for knighthood when all of these equaled 5D. A Knight could be considered for the council when all of these skills equaled 7D.


I think the key here is that Control, Sense and Alter need to be 5D when you START the Knight Trials. By the time the trials are over a character will probably have another 1-2D in each of those skills. As far as the council goes, I thought that was only for Jedi Masters? and if so, I'd say Jedi Masters need to have skills in the 10-12D range.

Just my two credits.
Rerun941
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Master Rizzy
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PostPosted: Sat Dec 25, 2004 4:14 am    Post subject: Reply with quote

It depends on which conciul you are talking about. Is it the high concial or the low?
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MA-3PO
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PostPosted: Tue Apr 19, 2005 11:23 pm    Post subject: Reply with quote

Quote:
I never officially saw in lightsaber rules that one's choice in crystal increased the damage of their lightsaber.


There is a section on this on page 142 in the "Tales of the Jedi Companion." They give some excellent rules for lightsaber construction and modification.

Quote:
You're right about WEG's RPG guidebooks, of course. We thought of that as game inflation. Although in Vader's case it might not be. Our characters never aquired those kinds of skill levels.


Interesting. You see more evidence of inflation when you look how low skilled some of the knights of the Old Republic were. There are several knights that have an average of 3D in Force skills. For what it's worth 3D is the benchmark for when you can start training someone else.
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Kehlin Yew
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PostPosted: Thu Jun 09, 2005 4:31 pm    Post subject: Reply with quote

I've had my jedi character for eh, about a year... and his skills/stats are extremely high, but we have very little things we base off of 'regular' star wars anymore.
we keep with the theme, we just make everything harder.
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