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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Nov 17, 2011 5:54 pm Post subject: |
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Fallon Kell wrote: | Bren wrote: | It seems very strange that young Jedi would be more powerful in the persecuted times of the Rebellion than they would be in the Jedi-friendly era of TotJ. | I suppose if you wanted to rationalize it, if only the strong survive, all who have survived are strong... | Well played. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Thu Nov 17, 2011 6:53 pm Post subject: |
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Bren wrote: | vanir wrote: | Bren they only conflict if you presume how you've described things rather than how I have. If we are to presume how I've described things nothing is in conflict at all.
Don't you find that just a little bit strange? | Apparently you are not seeing the conflict that I see. The standard non-TotJ templates list a beginning force skill and then, just like with every other skill listed on the template, the player can add dice from the 7D of starting skill dice. The TotJ template include additional skill dice added to the base skill for some force skills for some templates. No template in the RAW does that for any skill.
Only in TotJ do we see extra dice added to starting force skill and extra attributes subtracted. It is, frankly a bizarre anomaly that particularly unbalanced between characters who start with 1D of sense and those who start with 2D of sense. Characters would be far better off using the templates from the RAW rather than from TotJ. Within 3 adventures they would be far more powerful than the TotJ character. It seems very strange that young Jedi would be more powerful in the persecuted times of the Rebellion than they would be in the Jedi-friendly era of TotJ.
I also note that characters from the films who have Force Skills do not suffer the attribute loss seen in TotJ. Generally characters like Luke, Obiwan, and Vader have the full 18D of attributes in addition to very high force skills. PCs using the RAW templates will have 1D to 3D fewer attribute dice. Characters using the TotJ templates will be even further handicapped. |
This is what you've concluded, not what is explicitly outlined. Neither your approach nor mine is explicitly outlined. But mine is extrapolated, yours conflicts, mine doesn't.
This doesn't seem simple to you? Really not being condescending, I'm just still not seeing what I'm apparently missing.
Re: relative skill level
NPC stats written up in TotJ again extrapolate the contention that there were more Jedi and they were less skilled on average than Rise of the Empire period Jedi, who for the most part had effectively retired to monasteries until the Separatist/Sith threat was revealed.
Fewer, more highly skilled later, more, lower skill on average earlier. That was part of the Sith dilemma: with so many aspiring to the ways of the Jedi there were more ignorantly ambitious youths to fall to the Dark Side. It was the burden the Jedi Council has always borne.
During the Purge of course as Fallon relates the likelihood is that if any, only the most powerful survived, and were forced to continually develop their skills so that they may continue to do so. Individuals such as Yoda and Ben Kenobi are the archetypes of this charaquature.
This does have some basis IRL. I was involved some years ago with standardised testing of youths with troubled backgrounds, I had been on the streets at the time (it was a while ago obviously), and despite being strung out and pretty socially anxious, on the paper test I had no problem punching past 145 IQ. It's all pattern recognition really, not that hard. I got a pat on the back but got the distinct feeling it wasn't an overly remarkable score, but the working class average is 90.
For whatever that is worth or means, this discussion just reminded me of it. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Nov 17, 2011 8:46 pm Post subject: |
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Well, thank you! _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Thu Nov 17, 2011 11:12 pm Post subject: |
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Generally, I've assumed that the Jedi in the TOTJC are just poorly written since some are completely incapable of activating the powers they have in their descriptions. That and a few obvious mistakes in even the character templates suggested to me that there were simply major lapses of judgement. Given that WEG was not always consistent, it just seemed to me that there were compounded mistakes. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Nov 18, 2011 1:28 pm Post subject: |
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My thought process is as folllows. The rules explicitly tell you the following: (1) Characters start with base species attributes +6D (so for humans 18D in attributes), with no attribute starting above max or below min for the species.
(2) Characters may be force sensitive or not for free at character creation.
(3) Characters who are force sensitive can have starting force skills at a cost of 1D of attribute per force skill and that a starting force skill is 1D.
(4) Characters start with 7D in additional skill dice that they can add to any skill but no more than 2D may be added to any one skill (exception for specializations). The templates in the back of the 2E and 2R&E editions perfectly align with those rules (once you look at the errata for the Young Jedi template).
The templates in the back of the TotJ for most of the force users do not align with those rules.
All (or nearly all) of the Force Using characters that have stats (e.g. Obi-Wan, Luke, Vader, Palpatine, etc. have at least 15D of attributes and all three force skills at well above 3D. Nearly all of them actually have 18D of attributes. Thus concluding that raising force skills above 1D costs attributes is inconsistent with the movie characters' stats. IIR it is also inconsistent with the TotJ characters like Ulic Quel Droma, Nomi Sunrider, and the rest. Why would we assume that player characters are noticeably inferior to other characters?
Then I consider the following: cheshire wrote: | Generally, I've assumed that the Jedi in the TOTJC are just poorly written since some are completely incapable of activating the powers they have in their descriptions. That and a few obvious mistakes in even the character templates suggested to me that there were simply major lapses of judgement. Given that WEG was not always consistent, it just seemed to me that there were compounded mistakes. | So I figure the TotJ templates are just mistaken. |
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vanir Jedi
Joined: 11 May 2011 Posts: 793
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Posted: Fri Nov 18, 2011 8:55 pm Post subject: |
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And yet once again, the system I use is inferred by the assumption all the published material is correct, and this way does not conflict:
re: allocation of initial Force skills during character creation:
Attribute die must be used for Force skill die during character creation only. The Player may design a character background to fit implications.
eg. a Young Jedi with Control 1D, Sense 1D and Alter 1D +15D attributes.
or, a Miraluka Healer in the Old Republic era with Control 2D and Sense 1D +15D attributes.
or, a Failed Jedi with Control 1D and Sense 1D +16D in attributes.
All these do not conflict, and do imply a RAW which I think is being widely misinterpreted here. I believe the only correct solution is the one in which there is no conflict. This system is it.
You cannot treat Force abilities as skills until after character creation and gameplay begins unless you are starting a character with higher CP total for a higher level game beginning. Then all bets are off for character backgrounds. That's up to you.
But normally: Force abilities are Attributes during character creation and Skills for the purposes of advancement after gameplay begins.
It even says "skills for the purposes of advancement" in RAW, it does not say unilaterally skills, and expresses that Force abilities are a special case subject in general.
Keep in mind that a beginning Force users start with only the most rudimentary training, if any and their beginning abilities represent only raw talent. Any training or advancement comes during gameplay, after the adventure begins.
I think you're effectively just trying to do the old d20 RPG practise of starting characters at 3rd or 4th level instead of 1st because they're a weaker mage and not a tough fighter class, in the d6 SWRPG version of that sentiment.
I'd ward against it, or start characters as explained, then give them an additional 30CP to spend on Force skills or whatever before beginning, if you want them to start already a little confidence with their Jedi training, already more advanced than just raw talent. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Nov 19, 2011 11:24 am Post subject: |
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vanir wrote: | And yet once again, the system I use is inferred by the assumption all the published material is correct, and this way does not conflict: | Actually it does conflict.
SWRPG 2nd Edition page 12 wrote: | Special Abilities
Some characters, like Jedi Knights and some alien races, have special abilities.
The Alien Force Student, Young Jedi, and Failed Jedi have Force skills (control, sense and/or alter). The player can spend beginning skill dice to improve these skills as if they were normal skills. |
SWRPG 2nd Edition Revised and Expanded page 28 wrote: | A beginnning character has 7D to spend on skills; you can add 1D or 2D to any of the skills shown on the template. All the skills listed beneath a given attribute begin with that attribute's die code.
With the gamemaster's permission, you can add other skills to the template.
If a character has any of the Force skills - control, sense or alter (they'll be listed under special abilities) - you may improve them, but you cannot add these skills to the template if they're not already listed. |
I have added bolding to the relevant sections.
While I have no problem with your interpretation of Force skills as a house rule, the Second Edition rules make it quite clear that skill dice can be added at character creation to Force skills just like any other skill.
The TotJ Sourcebook, for some unexplained reason*, does not follow this rule and remains an outlier to the RAW.
* I tend to agree with Cheshire's explanation for the incongruity. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Nov 20, 2011 3:39 pm Post subject: |
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Starting now, in my gaming group, the first skill die is 'free' if you chose to make a force sensitive character. If you want further skill dice they either has to come from your ability or skill dice pool. We seldom use templates but construct our own characters with the availible ability dices.
The idea behind this is that being force sensitives is very often a mixed blessing in our campaigns... In rather harsh with DSPs (even with my house rules which in general means you can have more DSPs than the RAW without turning) and playing a Jedi on the straight and narrow path is very hard.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Nov 21, 2011 12:33 pm Post subject: |
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ZzaphodD wrote: | The idea behind this is that being force sensitives is very often a mixed blessing in our campaigns... and playing a Jedi on the straight and narrow path is very hard.. | Of course some of that difficulty is due to player choices. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Nov 21, 2011 5:19 pm Post subject: |
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Bren wrote: | ZzaphodD wrote: | The idea behind this is that being force sensitives is very often a mixed blessing in our campaigns... and playing a Jedi on the straight and narrow path is very hard.. | Of course some of that difficulty is due to player choices. |
Especially some players choices..
But to be fair I often set my Jedis up with difficult choices. The enemies have to be defeated or at least bested. Its easy to chose the direct path of confrontation, which may result in unecessary violence. Especially with my 'Will of the Dark Side' rules, once you start down that path control of your character is slowly wrestled away from you by the dark side. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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