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Help! Combat Too Slo-o-ow
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ZzaphodD
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PostPosted: Sat Dec 17, 2011 9:29 pm    Post subject: Reply with quote

Bren wrote:
MacRauri wrote:
Do you know the rationale for the different rulings on combat sense? Our experience was that if the jedi could choose to take all of their actions at once very little was left alive to even threaten the other player characters.
Force Powers PDF page 10 wrote:
First, the Jedi may choose when he wishes to
act that round—no initiative rolls are necessary
while the power is in effect.


To me this says the Jedi gets to choose her order of initiative without needing to roll, not that she can choose to take multiple actions before anyone else can act. We always treated it as the Jedi decided when to take her first action. Her later actions then alternated with the remaining actions for all the other characters. So she couldn't act three times before anyone else could act.

After a while, we just eliminated the Combat Sense power from our list of powers as too unbalanced due to the +2D skill bonus at no MAPs cost. In passing I note that Combat Sense was added in the Sourcebooks based on the Zhan trilogy not in the main rules and it still is not listed in the Revised and Expanded rule book - so eliminating it as a regular Jedi power doesn't seem out of line with designers' intentions.


Theres some fluff in the description of the power about how everything else becomes muted and dull. This gave me the idea how to balance Combat Sense. You get a +2D bonus vs all opponents targeted by the power, but a -2D penalty vs everyone else (and also certain skill rolls not associated with combat vs the targetet opponents).
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Bren
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PostPosted: Sat Dec 17, 2011 10:14 pm    Post subject: Reply with quote

Yes that would make sense.

A bit less costly but still providing some balance would at a minimum apply the MAP cost for having Combat Sense up as a deduct from any skill that is not directed against one of the opponents that was targeted with the Combat Sense power. Example: Jedi targets 3 opponents with Combat Sense (difficulty to activate = Moderate +6). While the power is up, any skill directed against a 4th or new opponent is at -1D MAP. Any non-combat skill is -1D MAP.
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garhkal
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PostPosted: Sun Dec 18, 2011 5:14 am    Post subject: Reply with quote

Bren wrote:
MacRauri wrote:
Do you know the rationale for the different rulings on combat sense? Our experience was that if the jedi could choose to take all of their actions at once very little was left alive to even threaten the other player characters.
Force Powers PDF page 10 wrote:
First, the Jedi may choose when he wishes to
act that round—no initiative rolls are necessary
while the power is in effect.


To me this says the Jedi gets to choose her order of initiative without needing to roll, not that she can choose to take multiple actions before anyone else can act. We always treated it as the Jedi decided when to take her first action. Her later actions then alternated with the remaining actions for all the other characters. So she couldn't act three times before anyone else could act..


That is how i have always seen it ran..
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vanir
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PostPosted: Mon Dec 19, 2011 4:20 am    Post subject: Reply with quote

Me too.

Automatic initiative alone is ridiculously powerful when you've got a reportoiré of Force Powers to select from and it's assured the one you pick will be in effect before anyone else gets to act.

That alone made it the "must have" Force Power for every Force User among our Players, for years. I remember the day we learned about that power, when it first appeared in print (Fragments from the Rim was it?), every Force User in the gaming group started wringing their hands with glee.

We remembered how powerful it was in AD&D, just how much you can do with that alone.
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ZzaphodD
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PostPosted: Mon Dec 19, 2011 4:47 am    Post subject: Reply with quote

I dont know how you handle Initiative, and to be true I dont even remember the RAW initiative rules.

We roll Per to see who gets to act first and then take turns resoving those action one at a time. Why not just add the combat bonus (ie +2D) to the Initiative (in our rules or something similar if the RAW is different). This would allow the Jedi to go first most of the time, but does not guarantee it. I have a hard time seeing, given that a round is a bit fleeting as a time reference when you look at what the rules are trying to represent, how you could argue that always going first is a good mechanic.
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vanir
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PostPosted: Mon Dec 19, 2011 5:17 am    Post subject: Reply with quote

Ep 1
"Have you ever seen a Jedi in combat?"
"No."
"We will not survive this."

You need a Jedi to fight a Jedi. If one has combat sense up, you need another with combat sense, then roll their respective Sense each round for initiative.
Everyone else goes after those with combat sense up.
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Fallon Kell
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PostPosted: Mon Dec 19, 2011 7:48 am    Post subject: Reply with quote

vanir wrote:
Ep 1
"Have you ever seen a Jedi in combat?"
"No."
"We will not survive this."

You need a Jedi to fight a Jedi.

Or a destroyer droid...
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vanir
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PostPosted: Mon Dec 19, 2011 8:59 am    Post subject: Reply with quote

...or superlaser the planet, etc.

Mind you if the purpose is to kill the Jedi, and destroyers can only chase them off, technically that's a win.
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Fallon Kell
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PostPosted: Mon Dec 19, 2011 1:23 pm    Post subject: Reply with quote

vanir wrote:
...or superlaser the planet, etc.

Mind you if the purpose is to kill the Jedi, and destroyers can only chase them off, technically that's a win.

I think there's a lot more similarity between a non-force user and a destroyer droid, than the same droid and a superlaser.

Also, from the Jedi's perspective, it's a loss, seeing as their purpose was to drill through the blast door, not run away from two little droids.

I also think from Gunray's perspective the destroyer droids did exactly as they were supposed to; they kept him alive and free until the Jedi went away.

Just to say you shouldn't need a Jedi to fight a Jedi.
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Bren
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PostPosted: Mon Dec 19, 2011 1:49 pm    Post subject: Reply with quote

ZzaphodD wrote:
Why not just add the combat bonus (ie +2D) to the Initiative (in our rules or something similar if the RAW is different). This would allow the Jedi to go first most of the time, but does not guarantee it. I have a hard time seeing, given that a round is a bit fleeting as a time reference when you look at what the rules are trying to represent, how you could argue that always going first is a good mechanic.
That would be better than the auto win and would mean the Jedi would perform differently against PER 2D Gamorrean thugs than against a PER 5D alien - which makes sense to me.

Personally I am tempted (though I have not done it so far) to replicate the "Jedi reflexes" by allowing the Jedi to roll Sense instead of Perception to determine initiative.
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MacRauri
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PostPosted: Mon Dec 19, 2011 6:23 pm    Post subject: Reply with quote

vanir wrote:

Automatic initiative alone is ridiculously powerful when you've got a reportoiré of Force Powers to select from and it's assured the one you pick will be in effect before anyone else gets to act.

That alone made it the "must have" Force Power for every Force User among our Players, for years.


Yeah, it was a must have for us too along with the equally useful prerequisite Danger Sense. I remember our group of Jedi walking around all with Danger Sense up. If our spidey senses ever tingled we would whip out our lightsabers, activate lightsaber combat and get combat sense up too. Oh the bonuses... We knew we were getting powerful when we could do all 3 of these things in the same free round before we were attacked. Then came the day that Danger Sense tingled because we were standing on top of a landmine. Oops.
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garhkal
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PostPosted: Tue Dec 20, 2011 1:18 am    Post subject: Reply with quote

Had a pc of mine done that (Danger sense up all the time), he would have eventally mentally fatigued himself as well as gave himself a case of paranoia..
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ZzaphodD
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PostPosted: Tue Dec 20, 2011 4:32 am    Post subject: Reply with quote

garhkal wrote:
Had a pc of mine done that (Danger sense up all the time), he would have eventally mentally fatigued himself as well as gave himself a case of paranoia..


I usually have Danger Sense autofail on a '1' on the Wild Die, just to keep the Jedi somewhat on their toes. This can actually put them in more danger, as they still rely on Dangers Sense instead of common sense and precaution.

Also, I would like to come up with some kind of modifiers depending on the situation. In a full fledged combat there should be all sorts of grim short term futures floating around. Which one is the 'real' dangerous future?
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vanir
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PostPosted: Tue Dec 20, 2011 7:38 am    Post subject: Reply with quote

Agree Gharkal and ZD, that's exactly how we roll. We got so used to playing epic levels in AD&D we learned how to write up Artifacts that were as much a liability as they were a boon, so they were never game breakers.

Same deal, anything amazing can also be terrifying. Roses have thorns.

Mental and physical fatigue, yes (the Force is intrinsic to lifeforce, ergo has biological component). Attracting the Dark Side by heavy reliance on the Force for mundane tasks, that's a big one in our games. Sensing no danger as your companions are blown to pieces, another.

My favourite one is convincing Players that they are becoming more skilled in use of the Force as I teach them a more Sith perspective.
I don't tell them the Force Points I hand out are actually Dark Side Points until they start to question the morality of the opportunities for advancement I'm placing before them, or they've fallen to the Dark.
That's when I tell them their 6 FP and 2 DSP are in fact 2 FP and 6 DSP and I make them change them around on their sheet, then discuss whether we'll retire the Character as an NPC or try to atone.

See Darksiders don't think they're gaining DSP, they think they're justified. They think they're gaining FP (either don't care or don't know about the DSP, either is perfectly likely from my experience).

RAW says give them both and tempt them, if they use the FP they keep the DSP. I think that's too immature. I hide it from them and let them take responsibility for actions without direct warnings. I'll put warnings in the game, like Vima De Boda might come up and warn a Character who's been gaining a lot of FP lately about his path.
If he/she doesn't listen, they will later when it's too late. Makes things much more interesting and why not, these are fictional people, nobody's going to hell or anything.

We're an adult gaming group, so we cut the censorship about dark themes and harsh realities, and bring it in full force.
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MacRauri
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PostPosted: Tue Dec 20, 2011 7:36 pm    Post subject: Reply with quote

garhkal wrote:
Had a pc of mine done that (Danger sense up all the time), he would have eventally mentally fatigued himself as well as gave himself a case of paranoia..


No. You don't understand. They were trying to kill us. ALL of them!
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