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Starting Characters
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jmanski
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PostPosted: Tue Mar 25, 2014 2:55 pm    Post subject: Reply with quote

Its listed in Rules of Engagement, a Rebel Alliance SpecForce sourcebook. It lists special martial arts rules with maneuvers.
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Fallon Kell
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PostPosted: Tue Mar 25, 2014 6:14 pm    Post subject: Reply with quote

My .02 credits:

Specializations have only ever come back to bite me as a player. They improve on a different track from the parent skill, so if your rodian survives a few adventures, and discovers he wants to be good with a rifle or hold-out blaster as well, he may very well find himself with less dice in the specialization, or paying extra just to keep it in step with the skill. It's cheaper CP-wise to just keep the skill intact. I only use specializations on NPCs, now, but if a character wants to take 'em, that's fine.

Regarding the overarching question, I find it's important for a character to start out very good at something. I min/max at creation, then immediately dump CP into my weaknesses to shore them up. It's the safest, fastest way to get a truly well-rounded character, rather than a universally incompetent one.
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gavin storm
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PostPosted: Wed Mar 26, 2014 4:14 am    Post subject: Reply with quote

shootingwomprats wrote:
Yes, perhaps I am the one who is confuseded =)

Here is the example character, after he has changed some stuff around. Not as bad and thank GAWD he did not take the Dodge: blasters he had asked about.


Problems with Dodge: Blasters occur, when some smart @$$ GM has an NPC throw a knife/grenade or fire a slug thrower at you. Rolling Eyes
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Whill
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PostPosted: Wed Mar 26, 2014 9:18 am    Post subject: Reply with quote

I simply don't allow specializations for Dodge.
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cheshire
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PostPosted: Wed Mar 26, 2014 9:58 am    Post subject: Reply with quote

I find the concept hilarious. If someone points a slugthrower at me I suddenly have no idea how to get out of the line of fire. But man, if he'd been holding a blaster I would have been okay.
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DougRed4
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PostPosted: Wed Mar 26, 2014 12:04 pm    Post subject: Reply with quote

Yeah, I'm with Whill and cheshire on this; there's a few like Dodge that just don't need specializations.
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gavin storm
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PostPosted: Wed Mar 26, 2014 12:06 pm    Post subject: Reply with quote

My GF has had several characters that couldn't dodge slugs to save thier lives, In the end she had to rely on Force push.....
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Gavin Storm
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garhkal
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PostPosted: Wed Mar 26, 2014 3:52 pm    Post subject: Reply with quote

gavin storm wrote:
shootingwomprats wrote:
Yes, perhaps I am the one who is confuseded =)

Here is the example character, after he has changed some stuff around. Not as bad and thank GAWD he did not take the Dodge: blasters he had asked about.


Problems with Dodge: Blasters occur, when some smart @$$ GM has an NPC throw a knife/grenade or fire a slug thrower at you. Rolling Eyes


That's why when i as a pc, take a spec in dodge, i usually wait to do so around 5d-7d in base dodge. And yes i have had a character nearly die cause i had a 5d+2 dodge with 9d dodge (S) energy, and the DM had someone shoot me with a rocket!
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gavin storm
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PostPosted: Wed Mar 26, 2014 5:25 pm    Post subject: Reply with quote

The Force has many uses.... even in that situation 8)

Though that only helps, if your character is Force Sensitive. Other wise ooops
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DougRed4
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PostPosted: Thu Mar 27, 2014 3:08 pm    Post subject: Reply with quote

Being as Force Push wasn't something that was around back when WEG had the license (I don't think; I can't remember it in SW until E1 came out), what version of Force Push do you use, gavin?

Here's the one I've adopted for use in my group:

FORCE PUSH

Alter Difficulty: Target’s control or Strength roll, +3 for every 5 meters away from target, line of sight only. Required Powers: Concentration, Life Detection, Telekinesis.

Effect: With this power, a Jedi may use the Force to push several adjacent targets backwards, knocking them prone or banging them against a wall. Each target past the first incurs a

-1D penalty on the Jedi using the power (i.e., 1 target = no penalty, 2 targets = -1D penalty; 3 targets = -2D penalty; 4 targets = -3D penalty, etc.) Each target makes either a control or Strength roll to resist, and the acting Jedi’s alter roll result is compared to each result in turn to determine the effects. A target that is knocked back into a wall or other solid object takes the damage listed below. If a Jedi kills a living being as a result of this power he immediately receives a Dark Side Point; as such, he may roll less than his full alter score if he so chooses.

Alter Roll >Difficulty: Distance target pushed back / Collision damage

0-5: 2 meters / 2D

6-10: 3 meters / 3D

11-15: 5 meters / 4D

16-20: 10 meters / 5D

21+: 15 meters / 6D
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gavin storm
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PostPosted: Thu Mar 27, 2014 3:43 pm    Post subject: Reply with quote

In the past, I've seen it treated mostly as an AoE power. Never seen one with penalties related to number of targets.
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garhkal
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PostPosted: Fri Mar 28, 2014 12:45 am    Post subject: Reply with quote

DougRed4 wrote:
Being as Force Push wasn't something that was around back when WEG had the license (I don't think; I can't remember it in SW until E1 came out), what version of Force Push do you use,


Do you allow that (or TK) as a reaction like say someone is shooting a missile at your group, can one of the PC's instead of dodging, use TK or force push, to knock it off course?
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gavin storm
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PostPosted: Fri Mar 28, 2014 4:00 am    Post subject: Reply with quote

I would
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Fallon Kell
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PostPosted: Fri Mar 28, 2014 6:45 am    Post subject: Reply with quote

gavin storm wrote:
My GF has had several characters that couldn't dodge slugs to save thier lives, In the end she had to rely on Force push.....
I'd make her roll to hit the bullets.
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garhkal
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PostPosted: Fri Mar 28, 2014 3:17 pm    Post subject: Reply with quote

gavin storm wrote:
I would


So what would the difficulty be to say TK a missile shot at you (or someone else)?
What about a bullet or bolt from a Magna caster?
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