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CRMcNeill
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PostPosted: Tue Aug 25, 2020 12:21 pm    Post subject: Reply with quote

garhkal wrote:
There's been quite a few times, i couldn't take my trusty vibro-daggers with me on a mission, so had to just default to my regular 5d melee... Or one of the guys i gamed with, who spec'ed in the Y=wing fighter, often found himself either in something else, or on a freighter.

That's why I included Point #4 in my proposal; characters don't necessarily have to spec out in anything, but GMs do have the option of giving them free Spec dice to represent familiarity with a certain weapon, ship, etc.

Of course, if that appeals to you even if you don't like the rest of the proposal, the rule would work on its own as a Familiarity Bonus system.
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garhkal
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PostPosted: Tue Aug 25, 2020 2:59 pm    Post subject: Reply with quote

I know they don't. Hell the last three tables i ran (origins 19), of the 20 players on the table, only three had specialties..
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Whill
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PostPosted: Tue Aug 25, 2020 9:50 pm    Post subject: Reply with quote

CRMcNeill wrote:
Of course, if that appeals to you even if you don't like the rest of the proposal, the rule would work on its own as a Familiarity Bonus system.

Or the default exception of an unfamiliarity penalty. I've done that.
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Naaman
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PostPosted: Thu Aug 27, 2020 1:36 pm    Post subject: Reply with quote

garhkal wrote:


Slower advancement's always good..


I don't know about "always." Many times in a game, it's nice to "cut to the chase" with character advancement to a point that the game really flows at a cinematic pace.

garhkal wrote:

Exactly. Take my character Qualen. There's been quite a few times, i couldn't take my trusty vibro-daggers with me on a mission, so had to just default to my regular 5d melee... Or one of the guys i gamed with, who spec'ed in the Y=wing fighter, often found himself either in something else, or on a freighter.


I find that when a character specializes in something, "often" being unable to use it is a bit too much. Rather, the lack of access to the specialized thing should be the exception so that the specialization isn't seen as a bad investment by the player, leading them to abandon their concept all together in favor of something that the GM thinks they "should" be playing.

Of course I acknowledge that PCs should be deprived of their specializations every once in a while. From a game balance perspective, it makes sense that a specialization is too niche to solve every problem the PCs face. However, specializations are not even required to create this effect. The fact that individual skills do different things is, in effect, a form of specialization. Depriving a specialized Y-Wing pilot of any starfighters at all is the same as depriving a general starfighter pilot of access to a starfighter.

That is to say that if the GM is trying to come up with a way to deprive the PCs of their greatest strengths, then they will artificially find a way to do that. The "plot device" will always be custom tailored to the PC party's abilities, hence, it is a plot device. The trick is in learning to do this in such a way that it does not interfere with suspension of disbelief.

Naturally, the story may progress in such a way that having a strong base skill is more beneficial than having a specialization (PCs' ship is shot down and they have to hot wire a randomly generated one to escape, for example).
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PostPosted: Thu Aug 27, 2020 4:12 pm    Post subject: Reply with quote

Naaman wrote:

I find that when a character specializes in something, "often" being unable to use it is a bit too much.


Wheen i say often, i might just be on about one game out of every 10.. BUT when you play 80-90 games, that makes often have more meaning.
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PostPosted: Thu Aug 27, 2020 10:08 pm    Post subject: Reply with quote

Naaman wrote:
garhkal wrote:
Slower advancement's always good..

I don't know about "always." Many times in a game, it's nice to "cut to the chase" with character advancement to a point that the game really flows at a cinematic pace.

He was responding to something I said but not all of it. I agree with you, which is PCs in my game start out better than they do in RAW. Then slow advancement is not a big deal because the game has more cinematic flow in the first place.

Naaman wrote:
...The trick is in learning to do this in such a way that it does not interfere with suspension of disbelief.

Indeed.
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Naaman
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PostPosted: Fri Aug 28, 2020 9:26 am    Post subject: Reply with quote

garhkal wrote:
Naaman wrote:

I find that when a character specializes in something, "often" being unable to use it is a bit too much.


Wheen i say often, i might just be on about one game out of every 10.. BUT when you play 80-90 games, that makes often have more meaning.


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Naaman
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PostPosted: Fri Aug 28, 2020 9:35 am    Post subject: Reply with quote

Whill wrote:
Naaman wrote:
garhkal wrote:
Slower advancement's always good..

I don't know about "always." Many times in a game, it's nice to "cut to the chase" with character advancement to a point that the game really flows at a cinematic pace.

He was responding to something I said but not all of it. I agree with you, which is PCs in my game start out better than they do in RAW. Then slow advancement is not a big deal because the game has more cinematic flow in the first place.


Yes. There have been a few systems I've played (White Wolf and variants) where I felt that starting PCs were adequately capable. With d20, starting PCs are typically a bit too weak. With D6, it's not too much of a problem, unless playing a force user. I like the idea that a character concept should be "completely" playable from game 1. This usually means (for me) that starting out a little bit better than "starting PC level."

In D6 terms, this (to me) looks something like getting around 150 CPs to spend before game one (or just increasing the starting skill dice). In d20 terms, starting at 3rd or 4th level feels about right to me.


Whill wrote:
Naaman wrote:
...The trick is in learning to do this in such a way that it does not interfere with suspension of disbelief.

Indeed.


It's actually quite nice when the dice generate those scenarios on their own.
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PostPosted: Fri Aug 28, 2020 3:42 pm    Post subject: Reply with quote

Naaman wrote:

Yes. There have been a few systems I've played (White Wolf and variants) where I felt that starting PCs were adequately capable. With d20, starting PCs are typically a bit too weak. With D6, it's not too much of a problem, unless playing a force user. I like the idea that a character concept should be "completely" playable from game 1.


would that 'they need to be playable from game 1', apply to other 'templates' besides jedi?
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Naaman
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PostPosted: Sat Aug 29, 2020 2:26 pm    Post subject: Reply with quote

I don't even use templates, TBH. Although, it's not really about "Jedi" or "non-Jedi." But rather that the essence of the concept itself should be able to be expressed at the start of play.

Some concepts require more tweaking (from RAW) than others.

The fact that not all skills and attributes are of equal value in-game makes solving this (perceived) problem more an art than a science.

Take the failed Jedi as an example. The concept is that he is a veteran of the Clone Wars (remembering "Skywalker and Kenobi and all that crew"), but at some point got lost along the way. The fact that he "failed" indicates that he attempted to become a Jedi, that he made some progress.

He starts with a DSP, but gets nothing in return for it. The background suggests that the failed Jedi (by virtue of the character concept) would be a mentor to a Young Jedi template, or even the Minor Jedi.

However, the Young Jedi knows more about the force than the failed Jedi does, having all three of C/S/A, while the failed Jedi has only C/S (thus, breaking the concept). Not only that, but the failed Jedi lacks enough skill with the force to teach anyone at all (need 3D in a skill to teach it, and you need to have a higher skill than the student. All templates start with 1D in force skills, so noone can teach anyone else). Per RAW, there is no way to make the template have more than the 1D starting skill dice in force skills (since at character creation, attribute dice are used to allocate force skill dice, and all 18 have already been spent).

So, if I were king of WEG (and had all the retrospect that I have now), I'd go back in time and give the failed Jedi the same DSP, but I would also add some kind of burden to having DSPs in general, with a trade-off that makes the failed Jedi actually capable of being a mentor upon the start of play.

Example:
The failed Jedi would start with 0 force points, but would start with 3D in all three of C/S/A (thus making him a potential mentor for other force users).

The failed Jedi would also get some kind of penalty until he atones (and starting with no FP means he has to actually earn the atonement through game play). The penalty might be something like paying a CP penalty when attempting to raise skills or forcing a willpower check to overcome laziness or bitterness when faced with a conflict of interest, etc (things that the rules themselves do not [but I wish they did] address, but that a GM would instead have to come up with for the sake of character immersion--that is, a good GM can find ways to balance characters without always resorting to the ever convenient mathematical balance... in fact, in my old group, NO ONE ever played a Jedi except for me because they did not want to deal with the moral restrictions on such characters, so the rules themselves, for us, worked out fine, despite giving away the force skills for free at creation [effectively a 21-D starting character]).

I might also have also re-written the rules for dark side points such that having them imposes some kind of burden on the character which encourages players to either atone or go further down the path of the dark side.
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PostPosted: Sat Aug 29, 2020 3:38 pm    Post subject: Reply with quote

For campaigns that care about film canon, PCs should not be as capable as Anakin because he wouldn't be the Chosen One if there were others like him. However, there is nothing that says groups should care about canon.

As far as character concept, it includes a character arc. Characters shouldn't be static unless they are minor characters in the story, which hopefully no PCs are (unless the player wants that). So the concept includes a starting and ending point. I don't think I am really disagreeing with you a lot, but I would not say that "the concept should be essentially complete at the start of play." The character arc starting point should be complete at the start of play, with the potential to achieve the character arcs' ending point by the end of the campaign.

However I am a strong believer in character balance so the PCs should start out equally skilled as the system defines it (same attribute and skill dice totals). What level those PCs start out at shouldn't be limited by RAW because everyone could agree on a higher starting point for each campaign. The other concern with this is not starting too capable so that with skill advancement so the game won't reach the skill bloat levels where the game breaks down.
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garhkal
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PostPosted: Sat Aug 29, 2020 3:51 pm    Post subject: Reply with quote

Naaman wrote:

A great example would be Anakin in Episode 1. He's an excellent pilot, has enough intuitive ability with force powers to be able to actually use them and is a technical genius. He is not only the "only human" who can race pods, but he is able to successfully pilot the "fastest ever" pod to victory against more experienced pilots who also cheat.


Neither Ani or luke, would be
A) a minor character
B) a starting character

BOTH are core major characters.. Thus what THEY get to do, is not what 'all starting pcs should be able to do from the get go'..
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PostPosted: Sat Aug 29, 2020 6:28 pm    Post subject: Reply with quote

garhkal wrote:
Naaman wrote:

A great example would be Anakin in Episode 1. He's an excellent pilot, has enough intuitive ability with force powers to be able to actually use them and is a technical genius. He is not only the "only human" who can race pods, but he is able to successfully pilot the "fastest ever" pod to victory against more experienced pilots who also cheat.


Neither Ani or luke, would be
A) a minor character
B) a starting character

BOTH are core major characters.. Thus what THEY get to do, is not what 'all starting pcs should be able to do from the get go'..


Sorry, I didn't realized I had actually posted that. See above for the revised post.

And regarding Anakin and Luke, I just disagree (for reasons I've articulated here before) that they ought to be any more special than a starting PC. To me, Anakin and Luke are examples of staring PCs upon which the rules shold be based.
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PostPosted: Sat Aug 29, 2020 6:36 pm    Post subject: Reply with quote

Whill wrote:
For campaigns that care about film canon, PCs should not be as capable as Anakin because he wouldn't be the Chosen One if there were others like him. However, there is nothing that says groups should care about canon.


I disagree here. He's the "Chosen One " of a particular prophecy because he is super strong in the force (or, vice versa, if you will). The films are his story because he's the chosen one. In another story (whether contemporary or not), there could be other "ones" who are anomalously gifted in some other way (and hence, are PCs or Major Villains).

Whill wrote:

As far as character concept, it includes a character arc. Characters shouldn't be static unless they are minor characters in the story, which hopefully no PCs are (unless the player wants that). So the concept includes a starting and ending point. I don't think I am really disagreeing with you a lot, but I would not say that "the concept should be essentially complete at the start of play." The character arc starting point should be complete at the start of play, with the potential to achieve the character arcs' ending point by the end of the campaign.

However I am a strong believer in character balance so the PCs should start out equally skilled as the system defines it (same attribute and skill dice totals). What level those PCs start out at shouldn't be limited by RAW because everyone could agree on a higher starting point for each campaign. The other concern with this is not starting too capable so that with skill advancement so the game won't reach the skill bloat levels where the game breaks down.


We don't disagree at all. A character's starting capability should certainly be lower than his ending capability. My assertion is that things (in the case of D6, that would be skills) that are fundamental to the concept should be fully usable with a reasonable chance at success under standard RPG encounter/challenge circumstances. That is, a character whose concept is "Fighter Pilot" should be able to succeed at piloting checks (and gunnery, scanners, astrogation, shields, etc.) way more often than he fails them from game 1. Likewise, a character who is a force user of any variety should be way more likely to succeed at (unopposed) force skill rolls way more often than he fails them from game 1 (unless we are willing to give those force skills essentially for free at 1D a piece, but we've had that discussion already).
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PostPosted: Sat Aug 29, 2020 11:46 pm    Post subject: Reply with quote

Naaman, in my game PCs start out better than RAW (Humans have 12D in skill dice instead of 7D), but it is obvious that wouldn't be good enough for you and you would never be happy with me as a GM. In my mind, Anakin properly statted out in D6 form is already into game-breaking range for PCs. It isn't a problem because Anakin is an NPC. I'm a good GM but I'm not nearly skilled enough to manage PCs that powerful.

I'm really curious, have you ever had a GM that let your PC start out as powerful as Anakin Skywalker? If not even close, how have you ever enjoyed the game without that?
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