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-1D for keeping powers "up"
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slaughterj
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PostPosted: Thu Oct 25, 2007 1:29 pm    Post subject: -1D for keeping powers "up" Reply with quote

I'm reasonably fine with -1D multiple action penalty for activating force powers, but a bit bothered by the continuing penalty for keeping them up. I understand it is a useful system control, so that people don't run around with a bunch of powers "up" all the time, etc., but it seems to be somewhat harsh on characters.

Specifically, if someone is playing a Minor Jedi with 1D in Control base, with 2D starting skills allocated, to make it 3D, that character is already "down" 1D in attributes and 2D in skills compared to regular characters. So if the Minor Jedi wanted to have an active Resist Stun (nice, but not great effect), then all his other actions while it is "up" will be at -1D, in addition to being -1D in attributes and -2D in skills. It seems better to just shoot and dodge, than shoot and keep up Resist Stun usually, since dodge will help some shots simply miss and do no damage.
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vong
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PostPosted: Thu Oct 25, 2007 1:32 pm    Post subject: Re: -1D for keeping powers "up" Reply with quote

slaughterj wrote:
I'm reasonably fine with -1D multiple action penalty for activating force powers, but a bit bothered by the continuing penalty for keeping them up. I understand it is a useful system control, so that people don't run around with a bunch of powers "up" all the time, etc., but it seems to be somewhat harsh on characters.

Specifically, if someone is playing a Minor Jedi with 1D in Control base, with 2D starting skills allocated, to make it 3D, that character is already "down" 1D in attributes and 2D in skills compared to regular characters. So if the Minor Jedi wanted to have an active Resist Stun (nice, but not great effect), then all his other actions while it is "up" will be at -1D, in addition to being -1D in attributes and -2D in skills. It seems better to just shoot and dodge, than shoot and keep up Resist Stun usually, since dodge will help some shots simply miss and do no damage.


I have noted the same thing with lightsaber combat. if you sense is 1D, you dont get a benefit.

But it would seem that the rules were made for more powerful jedi characters, as someone like luke can easily keep them all up, and still have a nice dice pool.
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Ankhanu
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PostPosted: Thu Oct 25, 2007 1:37 pm    Post subject: Reply with quote

I've used some fairly fudged rules with this in my games from time to time, making judgement calls as to what powers do or do not incur MAPs to be kept up. Raising the power will always incur MAPs, but not all of them will to keep active. I find there is a disconnect between narrative and game mechanics for such things. In general I don't find the Force handled terribly well in the game, but it's the best system I've encountered for it Razz
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Gry Sarth
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PostPosted: Thu Oct 25, 2007 1:46 pm    Post subject: Reply with quote

Indeed. The whole "keeping powers up penalty" was never really all that well thought out by WEG. Some powers clearly state how the mechanics work with the MAPs, but others completely ignore this mechanic and suffer seriously when you apply MAPs for keeping force skills up. Control Pain, as written, is useless for Wounded characters, since you only trade a -1D for injury for a -1D for MAPs. Enhance Attribute would also negate its own bonus at the lowest level.

A Jedi using Lightsaber Combat can hardly do anything else other that fencing. With a base penalty of -2D in place, it's very hard to consider jumping, punching, dodging or anything else in the middle of combat.
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Last edited by Gry Sarth on Thu Oct 25, 2007 1:50 pm; edited 1 time in total
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vong
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PostPosted: Thu Oct 25, 2007 1:48 pm    Post subject: Reply with quote

hmmm. I have an idea:

There are 2 different pools of actions. physical and force.

So you can do 2 actions (dodge shoot) and get -1D to your rolls and have LSC and Danger Sense up and get -1D to force skills.

This way they wont stack up as fast, and you can do one skill, and one force power without penalty.

How does this sound?
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Esoomian
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PostPosted: Thu Oct 25, 2007 4:13 pm    Post subject: Reply with quote

I've always liked the idea of LSC requiring an action to keep up. Although I think the MAP shouldn't be applied to actual Lightsaber rolls I've always felt it should be applied to anything else the character tries to do while using LSC (Jumping over a foe, pushing something with the force, kicking someone while defending with the lightsaber etc...). I think it represents the Jedi focusing the force and his concentration into his lightsaber to the detriment or exclusion of all other abilities.

Concentration is a little silly though. Why have a 4D bonus and a MAP why not just have a 3D bonus?
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cheshire
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PostPosted: Thu Oct 25, 2007 6:24 pm    Post subject: Reply with quote

Gry Sarth wrote:

A Jedi using Lightsaber Combat can hardly do anything else other that fencing. With a base penalty of -2D in place, it's very hard to consider jumping, punching, dodging or anything else in the middle of combat.


Yes it does. I'm actually rather glad of it. By the time Jedi are able to get and keep LSC up, they're almost running the show as far as combat is concerned. This dynamic gives them some vulnerability. The can't do it all... at least not all at once. Granted, we see a lot of jumping and punching and kicking in the film's combat situations, but I usually introduce these tidbits as flavor anyway. (It does not real world good to jump over an enemy before trying to hit him, but it's cinematic; it does not in-game good to jump over someone, and so I just describe it after they make the roll.)

I'm in favor of making the Jedi keep powers up. It gives them some sort of balance, and prevents them from being uber-characters in all situations. It makes the Jedi make choices concerning what they want to be good at at the given time.
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Esoomian
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PostPosted: Thu Oct 25, 2007 6:31 pm    Post subject: Reply with quote

cheshire wrote:
I'm in favor of making the Jedi keep powers up. It gives them some sort of balance, and prevents them from being uber-characters in all situations. It makes the Jedi make choices concerning what they want to be good at at the given time.


My feelings exactly. Probably because I usually play non-jedi but my feelings is it should be very hard to become a highly skilled jedi and most people should fail to do it. That's why it's so hard to rebuild the jedi order.
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Ankhanu
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PostPosted: Thu Oct 25, 2007 6:49 pm    Post subject: Reply with quote

Jedi ARE uber-powered. Perhaps that's part of why I don't mind reducing MAPs for some powers... plus, by the time they are powerful enough to be running the show, a -1D isn't going to do anything to them anyway. The MAPs tend to be a hindrance to the unpowered Force users who are already heavily hindered as it is.

WEG d6 is not a balanced system, that's what d20 level progressions are for. It does somewhat fit with the narrative of the films and written material, however. Jedi do run the show in combat, unless their opponent is also uber-powerful. Theme is more important than balance to me, though, as both a Force user player and as a non-Force user. I don't mind having that greater power than the other players (though usually their increased abilities with skills counteract the Jedi's abilities in most situations), and likewise, I don't mind being less powerful than the Force user when I'm playing a normal being... As long as it's fun and feels like Star Wars, so what Razz

I think part of the problem with powerful Force user characters is perhaps in not maintaining the difficulty in finding teachers, or, failing to find a teacher, failing to enforce the CP cost increase to develop Force Skills without them and enforcing the rules on gaining Force Powers as well. From most accounts that I've heard (and played, and, admittedly, run), Jedi teachers or holocrons are everywhere... in most eras of play, that just shouldn't be. Enforcement of Dark Side issues is also usually pretty lax. But these could just be the stories I've heard and the experiences I've seen, perhaps I'm off base.
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garhkal
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PostPosted: Thu Oct 25, 2007 10:28 pm    Post subject: Reply with quote

cheshire wrote:

Yes it does. I'm actually rather glad of it. By the time Jedi are able to get and keep LSC up, they're almost running the show as far as combat is concerned. This dynamic gives them some vulnerability. The can't do it all... at least not all at once. Granted, we see a lot of jumping and punching and kicking in the film's combat situations, but I usually introduce these tidbits as flavor anyway. (It does not real world good to jump over an enemy before trying to hit him, but it's cinematic; it does not in-game good to jump over someone, and so I just describe it after they make the roll.)

I'm in favor of making the Jedi keep powers up. It gives them some sort of balance, and prevents them from being uber-characters in all situations. It makes the Jedi make choices concerning what they want to be good at at the given time.


Well said. IMG unless the power lists it costs nothing to keep it up (like combat mind) it incurs the -1d per force skill required to activate the force power in the first place (so doing affect mind is a 3 skill power, so would be 3 actions)..

Quote:
From most accounts that I've heard (and played, and, admittedly, run), Jedi teachers or holocrons are everywhere... in most eras of play, that just shouldn't be. Enforcement of Dark Side issues is also usually pretty lax. But these could just be the stories I've heard and the experiences I've seen, perhaps I'm off base.


Same here. If the number of Jedi masters, and holocrons i have seen being placed in everyones campaigs that i have been part of were any indication, order 66 did not even happen... heck in some games the 'masters' that were around for the PCs to learn from were more potent in force powers than even the emperor....
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Jedi Skyler
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PostPosted: Fri Oct 26, 2007 2:13 am    Post subject: Reply with quote

Ankhanu wrote:
I think part of the problem with powerful Force user characters is perhaps in not maintaining the difficulty in finding teachers, or, failing to find a teacher, failing to enforce the CP cost increase to develop Force Skills without them and enforcing the rules on gaining Force Powers as well. From most accounts that I've heard (and played, and, admittedly, run), Jedi teachers or holocrons are everywhere... in most eras of play, that just shouldn't be. Enforcement of Dark Side issues is also usually pretty lax. But these could just be the stories I've heard and the experiences I've seen, perhaps I'm off base.


Admittedly I DO have a couple Jedi who have holocrons, and even more who have training materials left them by their Masters. However, the quantity and depth of this information is always left open, and up to the GM to decide what is contained therein, and subsequently what I am able to learn using the materials I have. I have even, in the past, suggested a compromise; namely, that I still have to pay more CPs to raise the skill level, but not as MANY CPs because I have at least a basic framework to build from. Of course it's ideal to have a live body there, someone who can walk you through and point out what you're doing wrong, but there is still something to be said for having written or recorded materials to help you learn a technique.
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Ankhanu
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PostPosted: Fri Oct 26, 2007 7:01 am    Post subject: Reply with quote

Jedi Skyler wrote:
However, the quantity and depth of this information is always left open, and up to the GM to decide what is contained therein, and subsequently what I am able to learn using the materials I have.


Yeah, but very rarely have I ever seen a GM (again, myself included) actually impose the limitations that might be inherent in those materials (esp. holocrons). They tend to be limitless repositories of Force skill and lore.
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vong
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PostPosted: Fri Oct 26, 2007 7:38 am    Post subject: Reply with quote

Ankhanu wrote:
Jedi Skyler wrote:
However, the quantity and depth of this information is always left open, and up to the GM to decide what is contained therein, and subsequently what I am able to learn using the materials I have.


Yeah, but very rarely have I ever seen a GM (again, myself included) actually impose the limitations that might be inherent in those materials (esp. holocrons). They tend to be limitless repositories of Force skill and lore.


Ha! you have never gamed with me. If my current campaign did not die, i was going to give the player a holocron... of a dark jedi. she would train with it and slowly turn to the dark side!!! MUAHAHAHAHAHAA.
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Ankhanu
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PostPosted: Fri Oct 26, 2007 8:27 am    Post subject: Reply with quote

Fun Smile
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Gry Sarth
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PostPosted: Fri Oct 26, 2007 8:32 am    Post subject: Reply with quote

Yeah, our GM tried pulling that trick on our Jedi. But another non-FS PC realized the thing was evil and vaporized it with a blaster bolt. The Jedi was quite distressed by it...
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