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Witches of Dathomir Fix
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F3.0
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PostPosted: Wed Aug 29, 2007 12:59 pm    Post subject: Witches of Dathomir Fix Reply with quote

I have some questions about a propsed fix to the witches of Dathomir, since I have a player that wants to try one. They are not in any way cost effective. Reading them over in Cracken's Threat Dossier, they cost 20 char points to learn a spell. Then they need to raise each spell as an individual skill.

In comparison jedi cot 5 char points for a force power, and have only three skills that they need to advance to use them. The costs are hugely different, and IMO the difference in cost makes the witch pretty unplayable as a character. Especially over a long campaign.

What I had in mind was lowering the cost to 5 Char points per Spell, and raising spell pip ranks at the same rank as a specilization, to make up for the fact that they need to raise each one seperately.

I'm looking for critiques, down sides, or other proposed ideas if anyone has any.
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K21DUBIE
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PostPosted: Wed Aug 29, 2007 1:41 pm    Post subject: Reply with quote

you should go read the section on new force rules it may be excatly what your looking for. go here and check this out.

https://mywebspace.wisc.edu/ealderson/web/ForcePosting%20w%20pics.pdf
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PostPosted: Wed Aug 29, 2007 2:46 pm    Post subject: Reply with quote

Not quite what I was looking for, but thank you. I'm trying to find a way to still use the existing mechanic while making the cost something affordable.
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K21DUBIE
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PostPosted: Wed Aug 29, 2007 5:15 pm    Post subject: Reply with quote

well you can still use the force powers control,sense,alter costing the standard skill cost. with the force powers being the cost of specializations. That is with a teacher and with out a teacher thecost would be double on everything. I think that is the best way and the cost of gaining a new power just being 5cps.
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garhkal
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PostPosted: Wed Aug 29, 2007 5:46 pm    Post subject: Reply with quote

Why not make 'spell tree's. Where each spell goes under a set tree, kind of like how the force is now (with cont, alter an sense) but make it different. Each spell goes under one or more trees...
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F3.0
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PostPosted: Wed Aug 29, 2007 9:30 pm    Post subject: Reply with quote

garkhal, I think I'll give that a shot. k21, I was going for something different rules wise as well, to give it a diffferent feel to the player. I think I'll try and see what I can arrange with the spell tree idea first and see how that goes. Thanks to both of you.

Obviously new to the forums here, but myself and a couple of others are hoping to get a couple of games started on here. So we'll be around more. Probably with more questions. Smile It's been years since I played SW d6.
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noctum_carpe
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PostPosted: Thu Aug 30, 2007 7:16 am    Post subject: Reply with quote

This might not be everyones cup of tea, but.

I use the force skills as i cannon but you can also by separate force powers as skills once you have aquired them they may not be inrerased over the base skill thou. so if you have Controll 3D+2 and sense 3D your lightssaber combat skill may not be over 3D until you inrease your sense skill. This cost is as regular skills and to buy 1D costs 5 cp. This allows a player to become realy good at a few things or to generalize. So for a Darthomir learing the other way of controlling the force later on she can just add the skills up.
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F3.0
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PostPosted: Thu Aug 30, 2007 1:17 pm    Post subject: Reply with quote

Sounds really expensive to raise a number of powers though. How has that worked for you so far? Any issues?
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noctum_carpe
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PostPosted: Fri Aug 31, 2007 2:19 am    Post subject: Reply with quote

No. not realy, my players are happy with the fact that they can raise their force skills above 4D or so without a teacher. They need a teacher for the core force skills or the cost goes up to 4*cp if they have a teacher its 2*cp. It has worked so far and made jedis/forceusers more on pair with other characters. I also give no force sensitive characters +1D+1 in atribute dice.
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Jedi Skyler
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PostPosted: Fri Aug 31, 2007 2:25 am    Post subject: Reply with quote

noctum_carpe wrote:
I also give no force sensitive characters +1D+1 in atribute dice.


That seems pretty fair...give a little something to the non Force-sensitives to help round things out.
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PostPosted: Fri Aug 31, 2007 2:31 am    Post subject: Reply with quote

Yeah I kinda like that. Think I'll give that a try.
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noctum_carpe
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PostPosted: Fri Aug 31, 2007 2:35 am    Post subject: Reply with quote

I might add that each core fore skill known cost only +1 not +1D in my game since they cost 20 Cp to gain and thats about the cost to raise a +1 on a low attribute.
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PsiberDragon
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PostPosted: Wed Sep 05, 2007 7:30 pm    Post subject: Reply with quote

Slightly on topic/off topic:

I actually picked up the d6:Space, Adventure and Fantasy rules ... the way they've do magic in there is pretty good for using with a Dathomir witch.

Just a thought.
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vong
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PostPosted: Wed Sep 05, 2007 10:47 pm    Post subject: Reply with quote

hmmm, didnt think of that, could work wonders...
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noctum_carpe
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PostPosted: Sun Oct 28, 2007 7:56 am    Post subject: Reply with quote

Care to enlighten us how they work?
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