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Force Attribute and Revised Force Skills
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atgxtg
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PostPosted: Tue Feb 21, 2012 4:00 pm    Post subject: Force Attribute and Revised Force Skills Reply with quote

I have been thinking of adding a FORCE attibute for a long time. It would help to differentiate those who are strong with the Force from others who can use it.

-The Force attribute will count as an attribute and is bought with a character's itial attribute dice (although it will start at 1D for most species, so character will now technically be built on 19D).

-Control, Sense and Alter will start at the Force Attribute, (although the character will still eed to be trained to use any power reliably).

-Characters will start with a number of Force Points eqaul to thier dice in the Force Attribute.


Also, I was thinking of mdifying the Force skills so that they refelct the strnegth of a character's connection with the Force as well as the die codes in the relevant Force skills. For example, Acclerate healing would heal a character a number of times that day equal to his Force Dice (instead of two times), enhance attriobute would allow the character to add his Force Dice to the enhanced attribute, and Telekensis would have weight increments based on the character Force attributs (easy would be up to Force x5kg instead of up to 10), and Control Pain could negate a total number of peanlty dice equal to the Jedi's Force Dice. Generally speaking skill would still count to determine the level of finesse and control a character has over the power but Force would apply for determining the magnitude/raw power of the effect.

I suspect that some powers could be simplified by adding the Force Attribute (or even the appropriate Fprce skill code) to an attribute or skill to get the superhuman effects that Jedi get.

How does this idea look?
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cheshire
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PostPosted: Tue Feb 21, 2012 4:53 pm    Post subject: Reply with quote

Just eyeballing it some of it looks interesting, and some of it looks a little broken. First, I think it's a great idea to try to introduce a mechanic to make someone more naturally in tune with the Force, and giving a greater healing role on Accellerate healing and other such skills. (I'm not sure about the Enhance Attribute yet, but I'll ponder on that a bit.) It makes sense that there should be some people who get a bit of a boost because they're more naturally inclined to learn Force abilities. Though game balance may become an issue, and I'd LOVE to playtest some of these ideas.

I have a bit of a concern about how beginning character builds might look. Remember when you put a Jedi in the party with a RAW build (assuming he spends 3D in attribute dice at the start), he starts off weak, and then picks up momentum. By the time he can get lightsaber combat up with any real regularity he becomes a close-range ninja. With this build, it minimizes the build up time. The same Jedi spends 3D in attribute dice, and now he's got 3D in CSA. (And he's got 3 Force Points. Only one more than normal, so not TOO bad here.) How much less time is there going to be before he takes over the rest of the party in close-range combat?

Honestly, if I had time, I'd playtest this. I'd take two short-term campaigns, one with the RAW character build, and one with this one and see how they compare. Though I would leave out the 19 attribute dice and leave it at 18. Some people aren't going to be Force Sensitive anyway, and giving everyone a bonus doesn't make sense. Giving the Jedi a bonus attribute die makes even less sense, because they're getting more out of their attribute points now than they ever were. We could have Jedi starting off with 5D in CSA... probably a lot more if they really wanted to min/max, and they were just that kind of munchkin.
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atgxtg
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PostPosted: Wed Feb 22, 2012 1:11 pm    Post subject: Reply with quote

cheshire wrote:
Just eyeballing it some of it looks interesting, and some of it looks a little broken. First, I think it's a great idea to try to introduce a mechanic to make someone more naturally in tune with the Force, and giving a greater healing role on Accellerate healing and other such skills.


It could be cool if I can pull it off.



(I'm not sure about the Enhance Attribute yet, but I'll ponder on that a bit.)

By RAW it gives the Jedi 1D to 3D based on thier roll, with a higher roll yielding a lower bonus but a longer duration. What I am thinking of it changing the bonus to the FORCE die code, with the duration going up with a good Control roll (say 1 round per 10 or 15 rolled). The Jedi could volutarily reduce the bonus by 1D to increase the duration. Either 1D per round or to double the duration. I haven't decided yet.


Quote:

It makes sense that there should be some people who get a bit of a boost because they're more naturally inclined to learn Force abilities. Though game balance may become an issue, and I'd LOVE to playtest some of these ideas.


I am going through the compiled Force Powers book, working out the changes and cutting/pasting the revised powers into a document. When I get it done, or at least enough to tryout, I can make it avialbe for others. Any playtesters would be welcome.


[quote]
I have a bit of a concern about how beginning character builds might look. Remember when you put a Jedi in the party with a RAW build (assuming he spends 3D in attribute dice at the start), he starts off weak, and then picks up momentum. By the time he can get lightsaber combat up with any real regularity he becomes a close-range ninja. With this build, it minimizes the build up time. The same Jedi spends 3D in attribute dice, and now he's got 3D in CSA. (And he's got 3 Force Points. Only one more than normal, so not TOO bad here.) How much less time is there going to be before he takes over the rest of the party in close-range combat? [/quiote]

I know what you mean. I am working on a few ways to address this. For starters I think Lightsaber Combat will have to be downgraded a bit, but then many of use have been saying that for a while. Another possiblity might be to treat CSA as advanced skills. THat way Padawans could quickly get to basic comepetency, with the Force, but mastery would take longer.

Quote:

Honestly, if I had time, I'd playtest this. I'd take two short-term campaigns, one with the RAW character build, and one with this one and see how they compare. Though I would leave out the 19 attribute dice and leave it at 18. Some people aren't going to be Force Sensitive anyway, and giving everyone a bonus doesn't make sense. Giving the Jedi a bonus attribute die makes even less sense, because they're getting more out of their attribute points now than they ever were.


I think 1D makes sense because everybody is alive and has the Force flowing throgh them. It isn't that people with Force 1D would be Force Senstive, just that they would be alive. They would still need training to be able to access and use that 1D. So instead of being trained up to 1D in C, S, and A they would be trained how to use the FORCE attribute. And we could have the odd wild talent who might know a power or two but otherwise not be able to use the Force very much.

Quote:

We could have Jedi starting off with 5D in CSA... probably a lot more if they really wanted to min/max, and they were just that kind of munchkin.


We could, and that might be a problem. Or not. One thing it does do is put Jedi PC die codes on par with the non-Jedi characters. Another thing is that it allows beginning Jedi to be able to do the things we see Padawans pull off in the films and TV series. IMO it is a closer match to the films.

But, the big worry is if it makes beggining Jedi too powerful, especially with Lightsaber Combat. I'd certainly have to add a few safeguards and modify Lightsaber Combat somewhat. I7ll have to see how it looks after I do some work on it.
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cheshire
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PostPosted: Wed Feb 22, 2012 2:31 pm    Post subject: Reply with quote

Yeah, I know what you mean about having a functional Jedi character at the beginning, but not having them take over the party. I think pretty much every Star Wars RPG has wrestled with that to some degree or another. But I think the problem that everyone faces is that the Force gives the TV and movie characters super human abilities, and now you try to put that in a game where they try to make all the characters comparable so that everyone can have fun.

It's not easy no matter which way you slice it.
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CRMcNeill
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PostPosted: Wed Feb 22, 2012 2:50 pm    Post subject: Reply with quote

Well, the films deal with it in pretty straight-forward fashion: split the party. Split the Jedi off and give them villains of appropriate level to fight while the rest of the party performs other missions.
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cheshire
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PostPosted: Wed Feb 22, 2012 4:10 pm    Post subject: Reply with quote

And that is something that most GMs have a hard time doing while running a fun and relevant adventure. I've done it, and I've had good adventures, but I've had GMs who will hardly hear of the idea just because it's too hard to make it happen well.
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Bren
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PostPosted: Wed Feb 22, 2012 4:29 pm    Post subject: Reply with quote

cheshire wrote:
...I think the problem that everyone faces is that the Force gives the TV and movie characters super human abilities
Except for when the script gives them weaker abilities than in the RAW. For example, Jedi characters in the films and TV shows often seem easier to totally surprise or knock unconcious than the Life Sense, Danger Sense, Remain Concious, Resist Stun, and other Force Powers in the RAW would seem to indicate.

Suffice it to say that there will always be a discrepancy between active RPG and passive audience viewing of a film. If for no other reason than that players of an RPG are often less willing to accept authorial fiat as a rationale for what happens than are characters in a script or the actors who play them.
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PostPosted: Wed Feb 22, 2012 5:55 pm    Post subject: Reply with quote

[quote="atgxtg"]
I think 1D makes sense because everybody is alive and has the Force flowing throgh them. It isn't that people with Force 1D would be Force Senstive, just that they would be alive. They would still need training to be able to access and use that 1D. So instead of being trained up to 1D in C, S, and A they would be trained how to use the FORCE attribute. And we could have the odd wild talent who might know a power or two but otherwise not be able to use the Force very much.
[/quiote]

That sounds almost like you are trying to make the force like adnd's wild psionics from dark sun, where everyone has it...
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ZzaphodD
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PostPosted: Wed Feb 22, 2012 5:59 pm    Post subject: Reply with quote

Id say that 'old school' Jedis, ie based on ep4-6, are more limited by in-game restrictions. Sure, you can be a combat monster but if you try to take advantage of that by going head on you will soon end up on the dark side.

If you base you view of jedis on the more recent movies and, oh the horror, the EU the Jedis have much more freedom using their more violent abilities. The Ep 1-3 avoids much of this by to a large extent fighting droids (mostly rather dumb ones as well). This avoids many of the moral questions. When they end up fighting living creatures they are mostly 'inhuman' evil insects..

What I mean is that the 'balance issue' depends on what 'version' of Jedis exists in your games.
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Bren
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PostPosted: Wed Feb 22, 2012 6:46 pm    Post subject: Reply with quote

ZzaphodD wrote:
What I mean is that the 'balance issue' depends on what 'version' of Jedis exists in your games.
Good point Z.

And don't forget the TV show where we see powers like Force Push routinely used against all sorts of living opponents who are not bugs, including various Dark Siders, bounty hunters, Trandoshans, and Separatist commanders.

Which powers a Jedi can safely or morally use against which targets is a key setting decision. Having an overall consensus within the gaming group on how this will work seems rather important.
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cheshire
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PostPosted: Wed Feb 22, 2012 9:26 pm    Post subject: Reply with quote

Bren wrote:
Having an overall consensus within the gaming group on how this will work seems rather important.


Heh... because I'm pretty sure you won't find a consensus here. Smile
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CRMcNeill
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PostPosted: Wed Feb 22, 2012 11:11 pm    Post subject: Reply with quote

You're wrong. Of course we'll find a consensus.



Wink
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PostPosted: Wed Feb 22, 2012 11:27 pm    Post subject: Reply with quote

I was toying with a similar idea of having Force Sensitivity as an attribute, but I had non-FS characters at 0D instead of 1D, with 1D-2D being roughly the range of Force sensitives who ended up in the agricultural corps, or were otherwise not adept enough in their understanding of the Force to become Jedi Knights. It seemed to work out fairly well from a balance standpoint, as beginning non-FS characters still out-attributed FS characters, and the potential for min-maxing is easily solved by just setting an arbitrary cap on how much dice the FS can put into his Force skills.

I've also been playing with revising Danger Sense, in that it does seem a bit too powerful for the characters to have a simple binary choice between ignorance and omniscience depending on whether they beat a Moderate Sense roll. I've been batting around a revised version of Danger Sense whereby the character may still sense danger, but still be caught looking in the wrong direction because they misread what the Force was trying to tell them. Higher level masters will still be essentially precognitive, and almost impossible to catch off guard, but lower and mid level characters would still conceivably be vulnerable to a surprise attack as the result of a bad roll.
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PostPosted: Thu Feb 23, 2012 4:16 pm    Post subject: Reply with quote

crmcneill wrote:
You're wrong. Of course we'll find a consensus.



Wink


Yea.. mine! Laughing Laughing Laughing

Quote:
I've also been playing with revising Danger Sense, in that it does seem a bit too powerful for the characters to have a simple binary choice between ignorance and omniscience depending on whether they beat a Moderate Sense roll. I've been batting around a revised version of Danger Sense whereby the character may still sense danger, but still be caught looking in the wrong direction because they misread what the Force was trying to tell them. Higher level masters will still be essentially precognitive, and almost impossible to catch off guard, but lower and mid level characters would still conceivably be vulnerable to a surprise attack as the result of a bad roll.


is that based on the chart i put in your thread?
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PostPosted: Fri Feb 24, 2012 12:04 am    Post subject: Reply with quote

garhkal wrote:
is that based on the chart i put in your thread?


Yes, and after some experimentation, I decided to drop the "automatically is aware of attacks" option in trade for an open-ended initiative bonus based on how well the character rolls. Don't quite have all the kinks worked out yet, though...
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