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Sorry Kid it's for your own good!
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DB 2.0
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PostPosted: Fri Apr 10, 2015 11:41 pm    Post subject: Sorry Kid it's for your own good! Reply with quote

the last thing the Jedi heard before the the smuggler stunned them repetdly and left them in the back room of the Bounty Hunters girlfriends casino.

you see the Jedi put too many Stat Dice (5D) in to Force abilities and concentrated on "Jedi" Skills and is now as useless as udders on a male bovine, best skills are Lightsaber 4D+1 and Willpower 4D+1, started with no Blaster, no Dodge, no vehicle, Ship or Tech skills (apart from Lightsaber Repair of 3D+1) sure they have Persuasion but it's less than 3D and the worst of the other players defaults are better than the skills the Jedi has put Pips in to.

over three adventures the Jedi's incontinence has almost cost all the other characters their lives multiple times, blown Every mission, had the entire party captured twice (once by Pirates once by the Imperials) and lost the Smuggler her ship and had all the parties gear confiscated and they had to abandon it when escaping the Star Distorter.

little wonder when the rest of the party could pull together enough funds to buy a couple of Blasters they stunned the Jedi and left them with a friend, they won't be back that way for a wile.

so anyone else had to GM this kind of thing in the past? or bean on either side of the Blaster?
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Whill
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PostPosted: Fri Apr 10, 2015 11:58 pm    Post subject: Re: Sorry Kid it's for your own good! Reply with quote

DB 2.0 wrote:
the last thing the Jedi heard before the the smuggler stunned them repetdly and left them in the back room of the Bounty Hunters girlfriends casino.

you see the Jedi put too many Stat Dice (5D) in to Force abilities and concentrated on "Jedi" Skills and is now as useless as udders on a male bovine, best skills are Lightsaber 4D+1 and Willpower 4D+1, started with no Blaster, no Dodge, no vehicle, Ship or Tech skills (apart from Lightsaber Repair of 3D+1) sure they have Persuasion but it's less than 3D and the worst of the other players defaults are better than the skills the Jedi has put Pips in to.

over three adventures the Jedi's incontinence has almost cost all the other characters their lives multiple times, blown Every mission, had the entire party captured twice (once by Pirates once by the Imperials) and lost the Smuggler her ship and had all the parties gear confiscated and they had to abandon it when escaping the Star Distorter.

little wonder when the rest of the party could pull together enough funds to buy a couple of Blasters they stunned the Jedi and left them with a friend, they won't be back that way for a wile.

so anyone else had to GM this kind of thing in the past? or bean on either side of the Blaster?

I think it is pretty obvious it wasn't just for his good. They very likely felt that he would blow it for them so they were better off without him. Have I ever had intra-party conflict in my game? No, I've never had that to this level.

Have I ever had a Force PC in my game who had dumped everything into Jedi skills and is about worthless in every other way? No, I have never had a player even try that so I've never had to reject it at character creation as I recall. Force characters should start out pretty low-powered, and most players I've had get that you have to start small to stay alive and slowly advance the Jedi stuff with experience.

But on the bright side, the Force PC (if not the entire party) is going to die soon enough, so you won't have this problem anymore. Wink
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garhkal
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PostPosted: Sat Apr 11, 2015 12:22 am    Post subject: Re: Sorry Kid it's for your own good! Reply with quote

DB 2.0 wrote:
the last thing the Jedi heard before the the smuggler stunned them repetdly and left them in the back room of the Bounty Hunters girlfriends casino.

you see the Jedi put too many Stat Dice (5D) in to Force abilities and concentrated on "Jedi" Skills and is now as useless as udders on a male bovine, best skills are Lightsaber 4D+1 and Willpower 4D+1, started with no Blaster, no Dodge, no vehicle, Ship or Tech skills (apart from Lightsaber Repair of 3D+1) sure they have Persuasion but it's less than 3D and the worst of the other players defaults are better than the skills the Jedi has put Pips in to.

over three adventures the Jedi's incontinence has almost cost all the other characters their lives multiple times, blown Every mission, had the entire party captured twice (once by Pirates once by the Imperials) and lost the Smuggler her ship and had all the parties gear confiscated and they had to abandon it when escaping the Star Distorter.

little wonder when the rest of the party could pull together enough funds to buy a couple of Blasters they stunned the Jedi and left them with a friend, they won't be back that way for a wile.

so anyone else had to GM this kind of thing in the past? or bean on either side of the Blaster?


Yup. Once it was to a fellow Jedi who did lke yours was. The other times it was with a group known as Thunder team. Anarchy ruled there, and the one left standing after a disagreement (all weapons on stun) was the one who made the final decision..
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DB 2.0
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PostPosted: Sat Apr 11, 2015 1:12 am    Post subject: Re: Sorry Kid it's for your own good! Reply with quote

Whill wrote:

I think it is pretty obvious it wasn't just for his good. They very likely felt that he would blow it for them so they were better off without him. Have I ever had intra-party conflict in my game? No, I've never had that to this level.

Have I ever had a Force PC in my game who had dumped everything into Jedi skills and is about worthless in every other way? No, I have never had a player even try that so I've never had to reject it at character creation as I recall. Force characters should start out pretty low-powered, and most players I've had get that you have to start small to stay alive and slowly advance the Jedi stuff with experience.

But on the bright side, the Force PC (if not the entire party) is going to die soon enough, so you won't have this problem anymore. Wink


well they left them with a sympathetic NPC, not the orignal plan of stun them and stuff them in a broom cupboard at the space port. the Jedi is alive and in no real risk to life and limb (unless they build themselves a new lightsaber). any way 2D2D1D is fairly low powered, the Jedi did wanrt to increase Scene to 3D and Alter, but had to blow their CP on not dieing, they did have enough to put a little in to skills, but Joe Average or a cheap droid was better than them.
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cheshire
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PostPosted: Sat Apr 11, 2015 8:10 am    Post subject: Reply with quote

A couple of times I've seen things escalate to this level, but it was because the characters were genuinely concerned about the other character. It wasn't a "it's for my own good, but I'm going to tell you that its for yours" and the all of the players were okay with what was happening.

Once my character's sister was going to "fulfill her destiny" and sacrifice herself for the good of the galaxy. Little brother decided that there had to be another way, and he was going to find it. So, when persuasion failed, he drugged her. It became a bit liability later on as we very quickly found another solution shortly after she was unconscious, and another pair of hands would have been REALLY useful when the going got tough.

My wife (whose character was drugged) thought it was hilarious.

There was another time her character saw it as her solemn duty to defeat an awakening taretatek. I think I used an e-web version of a tractor beam to physically move her on to the ship instead.

Again, all of the players were fine with this, and inter-party conflict doesn't necessarily mean inter-player conflict. The former is part of a diverse group of characters that don't always see eye-to-eye. The latter is just no fun.
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DB 2.0
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PostPosted: Sat Apr 11, 2015 9:06 am    Post subject: Reply with quote

oho the Jedi is truly useless as an adventure, the player was playing them smart, but smart can only make useless other characters lens go so far.

the Jedi fails a roll then has to burn CP to get out of it, the other characters lend a hand and get dragged down to.

the Jedi was only able to turn 4 CP in to Skill Pips (Space Transport Repairs & Sneak taking them to 2D+1 & 2D+2 respectively).

I could easily wright adventures with task TN's in the Jedi's range but the other characters would find them a walkover

the Jedi is a normal 16 y.o. (apart from their Force Powers and Lightsaber training) Ezra Bridger or ep.1 Padmae this kid is not, just trying to get up to speed has almost killed the kid over a dozen times and had a crack at those around them just for good measure, I'd hate to see what would happen if they made a serious attempt at heroics.
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shootingwomprats
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PostPosted: Sun Apr 12, 2015 4:19 am    Post subject: Reply with quote

Hmmmm, if I am understanding this correctly, at the start of the game the Jedi looked something like this?

DEX 2D+1: Lightsaber 4D+1
KNO 2D+1: Willpower 4D+1
MEC 2D:
PRE 2D: Persusation 3D
STR 2D:
TEC 2D+1: Lightsaber repair 3D+1

Special Abilities: Control: 4D, Sense 2D
Force Powers (11/14):
C: Accelerate Healing, Concentration, Control Pain, Reduce Injury, Remain Conscious, Resist Stun
S: Life Detection, Life Sense, Magnify Senses, Sense Force
C+S: Lightsaber Combat

Equipment: lightsaber.

Force Points: 2
Character Points: 5

If the players had his Jedi running around with Lightsaber Combat and Resist Stun "up" he would something like this without performing any other actions.

Lightsaber 5D+1 = (4D+1)+(2D from Sense)-(1D Force skill MAP penalty)
Lightsaber Damage: 8D+1 = (4D+1)+(4D from Sense)

If made a single attack and a "reactive dodge he would look like this:

Lightsaber 3D+1 = (4D+1)+(2D from Sense)-(3D Force skill MAP penalty)
Lightsaber Damage: 8D+1 = (4D+1)+(4D from Sense)

Certainly not great but not bad really. The Lightsaber ability to parry blasters will only help at short range for the most part (he will average 11), so he is going to want to judiciously use cover to his advantage and close quickly with the enemy. Furthermore he will be able to ignore the effects of stun during combat. With Accelerate Healing, after combat he concentrates for one minute and essentially can heal one Wound, then roll again in twelves and do it it again. I haven't even touched on him using the Concentration power yet (may perform a single action at +3D, that includes the MAP).

With a good use of cover, Force powers, tactics and Character Points, I don't see how this guy is not playable. Granted the Lightsaber is Difficult melee to attack with, but he could use it to parry bolts and use a blaster? Perhaps dropping Willpower to 3D+1 and taking Blaster 3D+1. If he took that skill die placed in Control, his lightsaber damage would drop to 7D+1 and he could take 4D+1 blaster.

Just some ideas for making the character work. Of course my assumptions of the character build could be incorrect too =)
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DB 2.0
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PostPosted: Sun Apr 12, 2015 5:07 am    Post subject: Reply with quote

more like

Dex 2D+1: Lightsaber 4D+1
Per 2D+1: Persuasion 2D+2
Kno 2D+1: Willpower 4D+1, Jedi Lore 3D+1 Languages 2D+2
Str 2D:
Mech 2D:
Tech 2D: Lightsaber Repair 3D+1

Control 2D
Sense 2D
Alter 1D

Force Points 2
Character Points 5

Equipment: Lightsaber, some other junk
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Whill
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PostPosted: Sun Apr 12, 2015 10:24 am    Post subject: Reply with quote

DB 2.0 wrote:
more like

Dex 2D+1: Lightsaber 4D+1
Per 2D+1: Persuasion 2D+2
Kno 2D+1: Willpower 4D+1, Jedi Lore 3D+1 Languages 2D+2
Str 2D:
Mech 2D:
Tech 2D: Lightsaber Repair 3D+1

Control 2D
Sense 2D
Alter 1D

Force Points 2
Character Points 5

Equipment: Lightsaber, some other junk

I think I see part of the problem. Per RAW, only the first 1D in each Force skill costs attribute dice. The rest cost skill dice. This character's attribute/skill dice totals are 13D/9D, when a character starting with all three Force skills should have 15D/7D. See the templates on R&E p. 266, 280 and 284 as examples. With all non-advanced skills defaulting to the attribute, attribute dice are worth way more than skill dice in designing a template, so this character is seriously short-changed!

I would suggest immediately adjusting the character, and throwing in a few bonus CPs for the mix-up.
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DB 2.0
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PostPosted: Sun Apr 12, 2015 11:38 am    Post subject: Reply with quote

we prefer 2e for the most part (only one hard copy of R&E floating around eight of us to five copies of 2e).

they have many Force Abilities, but can't use them that well because they are a relative novice. I personally never put more than 3D in to Force powers to start with 2D in Control or Sense and 1D in the other then build from there, this player didn't.
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cheshire
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PostPosted: Sun Apr 12, 2015 2:49 pm    Post subject: Reply with quote

IIRC even by RAW in 2E, he should have the same attribute/skill dice allocation as Whill described above. R&E didn't change the dice allocation from 2E.
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Whill
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PostPosted: Sun Apr 12, 2015 10:33 pm    Post subject: Reply with quote

DB 2.0 wrote:
we prefer 2e for the most part (only one hard copy of R&E floating around eight of us to five copies of 2e).
cheshire wrote:
IIRC even by RAW in 2E, he should have the same attribute/skill dice allocation as Whill described above. R&E didn't change the dice allocation from 2E.

That is correct. See 2e p.15 (second paragraph under Humans) for the first 1D of Force skills coming from Attribute dice allocation, and then 2e p.12 (third sentence under Special Abilities) for any increases to Force skills during character creation coming from Skill dice allocation.

DB 2.0 wrote:
they have many Force Abilities, but can't use them that well because they are a relative novice. I personally never put more than 3D in to Force powers to start with 2D in Control or Sense and 1D in the other then build from there, this player didn't.

I understand that the player may have designed the template, but it is up to the GM to approve or disprove it, and fix issues with it. Of course your group is not bound by RAW in any edition you are playing, and if you want to house rule it that all starting Force skill dice cost attribute dice, then that is your choice for you game. But it seems that the problem you are describing may largely be alleviated by simple reverting to RAW, especially since this seems to just be an oversight and not an intentional rule change. I'm just trying to help. Good luck with your game.
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PostPosted: Mon Apr 13, 2015 12:01 am    Post subject: Reply with quote

last few times through we'd had mostly 10D & 11D races as the bulk of the characters so when the last Jedi sunk lots of dice in to starting Force powers the tended to be noticed, also in other games (non D6) there has bean some big capability gaps but good (& smart) play had covered it, didn't work out this time.

I think 15D/7D is about the floor for a Heroic Character (since Force Powers are dead dice till they hit 3D in any one). I think this kind of proves it.
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DougRed4
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PostPosted: Tue Apr 14, 2015 9:16 pm    Post subject: Reply with quote

I know we've talked about it here a number of times, but I can't seem to find it when searching. This, for example, though I know there's been more discussion than that.

IMHO, handling Jedi is one of the weaknesses of D6. In truth, the era the game was made for (the Rebellion and Rise of the Empire, mainly) really doesn't give them much need to have Jedi running around, and frankly it's tough to balance Jedi (as we saw them in the films) with other PCs.

Doing as you've suggested - with a 16 year old Ezra Bridger-type - is about the only way to do things, RAW. But I'd highly encourage the player to (very much like Ezra) build up a few other skills (like Dodge), even at the expense of their starting Jedi powers and skills.
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PostPosted: Tue Apr 14, 2015 10:07 pm    Post subject: Reply with quote

This time around I'm doing Rebellion era, the "Jedi" is just a kid with force powers. the Smuggler has their Ship & Cranky Droid Side Kick the Bounty Hunter their Blasters, Armor and other tricks. the "Jedi" is a one trick pony who knows a very difficult trick, unfortunately they are running with a team of highly trained multi skilled professionals.

If you know Black Lagoon, imagine that the Maid didn't show up and Garcia tried joining up with Lagoon Company, the kid would have bean in well over his head, just like our "Jedi" is/was.

If the player wants his "Jedi" character back in I'm going to insist that they spends the CP he has coming to them to pick up "Enhance Attribute".
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