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ProfessorCirno
Feb 17, 2011

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The rightest!
Though I have not played it, for what its worth, those 3 books do some what line up with the movies. First movie didn't really have soldiers and Luke wasn't a full on jedi, he was just a farm boy with 1 or 2 talents. The second movie is where you see actual war battles, and the third movie has Luke as a proper jedi.

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ProfessorCirno
Feb 17, 2011

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The rightest!
Does the Togorian racial, uh, do...anything? It's a brawl attack with +1 damage and a crit rate of 3. Which puts it behind I'm pretty sure every single brawl equipment in the game, including the vibroknucks that explicitly have a bonus to being hidden.

ProfessorCirno
Feb 17, 2011

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The rightest!

alg posted:

Is that from the unofficial species menagerie ? That came out during beta so I'm sure it's been surpassed by official material.

That might answer that!

Wow. Brawling is...not very advised, is it?

ProfessorCirno
Feb 17, 2011

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The rightest!
Man, even melee seems pretty bad despite generally better damage and effects, given that you have to move into short range first, then spend ANOTHER maneuver to reach "engaged" distance.

There's really no reason to ever make a non-pistol guy, is there? :(

ProfessorCirno
Feb 17, 2011

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The rightest!
I just want to make a big cat Togorian who growls menacingly at people and punches in their face if they doing go along with his "suggestions" while not being a Wookie because god everyone is already a Wookie.

ProfessorCirno
Feb 17, 2011

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The rightest!
A bit confused on moving.

So as a maneuver I can move across one band (ha ha ha "can melee" is its own band jesus christ).

I get one maneuver a round, and can spend 2 strain to get a second one.

Is there any way at all to move across more then two bands, or to move across 2 without hurting myself in the process?

ProfessorCirno
Feb 17, 2011

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The rightest!

Excelsiortothemax posted:

You can drop your action to another maneuver. So you can get 3 maneuvers with the strain.

Well, the plan is to attack them. So I'm guessing it's a...no :(

ProfessorCirno
Feb 17, 2011

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The rightest!
Main issues I've found:

1) Morality being point on a sliding scale makes it very Bioware-esque, and I'm not using that in a positive manner. "Oh man, I'm at 80 Light Points, ten more for my next bonus!" It makes light side / dark side become very "game-y," rather then actually set up a narrative for temptation and redemption. The initial use of having one moral strength that connects you to the light side and one moral weakness that tempts you to the dark side is good, I just dislike turning it into one big numerical scale.

2) Force powers are G A R B A G E and the force classes are hilariously inept at them. Not only do you not have to worry about force users eclipsing other characters, you probably have to worry about the reverse if any force characters actually try to buy and use their powers. As it stands any given force initiate character who has spent their life training either publicly or in secret is no better then literally any yahoo who spends the 20 xp to buy the force sensitive tree. I dunno if it's because of how stingy the system is with force or with how the actual force dice are set up, but you start off with a massive fail rate and it costs a lot of XP to increase that, as generally improvements to Force Rating are only found at the bottom of a tree next to raising attribute scores (and not even present in the lightsaber trees). Then you add on that each additional force die doesn't actually help your failure rate by a ton because of how the dice are set up, and the fact that all but one force power actively needs successful rolls to do ANYTHING, and you end up with awesome, super high XP jedi masters who still flub moving around their lightsaber to their own hand.

3) It's just really weird that all the lightsaber stuff has a price tag connected to it.

ProfessorCirno
Feb 17, 2011

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The problem is that even with FR2, your chance at failing to do literally anything with the force is still exceptionally high.

I feel like they messed up hard on the force powers themselves. Like, I'm buying basically a new talent tree, except every time I try to use it, I have to roll the bones to see if it works, and my initial chance is less then 50/50. I remember Luke messing up at bringing his lightsaber to his hand once. Or to put it another way, all the force powers are written from the perspective of the earlier books, where you're some schmuck who's learning this poo poo as you go with no real training or master. It works for the previous books, but when you're still just some schmuck despite what is meant to be a lifetime of training - when literally any scoundrel can pop out a talent tree and instantly be as good as you are - there's a narrative gap.

ProfessorCirno
Feb 17, 2011

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The rightest!
The main issue I've come to think is with the powers themselves.

How they work is, when you use an action to use a power, you roll force dice equal to your force rating. So...1. You then spend light side pips on activating the power. Note: the power does NOTHING on it's own unless you get those light side pips, and the actual force die has more squares without light side then with, so you've less then a 50/50 chance. This also means you are wasting your action more then half the time you try to use a power, and still an absolutely inexcusable amount of the time even at higher force rating levels. Now, mind you, you then roll a second time in a contested roll if you're trying to use the force power against someone. So that's TWO failure chances.

I think the powers would work far better if, after buying the power, that's it. You get to use it. The end. You spend the pips on making it STRONGER, but like, if you have Move at level one, sure, you can grab your lightsaber, if you have Sense then you can totally sense the force without needing to fail a bunch of times.

ProfessorCirno
Feb 17, 2011

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The rightest!

PantsOptional posted:

Not true; the other results on the force dice aren't blank. They're simply results you have to pay a price to use.

Yeah that's great, let's make turning to the dark side a matter of mundane accountancy because your powers have no point between "worthless" and "destroys everything"

The more I look at the powers, the more I'm convinced that they're just terribly written. It doesn't take too much XP to make some of them do absolutely absurd amounts of damage (lookin' at you, Move), and the "balancing" factor is that you have to get the pips in the first place. But that in turn means you can't actually use it for simple mundane ordinary jedi things like, you know, just bringing up and catching your lightsaber.

ProfessorCirno
Feb 17, 2011

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The rightest!

Mendrian posted:

I don't think playing a Jedi assumes 1 Force Die.

One thing of note is that activating a Force Power often doesn't require you to roll any other dice. Outside of combat, that means using your powers is going to be a foregone conclusion isn't it?

Finally if you want certainty out of your powers, focus on powers that let you dedicate a die to them. Then they always work!

That's actually all wrong, I'm araid.

All force characters period start at FR1. If you bought the three for 20 xp or started as a force character, FR1. Gaining additional points only happens deep in the three, and not every tree has it (lightsaber ones don't). Most powers also have an additional cost to them, so you can't just spam them outside of combat until you succeed.

ALL powers require you roll force die, and unless you're dark sided, only light side pips count for successes. You can flip a destiny point and lose "morality" to count dark side pips instead.

The dedicated die powers tend to be rather deep in the tree, and like...I dunno man. Being a jedi with no jedi powers ever? Ehhhhhh.

SO, CIRNO FIXES.

The math is just plain off in some of these. Now, I'm gonna focus on Move, because I don't give a poo poo about most of the other ones, I want to make a cool Jedi with a laser sword who's all acrobatic and throws crates and sometimes people around.

To start off, move costs no pips to use on it's own. You spent XP on move? You can move silhouette 0 items in a short range. Done. Luke never spent hours sighing and gesturing impatiently for his lightsaber, he hosed up like once.

Now, instead of one pip giving you basically all your benefits for each category, you gotta spend pips on each. Wanna move a PERSON, silhouette 1? Pip. Silhouette 2? Two pips. Wanna move a box? You're fine. A BUNCH of boxes? Pips.

Basically rather then one pip unlocking basically everything and the REAL thing being improving IR just to use any force powers, I'd rather force powers start weak and get strong. You want weak force powers? Buy it for XP, no problem. You wanna lift an X-Wing? You gotta be like Luke - gotta train up your force potential.

EDIT: Also silhouette*10 is absolutely absurd, christ, the same poo poo happened in SWSE where Force Move was the deadliest power. Why does this keep happening?!

ProfessorCirno
Feb 17, 2011

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The rightest!

PantsOptional posted:

Using a couple of Dark Side results doesn't mean you immediately become a cackling space necromancer, though. It just means that you tapped into your negative emotions, which mechanically might make you more prone to such in the future.

Let's use your "pick up your lightsaber with your mind" argument as an example. If you're just hanging around and using Move to pick up your lightsaber, there shouldn't even be a roll (and I believe this is what Mendrian was getting at) because it's inconsequential and there's no reason to roll for something like this when there are no repercussions for failure. But if, for example, you're in the middle of a fight and you get disarmed and you need to grab your lightsaber, it's more than reasonable to justify that your fear or anger taint your actions as you accept those Dark Side results.

Also, in general, and not as a response to you: I feel like it can't be emphasized enough that this is not a book about playing a prequel Jedi, this is a book about playing someone more like Luke - someone who slipped through the cracks and barely has any training. If I were them I might rename the "Knight level play" notion to something a little less suggestive of proper training, but that's just me.

Ok first thing is first, gently caress right off with the "YOU AREN'T A PREQUEL JEDI" because literally nobody in the thread is asking for that.

Look at your own example. How often did Luke gesture towards his lightsaber and it just sat there, and he just impatiently kept gesturing at it? How often did he close his eyes to feel the force and then open them to say "hah hah sorry guys I can't sense a drat thing, CRAZY DICE EH?"

And consequently, how long after Yoda's training did Luke just start throwing X-wings with the Force at his enemies?

YOu want no prequel jedi? Then your problem is the same as mine. The Force Powers as they're currently written - especially Move, which is why it's being used as an example - are all cases where you either hit way too big, or you flop. It takes a relatively minute amount of XP to go from simple levitation of boxes and stones to just hurling, but a VAST gap of XP to go from being able to do any of that easily, or failing more then half the time. My suggestion is that Force Powers start generally very usable but weak; Luke trusts his instincts and learns to deflect blaster bolts, he moves on to levitating his lightsaber, then moves on to fully lifting stones, then lifting stones while hand-standing one handed with Yoda chillin' on his foot, then moves on to mimicking his old master's mind trick, and so on, and so forth. Because that's not how powers work. The way powers work right NOW is that Luke can barely use the force for anything, meets with Yoda, and then just throws Jabba's goddamn barge and everyone on it into the Sarlacc pit with the power of the Force.

As for the Dark Side, that goes back to a simple argument: should turning to the Dark Side be something everpresent and relatively normal and mundane, or rare but very powerful in the narrative? The original trilogy suggests the latter. Luke has no slow buildup of rage or anger, he isn't just casually slowly being more and more of a jerk until his final fight with Vader. Luke is super good guy devoted to trying to redeem is father, and then Vader hits that button. He finds the switch. And then Luke goes ENTIRELY into the Dark Side to the point of nearly killing Vader and replacing him. That's why the Emperor is cackling so much, because Luke is just a breath away from becoming the new Vader! And speaking of Vader, do we watch Vader slowly warm up to his son and go out of his way to be a little bit nicer day by day, or does he see his son in peril, about to die, to be killed by his own master, and then that pushes his OWN button and the redemption hammer swings full force into him?

ProfessorCirno
Feb 17, 2011

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The rightest!
Force characters get one less "free" skill then other careers. This is to pay for Force Rating, presumably.

They also get two less class skills, which leads to a lot of dumb. My Shien Expert is all about cunning, and gets bonuses to streetwise and Knowledge: Underworld. Neither of which are class skills.

ProfessorCirno
Feb 17, 2011

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Ok I don't get the Seeker. Like at all. Like...ok, here's the cool acrobatic lightsaber tree, here's one that's all about being basically a druid, and here's one about being a caveman. Your class skills are flying spaceships, survival, knowledge of animals, and heavy weapons.

What on earth is this meant to be?

ProfessorCirno
Feb 17, 2011

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The rightest!

PantsOptional posted:

Seeker is all about surviving in hostile areas, so it makes sense that they would have the ability to fire rifles especially given the Hunter specialization.

The problem is that the trees are all both a) laser focused, and b) not all fitting.

"This career is all about cunning and willpower, surviving in the wild and hunting and befriending animals. So, you know, bazookas and the acrobatics lightsaber."

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ProfessorCirno
Feb 17, 2011

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The rightest!
The more I look at the lightsaber trees the weirder they are.

Guardians have almost no Intellect skills and are about leading people and protecting them. Why do they use intellect for their lightsaber style?
Niman for Consulars uses Willpower. THEY HAVE ALL INTELLECT SKILLS! It's also WAY more powerful then any other lightsaber tree, as it has both +characteristic AND +Force Rating in it.
Seekers are all cavemen druids, yet their lightsaber style is about bouncing around acrobatically.
Sentinal Artisan is just really kinda bizarre. Shien gives boosts to Streetwise and Underworld, yet those aren't even class skills.

I feel like they got trapped into making them fit in a symmetrical pattern of each one using a different attribute, but then almost immediately ran out of attributes that actually made sense for each one, and started crowbaring random poo poo in. They also I think got stuck trying to make a "JEDI" version of each of the original classes, so Sentinals get their weird wizard mechanic tree, and Seekers just sorta exist in their weird hyper-focused state in general.

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