Super Girl
First Post
GoodKingJayIII said:Have you or your GM done anything to alleviate this situation?
Yea, we removed Jedi from the campaign unless it was an all Jedi Campaign.
GoodKingJayIII said:Have you or your GM done anything to alleviate this situation?
Yea, we removed Jedi from the campaign unless it was an all Jedi Campaign.
One last aside. Tech Specalist is by far the weakest class in the game. The best thing I ever did for my Tech Specalist was multiclass to Scoundrel. There is very little a straight Tech Specalist can do that a straight Scoundrel or Fringer cannot do nearly as well ... and a Scoundrel or Fringer gets a lot of other bennies besides. I could go on but I don't want to hijack.
Tyler Do'Urden said:Jedi are balanced in games run by GMs who know what they're doing. If a DM tries to out-Jedi the Jedi, on the other hand (I.E. throw them into lightsaber battles with Sith Lords every session), it isn't going to work- this plays right into the Jedi's strengths. They need an occasion to show off, but if you give them too much, they will overshadow everyone else.
Also, remind the Jedi- forcefully, if necessary- that the Force is not to be used like a can opener. Episode II illustrated the dangers in excessive force use- contrast the four major Jedi characters, for a moment:
-Yoda: Only uses the force when absolutely necessary- when deep in meditation, or in battle with a Sith Lord. He doesn't use it to float around the Jedi temple, impress people with magic tricks, or even help himself walk! After his battle with Dooku, he picks up his gimer stick and walks away- he knows the dangers of using the force indiscriminately and arrogantly.
-Mace Windu: Mace is over eight centuries younger than Yoda, but he's just as careful with the force. While he wields it like a pro on the battlefield, he never betrays any desire to use it anywhere else.
-Obi-Wan Kenobi: Being a young knight, Obi-Wan uses the force more liberally than his senior counterparts, but still within reason. Mace or Yoda probably wouldn't bother to use mind tricks on a random drug pusher in a club, for instance.
-Anakin: Anakin is a prime example of how NOT to be a force user. He does tricks to impress Amidala, goes into a force rage and slices up a village of sand people, and generally shows no restraint with his powers.
If your players are playing their Jedi like Anakin, PENALIZE THEM. Start handing out Dark Side points for small infractions. Tempt them with power. And then- when they truly fall:
Take away the character.
Yes, you heard me. One of the only things I liked better about d6 Star Wars than d20 was the lack of PC Darksiders, which are by their very nature unconstrainable (and no, the gradual stat loss isn't really sufficient to discourage abuse. Maybe if the stat loss was increased from one point to 1d6, perhaps...). If they fall to the darkside, it's game over- their Jedi lost.
Hold Jedi to their code, and they're fine characters.
I know what you mean. When I started that SW campaign I was talking about I said to my DM "I don't want to play a Jedi", I didn't want to be Luke Skywalker, Han Solo or Boba Fet. I wanted to expolre other aspects of the SW universe besides Jedi, smuglers and bounty hunters. Sometimes I think that one of the failings of d20 SW is that it tries too much to emulate the movies.GoodKingJayIII said:I disagree, simply on the principle that roleplaying classes should create a situation in which all types of characters can have fun. While I personally feel that all things Jedi lie at the heart of the Star Wars stories, it's not the same for everyone. Jedi should not be supermen in a roleplaying game.
I seem to recall a thread on this exact subject a couple of months back. Maybe someone with the search feature can find it?Edit: I had this bizarre idea. What about swapping in the d20 Modern base classes and making the Star Wars classes into Advanced classes?
Oh yes, I always said that he would be badass if he had survived to level 10 or 12.Khorod said:That Kel Dor was Scout/Force Adept/Noble.
And regardless of certain problems with the build, as soon as he started getting proactive force powers, his ability to affect the game tripled, or quadrupled.
Of course, that campaign also had a house rule that sped up the recouperation of Vitality to something like Level/10 Minutes.