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Its Official: I HATE Vitality/Wound. You?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2578355" data-attributes="member: 12332"><p>What breaks Jedi is Battlemind and Enhance Ability (especially Dex with Finesse, which is doubling up on Def and AB). The 5th level Guardian I illustrated earlier can take 10 on both of those skills before a battle begins and net a +5 bonus to attacks. So you're going from, say, +5 (BAB) + 3 (Dex) = +8 to +5 (BAB) +5 (Dex) + 3 (Force) for +13 ... That's a REALLY hefty jump. That's not out of the ordinary, either. You can take 10 on those skills, so you can pretty much always hit that number before a combat begins.</p><p></p><p>GENSHOU - I do like making Sneak Attack and Bonus Dice a different ... 'type' of dice. It's a simple and elegant change, which I'm all for, as it doesn't change anything but how the numbers we already generate are applied.</p><p></p><p>Our game I instituted a rule that when a Jedi was going to outright kill or drop somebody they could instead choose to lop off a limb and reduce that person to 0wp. Common house rule, it seems.</p><p></p><p>One time I let a player take 5 DSP to "be left for dead" when he was reduced to -15WP on a critical hit. They were fighting around a Dark Side tainted pool (set pieces, as I said before) and we had him fall in the pool. When they fished him out later there was a pink scar bisecting him from shoulder to the opposite arm-pit, and he was missing the fore-arm on that side continuing the line ... and after that he was never quite "the same", but it worked better for us than some "other Jedi" showing up in the middle of our "Dude We're Stranded On Tatooine" scene. It was alot of fun to RP him limping around at -9wp, the Healer working on him, and them having to pawn their speeder to get cyber installed in a black market chop-shop on Nar Shadaa. </p><p></p><p>We liked the "Training Sabers" which did different WP and VP damage, so messing with the bonus dice works well for me.</p><p></p><p>I think differentiating too much between crits and normal attacks, as far as Def and DR and the like goes, would be too complex. I think a big big change I'll make if I run again would be a GT style AP system in place of the Force Points as they exist currently. </p><p></p><p>We also used some Jed-buffing house rules from the Jedi Counseling articles, though, that helped toward the end ... one that let them "Exhaust" FP for 10 Ghost VP to spend only on powers, letting them use some of their powers more often, and letting un-exhausted FP alter Force Skill costs. This was to address some of the lack of "cool" that the Jedi had where the single best tactic in the game became the obvious Jedi Buff'n'Whack ... they weren't afraid to use "Ghost" VP on things like Move Object disarms and Force Push trips and Force Assist jumps and the like ... more wuxia. We wanted a Clone Wars cartoon style Jedi, just a bit. </p><p></p><p>I almost want to remove Battlemind and Enhance Ability from the game. Really I don't see where those are too based in anything going on in the source material. You could add an "Enhance Defense" skill as well, but all this is doing is bringing Jedi far far above all the other classes. It would be better, I think, to give them more options of what to do with Force Powers rather than giving them insane Total Attack Bonus. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2578355, member: 12332"] What breaks Jedi is Battlemind and Enhance Ability (especially Dex with Finesse, which is doubling up on Def and AB). The 5th level Guardian I illustrated earlier can take 10 on both of those skills before a battle begins and net a +5 bonus to attacks. So you're going from, say, +5 (BAB) + 3 (Dex) = +8 to +5 (BAB) +5 (Dex) + 3 (Force) for +13 ... That's a REALLY hefty jump. That's not out of the ordinary, either. You can take 10 on those skills, so you can pretty much always hit that number before a combat begins. GENSHOU - I do like making Sneak Attack and Bonus Dice a different ... 'type' of dice. It's a simple and elegant change, which I'm all for, as it doesn't change anything but how the numbers we already generate are applied. Our game I instituted a rule that when a Jedi was going to outright kill or drop somebody they could instead choose to lop off a limb and reduce that person to 0wp. Common house rule, it seems. One time I let a player take 5 DSP to "be left for dead" when he was reduced to -15WP on a critical hit. They were fighting around a Dark Side tainted pool (set pieces, as I said before) and we had him fall in the pool. When they fished him out later there was a pink scar bisecting him from shoulder to the opposite arm-pit, and he was missing the fore-arm on that side continuing the line ... and after that he was never quite "the same", but it worked better for us than some "other Jedi" showing up in the middle of our "Dude We're Stranded On Tatooine" scene. It was alot of fun to RP him limping around at -9wp, the Healer working on him, and them having to pawn their speeder to get cyber installed in a black market chop-shop on Nar Shadaa. We liked the "Training Sabers" which did different WP and VP damage, so messing with the bonus dice works well for me. I think differentiating too much between crits and normal attacks, as far as Def and DR and the like goes, would be too complex. I think a big big change I'll make if I run again would be a GT style AP system in place of the Force Points as they exist currently. We also used some Jed-buffing house rules from the Jedi Counseling articles, though, that helped toward the end ... one that let them "Exhaust" FP for 10 Ghost VP to spend only on powers, letting them use some of their powers more often, and letting un-exhausted FP alter Force Skill costs. This was to address some of the lack of "cool" that the Jedi had where the single best tactic in the game became the obvious Jedi Buff'n'Whack ... they weren't afraid to use "Ghost" VP on things like Move Object disarms and Force Push trips and Force Assist jumps and the like ... more wuxia. We wanted a Clone Wars cartoon style Jedi, just a bit. I almost want to remove Battlemind and Enhance Ability from the game. Really I don't see where those are too based in anything going on in the source material. You could add an "Enhance Defense" skill as well, but all this is doing is bringing Jedi far far above all the other classes. It would be better, I think, to give them more options of what to do with Force Powers rather than giving them insane Total Attack Bonus. --fje [/QUOTE]
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