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<blockquote data-quote="halfling rogue" data-source="post: 6781899" data-attributes="member: 6779182"><p>Thanks for your help so far everybody! I'm really enjoying reading through this and thinking through the system, especially with the new movie dropping. I had a couple more questions though (keep in mind I'm planning for the most part to run this with younger kids, they've played D&D up to 5th level with fighters):</p><p></p><p>So as someone who hasn't even seen this played, much less played it m'self, I find myself wondering if the initiative rules and the combat 'turns' in general are fun. Because it sounds a bit more difficult to keep track of everything when one side does all action, then another side does their actions, and in between keeping track of who dodges/reacts, etc. Would it just wreck the game or feel if we did a traditional initiative/combat turns (ala D&D?). </p><p></p><p>Also, for the force rules. I've read in a few places that GMs should just not allow Jedi characters, mostly because of game imbalance, but the first thing my son wanted to do when I told him about the game was create a Jedi character (of course! I would too...). But I'm wondering how big of a deal it would be to really (really) smooth out the force rules to make it even simpler. I'm still parsing through it, but I'm beginning to think it might get confusing for the kids. I was already planning on mashing together some of the skills (ie, so you don't have 3 different kinds of piloting skills) to keep it simple, so I was trying to think of an easier way to convey using the force (as a Jedi) in game as well. So far I'm stuck. Thoughts? Or should I just suck it up and run it as written because I'm not seeing something (really, that could be the issue).</p><p></p><p>Thanks all!</p></blockquote><p></p>
[QUOTE="halfling rogue, post: 6781899, member: 6779182"] Thanks for your help so far everybody! I'm really enjoying reading through this and thinking through the system, especially with the new movie dropping. I had a couple more questions though (keep in mind I'm planning for the most part to run this with younger kids, they've played D&D up to 5th level with fighters): So as someone who hasn't even seen this played, much less played it m'self, I find myself wondering if the initiative rules and the combat 'turns' in general are fun. Because it sounds a bit more difficult to keep track of everything when one side does all action, then another side does their actions, and in between keeping track of who dodges/reacts, etc. Would it just wreck the game or feel if we did a traditional initiative/combat turns (ala D&D?). Also, for the force rules. I've read in a few places that GMs should just not allow Jedi characters, mostly because of game imbalance, but the first thing my son wanted to do when I told him about the game was create a Jedi character (of course! I would too...). But I'm wondering how big of a deal it would be to really (really) smooth out the force rules to make it even simpler. I'm still parsing through it, but I'm beginning to think it might get confusing for the kids. I was already planning on mashing together some of the skills (ie, so you don't have 3 different kinds of piloting skills) to keep it simple, so I was trying to think of an easier way to convey using the force (as a Jedi) in game as well. So far I'm stuck. Thoughts? Or should I just suck it up and run it as written because I'm not seeing something (really, that could be the issue). Thanks all! [/QUOTE]
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