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[Star Wars] Force Skills
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<blockquote data-quote="scourger" data-source="post: 2027290" data-attributes="member: 12328"><p>Here's my 2 credits as a some-time SWRPG player and sort-of DM.</p><p></p><p>The 1st SWRPG game in which I played was run by one of our gaming group. That DM is an excellent story-teller and uses an open thread style to drive the plot. My main complaint was that it turned into "D&D In Space." Our PCs flew around to exotic parts of the galaxy, met interesting & diverse people, killed them and took their stuff. Worse, it was set in the Rebellion Era; so there were no jedi because you have to be 3rd level to become a jedi. That era of play is cool, but the rules kept us from being jedi. To me, the whole point of the game is to be jedi. But, all the other classes have to "balance" against the jedi. This means Force powers come from vitality (hit) points. So, the force adpets and the scoundrels got us into "Bar Wars"--fun for a while but ultimately unsatisfying. In a way, I'm glad that game has been on a long hiatus. Force Adept Skills were at times handy in that game, but it was difficult to keep up with all the other "balanced" classes. </p><p></p><p>I next imported human jedi into my current D&D game. Since I was actually using hit points instead of vitality & wound points, I gave those PCs "force vitality points" to use their powers. If I ever run a SWRPG game, I would probably do the same. But, I <em>want</em> the players to play jedi characters. I would even consider making it the all-jedi campaign. It's okay to me for the jedi PCs to be more powerful than other characters in the world, and it seems to capture the feel of the movies for me. It has worked reasonably well in the D&D conversion, but a couple of jedi have perished. The one that is currently in the game does just fine, though. Incidentaly, there are a bunch of free modules at the WotC web site for the SWRPG. I would use them if I ever ran my all-jedi campaign, and you might check them out if you're DMing for your group. Also, check with your players to find out what kind of SW game they're willing to play. If they are receptive to the all-jedi idea, then don't hesitate to power-up the jedi classes. I wouldn't. Also, don't heistate to make SW work more like D&D if it's easier for you & yours--it's an easy conversion. Whatever makes the game fun for you & yours is the right thing to do.</p><p></p><p>Most recently, I've started play with the aforementioned DM and one other player in The Tempest Feud. We started off 2 9th level characters each. I immediately posed the all-jedi idea and luckily IT TOOK! The DM likes it beacuse it's an easy plot hook for the jeci council to send us on the module's various missions. The other player spent about 5 hours and determined that a 9th level jedi is the most powerful character option, so it wasn't tactically or strategically advantageous to play another character type. (Yes, I call him ENIAC for his savant-like ability to min/max any given game system.) He still made 1 PC with a couple levels in a non-jedi class to begin; but I think it may have been so that his other PC could be in the jedi master prestige class with the 1st PC as his padawan learner. Anyhow, I made a human jedi consular and a trandoshan jedi guardian because I have cool painted & customised figures for them. I took no "combat buff" Force Skills. The consular has some Force Skills that aid him in his other diplomatic skills. The guardian has no ranks in any Force Skills. To me, these classes get too few skill points to begin with. If combat erupts, they will go with Sunder & Great Cleave, respectively. Each also has Burst of Speed and Heroic Surge to help them get into or out of a situation. We haven't had any fights as we only played 1 session so far, but I think we'll be able to do well. I just still don't like the idea of using the Force draining my hit points, so I opted not to do it.</p><p></p><p>Bottom line: find out what kind of game your players want to play and go with it. I hope they want to play jedi so thay can run around & save the galaxy. If so, give them Force Vitality to make them more powerful. Like anything, it won't save them from that critical hit one of your countless hordes unleashes; but it will feel more heroic to even the most munchkin of the band.</p></blockquote><p></p>
[QUOTE="scourger, post: 2027290, member: 12328"] Here's my 2 credits as a some-time SWRPG player and sort-of DM. The 1st SWRPG game in which I played was run by one of our gaming group. That DM is an excellent story-teller and uses an open thread style to drive the plot. My main complaint was that it turned into "D&D In Space." Our PCs flew around to exotic parts of the galaxy, met interesting & diverse people, killed them and took their stuff. Worse, it was set in the Rebellion Era; so there were no jedi because you have to be 3rd level to become a jedi. That era of play is cool, but the rules kept us from being jedi. To me, the whole point of the game is to be jedi. But, all the other classes have to "balance" against the jedi. This means Force powers come from vitality (hit) points. So, the force adpets and the scoundrels got us into "Bar Wars"--fun for a while but ultimately unsatisfying. In a way, I'm glad that game has been on a long hiatus. Force Adept Skills were at times handy in that game, but it was difficult to keep up with all the other "balanced" classes. I next imported human jedi into my current D&D game. Since I was actually using hit points instead of vitality & wound points, I gave those PCs "force vitality points" to use their powers. If I ever run a SWRPG game, I would probably do the same. But, I [I]want[/I] the players to play jedi characters. I would even consider making it the all-jedi campaign. It's okay to me for the jedi PCs to be more powerful than other characters in the world, and it seems to capture the feel of the movies for me. It has worked reasonably well in the D&D conversion, but a couple of jedi have perished. The one that is currently in the game does just fine, though. Incidentaly, there are a bunch of free modules at the WotC web site for the SWRPG. I would use them if I ever ran my all-jedi campaign, and you might check them out if you're DMing for your group. Also, check with your players to find out what kind of SW game they're willing to play. If they are receptive to the all-jedi idea, then don't hesitate to power-up the jedi classes. I wouldn't. Also, don't heistate to make SW work more like D&D if it's easier for you & yours--it's an easy conversion. Whatever makes the game fun for you & yours is the right thing to do. Most recently, I've started play with the aforementioned DM and one other player in The Tempest Feud. We started off 2 9th level characters each. I immediately posed the all-jedi idea and luckily IT TOOK! The DM likes it beacuse it's an easy plot hook for the jeci council to send us on the module's various missions. The other player spent about 5 hours and determined that a 9th level jedi is the most powerful character option, so it wasn't tactically or strategically advantageous to play another character type. (Yes, I call him ENIAC for his savant-like ability to min/max any given game system.) He still made 1 PC with a couple levels in a non-jedi class to begin; but I think it may have been so that his other PC could be in the jedi master prestige class with the 1st PC as his padawan learner. Anyhow, I made a human jedi consular and a trandoshan jedi guardian because I have cool painted & customised figures for them. I took no "combat buff" Force Skills. The consular has some Force Skills that aid him in his other diplomatic skills. The guardian has no ranks in any Force Skills. To me, these classes get too few skill points to begin with. If combat erupts, they will go with Sunder & Great Cleave, respectively. Each also has Burst of Speed and Heroic Surge to help them get into or out of a situation. We haven't had any fights as we only played 1 session so far, but I think we'll be able to do well. I just still don't like the idea of using the Force draining my hit points, so I opted not to do it. Bottom line: find out what kind of game your players want to play and go with it. I hope they want to play jedi so thay can run around & save the galaxy. If so, give them Force Vitality to make them more powerful. Like anything, it won't save them from that critical hit one of your countless hordes unleashes; but it will feel more heroic to even the most munchkin of the band. [/QUOTE]
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