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Star Wars: To Modernize The Force Or Not To Modernize The Force?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2104402" data-attributes="member: 12332"><p>As somebody said, properly written, Talents for, let's say "Force Users", shouldn't overpower the other classes in what they do. I agree that there should be a "Jedi Training" occupation for the traditional Jedi who start as children, granting a very low Wealth bonus, Force Sensitive, and perhaps two skills that are related but unimportant. Then begin branching into the Talents. It would actually be weaker power-wise to build them as talents (since Talents acrue on odd levels, as opposed to the core classes of SWRPG who get class abilities frontloaded for the first few levels). </p><p></p><p></p><p></p><p></p><p>It's maybe odd, but they say that's how it's done in the first two movies. They initially refuse Anakin entrance because, at 9 or whatever, he's too old to begin the training. Because the main characters of the movies (who are oddities) have to wait to begin their training means nobody else started early? It's much easier to model it the "standard" way and make exceptions for Anakin and Luke in converting/building PCs than to begin with the assumption that they do something else entirely for three levels before becoming anything more than Force Sensitive.</p><p></p><p>I've never been a big fan of SFX AdCs. NonSFX AdCs tend to expand on abilities the character could already in many ways do. An investigator PC can use Gather Information, when he takes Investigator he can use it in a new way. An AdC Mage has no spellcasting ability until 4th level when suddenly he starts whipping out Magic Missiles. This is why I scrapped all of those AdCs for my Modern games and went with either talent systems, feats'n'skills systems, or CoC style "Learn As You Go" spells. I've never had someone complain that the SFX fellow got a better deal ... </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2104402, member: 12332"] As somebody said, properly written, Talents for, let's say "Force Users", shouldn't overpower the other classes in what they do. I agree that there should be a "Jedi Training" occupation for the traditional Jedi who start as children, granting a very low Wealth bonus, Force Sensitive, and perhaps two skills that are related but unimportant. Then begin branching into the Talents. It would actually be weaker power-wise to build them as talents (since Talents acrue on odd levels, as opposed to the core classes of SWRPG who get class abilities frontloaded for the first few levels). It's maybe odd, but they say that's how it's done in the first two movies. They initially refuse Anakin entrance because, at 9 or whatever, he's too old to begin the training. Because the main characters of the movies (who are oddities) have to wait to begin their training means nobody else started early? It's much easier to model it the "standard" way and make exceptions for Anakin and Luke in converting/building PCs than to begin with the assumption that they do something else entirely for three levels before becoming anything more than Force Sensitive. I've never been a big fan of SFX AdCs. NonSFX AdCs tend to expand on abilities the character could already in many ways do. An investigator PC can use Gather Information, when he takes Investigator he can use it in a new way. An AdC Mage has no spellcasting ability until 4th level when suddenly he starts whipping out Magic Missiles. This is why I scrapped all of those AdCs for my Modern games and went with either talent systems, feats'n'skills systems, or CoC style "Learn As You Go" spells. I've never had someone complain that the SFX fellow got a better deal ... --fje [/QUOTE]
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