I need to type out character creation rules this weekend. Last thing I nee dto do before posting things up, though, is make a final check through if whether we are happy with the templates as given- most specifically as to proportion of Force Powers the templates get. If we decide it is not enough I'll bump up the existing ones before posting the rules up.
As it stands the default Adventurer template has just under 1/3rd of the available Force powers, which is a bit less than was so before. I'm minded to bump it up just a little but I need to check things through.
If I do bump the basic templates up, the knock-on efect may take me a little bit to work out, as some people whose xp I spent on making their Force powers try and match their old templates as much as possible will no longer need that so I can re-invest that xp elsewhere.
Speaking of Force powers, while looking around my computer for other stuff, I found a file that you sent me ages ago (like, sometime in 2005) with Force powers from the original system re-design, when it was originally going to be like what we used for OT.
I know they're useless now, but I thought it was kinda funny.
Well, it seems that there are much less Light and Dark powers. I don`t see Emotions for example, they were cool, and provided for interesting roleplaying.
I also understand that lightsaber schticks replace some of previous combat powers?
I would say that having 40% of availible powers seems around right for Adventurer, counting only Light or Dark, but not both. I would say that Master template should have closer to 60%. Gallador lacks Cunning, some of Mind Tricks, Manifest Destiny and Emotions, but I am not sure how many of these are in new systems. But I can accept it as necessary simplification and he still has several powers no one else in the group has- no other Darksider has Staredown, Quietening and Persuade powers.
I also wonder why is Gallador`s lightsaber skills higher than Jelena`s?
Ok, word right now is that a Force Power increase is highly questionable due to their revised nature (for a start, there is heck of a lot less dead wood).
Meanwhile, the other issue is getting a proper off-line playtest done. I cannot begin any notable action scenes on-line until we have the rules in a tested version. My gambit in saying 'July' is that I can start the games running and with luck by the time it comes to do any fighting, it will be in place... but I can't promise that.
For the Light Side, that's not a huge problem as their action comes late in the day. It's more of a problem for the Dark Side who, once they establish what is what, will get stuck into things, and frankly it's a huge problem for the Renegades who, by default, are on the violence boat from day one (not a situation that can be resolved peacefully, that one).
If necessary I shall jig around/re-write things to keep the Dark Side and Renegade gaes a bit more talky/findy for a while, and I'll just have to hope the sudden burst of social/intellectual play doesn't put off anyone, especially new players.
Originally posted by UshgarakI just don't see that working out for some reason 😛If necessary I shall jig around/re-write things to keep the Dark Side and Renegade gaes a bit more talky/findy for a while, and I'll just have to hope the sudden burst of social/intellectual play doesn't put off anyone, especially new players.