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My House Rules
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Naaman
Rear Admiral
Rear Admiral


Joined: 29 Jul 2011
Posts: 2302

PostPosted: Mon Feb 26, 2018 10:38 am    Post subject: Reply with quote

No. And it works fine. I feel like you may have read through my post too fast, though.
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Kytross
Captain
Captain


Joined: 28 Jan 2008
Posts: 630

PostPosted: Mon Feb 26, 2018 9:37 pm    Post subject: Reply with quote

Black Sun

Black Sun is the largest criminal organization inside the Republic. Their influence is great in the core and the colonies, but lessens the farther rimward you travel.

The Black Sun is essentially the space mafia. There are Dons, and bosses and underbosses and made men and anything else you've ever seen in a gangster movie or TV show.

Black Sun makes a great enemy in any time period. The upper level members of Black Sun beat the Jedi in the courtrooms, not on the streets. If you're playing in classic you may owe them a loan on your star ship, or be buying blasters from them for the rebellion, or some such.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 11271
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Feb 27, 2018 12:29 am    Post subject: Reply with quote

Whill wrote:
Naaman wrote:
Starting force skill dice should come out of the 7 skill dice, not the 18 attribute dice. If that were RAW, then I'd be totally on board with everything else, RAW (except maybe lightsaber damage).

I use a Force attribute. The Force attribute only has two normal skills, Sense and Control, but they both default to The Force attribute. Alter is an advanced skill with perquisites in Control and Sense. In char gen up to 2D in skill dice can be allocated to each Force skill as per RAW. So in my game a PC could start with all three Force skills and still have 17D in normal attributes. In my game humans and some other species start with extra starting skill dice (Force and non-Force characters alike). I don't mind starting PCs being a little better off at first because advancement tends to be a little slower in my game.

Something I thought of for the Force Attribute was to allow the character to pick one Sense Power for every 1D of Force Attribute Dice. These powers would be considered the character's natural talent, and would be at -5 Difficulty to make it more reasonable for an untrained character to use them by "just having a feeling." Then, once the character gains skill dice in Control Sense and Alter, they get to pick powers at the regular rate of 1 per pip. This, IMO, allows characters to start off with reasonable force skill levels (i.e. enough to allow them to have a reasonable chance of success on low-level powers) while still keeping them relatively limited on power selection. For example, a character who put 3D into his Force Attribute and a further 1D of skill dice into Control, Sense and Alter at character creation would have 3 "natural talent" Sense powers, then 9 learned powers in addition to that.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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