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A Force attribute?
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CRMcNeill
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PostPosted: Fri Apr 25, 2014 11:52 pm    Post subject: Reply with quote

Maybe instead of a fixed 5 CP, the cost could be equal to half of the current CP cost to increase the relevant skills...

EDIT: Or reduced cost if learned in combination with an increase in skill.
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Leon The Lion
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PostPosted: Sat Apr 26, 2014 10:11 am    Post subject: Reply with quote

Sure, if that's were you want to head with it. I'll be sticking to my house rules.
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nuclearwookiee
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PostPosted: Thu May 15, 2014 5:03 pm    Post subject: Reply with quote

I haven't had a chance to read through all nine pages on this, so let me just express my support for the idea of a Force attribute. I would keep it simple. The starting range on the attribute should be 0D-3D, representing the options under the RAW of spending anywhere from zero to three of your starting attribute dice in force powers. Beyond this, a player could invest starting skill dice, as normal. Personally, I wouldn't mess with making the powers advanced skills or anything.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jan 23, 2018 12:01 pm    Post subject: Reply with quote

Some thread necro here...

There was some discussion previously as to the difficulty of fitting a new Attribute into existing Character Sheets. The solution, IMO, is pretty simple. Either:
    A). Put the character's Force Attribute into the Force Sensitive? space, with the Attribute Dice instead of "Yes", or...

    B). Simply put the Attribute in the Special Abilities section, just as you normally would with the Force Skills under the RAW. Since not everyone will have a Force Attribute (much like the Metaphysics Attribute in D6 Space, where it is the only Attribute in which a character can have a 0D), there isn't really a need to rearrange all the templates to accommodate it.

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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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Zarn
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PostPosted: Wed Jan 24, 2018 5:41 am    Post subject: Reply with quote

And the occasional Story Factor modification if one wants to make the game mechanics reflect stuff like Corran Horn's nonproficiency with Telekinesis but skill with absorbing energy - the Halcyon bloodline, essentially.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Jan 24, 2018 10:50 am    Post subject: Reply with quote

Zarn wrote:
And the occasional Story Factor modification if one wants to make the game mechanics reflect stuff like Corran Horn's nonproficiency with Telekinesis but skill with absorbing energy - the Halcyon bloodline, essentially.

I don't know if anyone has ever come up with a decent recreation of that rules-wise. Because the Halcyon line could use TK if they absorbed and converted energy into Force to fuel it. It'd require either a rewrite of Absorb/Dissipate or a completely new power (Convert Energy?) with Absorb/Dissipate as a prerequisite, and then a special rule for the Halcyon line that also takes into account their proficiency in Affect Mind.

For Convert Energy, perhaps a character could pick up a temporary (must be spent that round or lost) 1D bonus for every 3-5 points of damage absorbed, which can then be funneled into boosting Force skills. Follow that with a Halcyon-specific rule that they can only use TK by rolling the temporary dice generated by Conserve Energy.

Proficiency in certain areas could be as simple as assigning a dice bonus to specific skills. The Halcyon line, for example, could have +4D to use Affect Mind and Absorb/Dissipate or Convert Energy to offset that they can't use TK. It's a little convoluted, and not too many characters are going to need it, but...
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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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ebertran
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PostPosted: Sun Jan 28, 2018 3:36 pm    Post subject: Reply with quote

Is there a rule doc somewhere with Force as Attribute, so I don't have to dig through 9 pages? Smile
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CRMcNeill
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PostPosted: Sun Jan 28, 2018 3:57 pm    Post subject: Reply with quote

ebertran wrote:
Is there a rule doc somewhere with Force as Attribute, so I don't have to dig through 9 pages? Smile

Here you go.

Or you can look up the Metaphysics Attribute in the D6 Space book, as this closely parallels it.
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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.
Amazing. Everything you just said was wrong.
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