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D&D Spells as Force Powers
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CRMcNeill
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PostPosted: Sat Jun 25, 2016 2:15 pm    Post subject: D&D Spells as Force Powers Reply with quote

Let me say up front that I'm not advocating a straight crossover of all D&D spells as Force Powers. However, upon reading through the various spell lists, there are some great examples for things that could be done using the Force.

Just as an example, the Knock spell is used to open locked or otherwise sealed doors. A Jedi using TK could achieve a similar effect. In fact, he could even achieve an opposed effect by, for instance, warping a door in its frame or somehow damaging the internal components of the locking mechanism such that, short of physically breaking down the door or getting another Force user to undo the damage, it can't be opened.

What spells have you used as Force powers, or even as innovative ways to use existing Force powers?
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tcschenks
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PostPosted: Sat Jun 25, 2016 3:55 pm    Post subject: Reply with quote

They should have done that for D20 and SAGA, but they chose not to. Was there any particular reason they chose not to do that? I'm a D&D player but don't know much about WotC Star Wars.
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garhkal
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PostPosted: Sat Jun 25, 2016 4:10 pm    Post subject: Reply with quote

One of the dark side powers i created, was based on the clerical Flame Strike spell..
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Whill
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PostPosted: Sat Jun 25, 2016 7:24 pm    Post subject: Reply with quote

garhkal wrote:
One of the dark side powers i created, was based on the clerical Flame Strike spell..

I think I was a victim of that power.
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garhkal
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PostPosted: Sun Jun 26, 2016 2:34 pm    Post subject: Reply with quote

Flames of anger?? Sparks 78 (into the fire)??
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Whill
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PostPosted: Sun Jun 26, 2016 7:07 pm    Post subject: Reply with quote

garhkal wrote:
Flames of anger?? Sparks 78 (into the fire)??

Yes, last year. The Inquisitor with the Imperial Royal Guards used it on us as the very last action of the adventure because time ran out. You said the spell-power somehow knocked us completely out of the Imperial base. I didn't understand but it was my only Sparks event so I didn't ask.
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garhkal
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PostPosted: Mon Jun 27, 2016 3:07 am    Post subject: Reply with quote

Not how it was supposed to work.. Basically it swells dark side energy from inside a target(s), that burns them. If they take a wound they not only drop but they are in such pain that for 2 rounds they can't do anything (similar to the inflict pain power)..
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Whill
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PostPosted: Fri Jul 01, 2016 5:51 pm    Post subject: Reply with quote

Whatever. It was Sparks 78. Cynanbloodbane's character got his leg cut off by a royal guard in that adventure.
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CRMcNeill
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PostPosted: Fri Jul 01, 2016 8:59 pm    Post subject: Reply with quote

I'd like to go digging through the clerical spells and arcane abjuration school to build Light Side / Dark Side battle powers, some of which were hinted at in the Dark Horse comics, although poorly realized. Maybe a Light Side version of Waves of Darkness, with a Jedi and a Sith battering away at each other with the essential energy of either side...
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garhkal
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PostPosted: Fri Jul 01, 2016 10:12 pm    Post subject: Reply with quote

Whill wrote:
Whatever. It was Sparks 78. Cynanbloodbane's character got his leg cut off by a royal guard in that adventure.


Yup.. Dat be one of mine!
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garhkal
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PostPosted: Sat Jul 02, 2016 3:29 am    Post subject: Reply with quote

One i wouldn't mind seeing is a variation of Force lightening but more akin to the mage spell, Chain lightning..

I am thinking it would be, like FL, a C and A power, with a requirement OF force lightning as a pre-req.

Damage would be 1d per D in alter, dropping 1d per target hit, and it can jump to a new target if within 2m per D in control. No target can get tagged twice.
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CRMcNeill
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PostPosted: Sat Jul 02, 2016 12:42 pm    Post subject: Reply with quote

garhkal wrote:
One i wouldn't mind seeing is a variation of Force lightening but more akin to the mage spell, Chain lightning..

In the Psionics Handbook, D&D allowed characters to upgrade or augment a power by spending additional psi-points, which is an approach I rather like. Since WEG doesn't have psi-points, I'd be more inclined to just tack Chain Lightning onto the existing Force Lightning power, but with a higher Difficulty.
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garhkal
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PostPosted: Sat Jul 02, 2016 11:57 pm    Post subject: Reply with quote

My first attempt at it is below..

Chain lightning. Control and Alter power.

Unlike the force power Force Lightning, Chain lightning, is not inherently dark as it only has the Potential to cause more than subdual damage. When activated, the person using it must roll HIGHER on his willpower roll, than either his initial activation roll for Control OR Alter (which ever is higher). If successful, the damage is capped once a target is knocked out, with no lingering effects. However if the willpower is failed, damage is normal, with the commensurate DSP gained..

Control Difficulty, 10+ the highest perception roll in the initially set area of affect
Alter difficulty 15 + a variable # based on the Area to be hit.
+5 for a 10m square
+10 for a 20m square
+15 for a 30m square
+20 for a 40m square
+25 for a 50m square... Highest you can go to.

Once activated, the initial target (picked by the force user), takes his Alter rating in damage, keeping in mind the willpower roll as above). After, check for targets within 2 meters + the control rating in meters from him. If 2 or more are in the same distance, roll randomly to see who gets hit, and they take 1d LESS in damage. Then do the same until all people in the area are hit, there's no more D left to do damage, OR some one is too far out of range. NO ONE can be hit twice...
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MrNexx
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PostPosted: Tue Jul 05, 2016 9:40 am    Post subject: Reply with quote

I've been thinking about this from another direction... converting some of the powers from KOTOR to d6. The Stun Droid line, for example.
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