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Starting with more experienced characters
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Alastor04
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PostPosted: Mon Aug 28, 2017 3:15 pm    Post subject: Starting with more experienced characters Reply with quote

Are there any rules for starting with more experienced characters? For example have more skill die at character creation? Starting as a Padawan for example, I'd would imaging their force skills would be above 1D. What do you guys do for that.
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Raven Redstar
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PostPosted: Mon Aug 28, 2017 3:46 pm    Post subject: Reply with quote

Official Rules? No.

I've run a few Force centered games with multiple Jedi, and oftentimes I will give them several bonus dice specifically for raising their Force Skills, for starting Padawans, maybe 4-6 extra dice, giving each a little bit of a boost, without making them overpowered too quickly. Also, I usually let them keep all 18D for their attributes, so that there are some differences in their basic character skills as well to give some wiggle room for them to make something beyond just a cookie cutter force user.
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garhkal
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PostPosted: Tue Aug 29, 2017 12:02 am    Post subject: Reply with quote

One of my gave starting groups when i was in london, the DM did it where everyone started instead of 7d allocation, he went with 10d..

As per my comment in another thread
Quote:
I have seen rather than 7d skills, 12d skills with no more than 3d in any one, for a more experienced adventurer, and 16d with 4d max in one skill, 3d in all others above for veteran ones. But they were also short run games.


I've also seen some games where you make your PC up as normal, (18d attributes 7d skills)< then get say 100 to 300cp to build him up with.. No skill can be improved to more than 4d above attribute (or 5d for the higher CP games), but those were generally for one off games..
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Whill
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PostPosted: Tue Aug 29, 2017 1:23 am    Post subject: Re: Starting with more experienced characters Reply with quote

Alastor04 wrote:
Are there any rules for starting with more experienced characters? For example have more skill die at character creation? Starting as a Padawan for example, I'd would imaging their force skills would be above 1D. What do you guys do for that.

There is now...

The Chronicler of the Whills wrote:
GMs shall increase the number of skill dice PCs have to allocate to skills as he sees fit.

Just do it. If all PCs in the campaign start with the same number of dice, you are just as balanced as RAW. I don't recommend changing the +2D limit for each skill though.
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Alastor04
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PostPosted: Tue Aug 29, 2017 9:02 am    Post subject: Reply with quote

Thanks guys.
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PostPosted: Tue Aug 29, 2017 5:55 pm    Post subject: Re: Starting with more experienced characters Reply with quote

Whill wrote:
Just do it.
I've done that on a few occasions.

1. When a new player enters a long established campaign and is expected to run with other very experienced PCs. I find this often isn't necessary since new characters who are based on different templates from existing PCs will often be better at some skills than even very experienced PCs. However if I was running a campaign based on all starfighter pilots it might be more fun for everyone if a new player has more dice so that their pilot has starfighter piloting related skills that are more in line with the other experienced PCs. (The X-wing novels would be a literary example of this. Most if not all of the "new" Rogue Squadron pilots all have prior piloting experience. Certainly the main character, Corran Horn is already experienced.)

2. If, for some reason, I want to run a campaign with more advanced characters. In this case starting all the PCs with 10D rather than 7D makes a lot of sense.

Quote:
I don't recommend changing the +2D limit for each skill though.
I don't see that as a hard and fast rule. If these are supposed to be more highly skilled characters than the usual +7D skill starting PCs, I could see allowing one skill at +3D, especially if the PC is supposed to be a specialist e.g. an expert slicer who ends up starting with Computer Programming and Repair at 7D (TEC 4D + 3D) doesn't seem unreasonable nor does a very experienced bounty hunter with Blaster 7D or pilot with Starfighter Piloting 7D. But my final decision is going to be made after seeing how this character will (or won't) fit in with existing characters.
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garhkal
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PostPosted: Wed Aug 30, 2017 12:09 am    Post subject: Reply with quote

I can see for each 3d above normal starting 7d, you allow them to start, that ONE skill can be 3d above attribute (4d if you allow specialties as well). But no more than one at that level.
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Naaman
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PostPosted: Wed Aug 30, 2017 1:32 am    Post subject: Reply with quote

Meh... It depends on how advanced you want them to start. Ever ran a group of PCs all the way up to the 12D+ level (in more than one skill, that is)?

It's epic. Most GMs would have to start out at 10D+ per skill in order to ever get to 12D+ (given the way they dole out CPs... 2-3 per session).
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Bren
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PostPosted: Wed Aug 30, 2017 12:13 pm    Post subject: Reply with quote

Naaman wrote:
Meh... It depends on how advanced you want them to start. Ever ran a group of PCs all the way up to the 12D+ level (in more than one skill, that is)?

It's epic. Most GMs would have to start out at 10D+ per skill in order to ever get to 12D+ (given the way they dole out CPs... 2-3 per session).
Out first campaign ran for 10 years but I've never seen any PCs reach those dizzying heights. 8D or 9D (for a specialization) is the highest skill level we had for any PC.
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Naaman
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PostPosted: Wed Aug 30, 2017 1:19 pm    Post subject: Reply with quote

Yeah. The skill codes are relative, so depending on what is the biggest threat in YOUR SWU, 8D can be proportionate to "galactic heroics."

OTOH, when the characters become the Vaders and Lukes of their setting, they save the galaxy one last time, and then retire and go on to become the Palpatines and Yodas of that setting, making cameos as NPCs when the next group of heroes start coming up.
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PostPosted: Wed Aug 30, 2017 2:08 pm    Post subject: Reply with quote

Naaman wrote:
Meh... It depends on how advanced you want them to start. Ever ran a group of PCs all the way up to the 12D+ level (in more than one skill, that is)?

It's epic. Most GMs would have to start out at 10D+ per skill in order to ever get to 12D+ (given the way they dole out CPs... 2-3 per session).


Nope.. I've ran one "one offer" where i gave ever pc 14d to allocate, 3d max into 2 skills.. So the highest i had to deal with was a trandoshan bounty-hunter who had 8d in his jet pack operations. Most the rest were 5-7d region....
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MrNexx
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PostPosted: Fri Sep 08, 2017 9:50 am    Post subject: Reply with quote

I would probably go with the "Create a starting character, then add X CP worth of improvements."

It keeps everyone on the same footing, just without the hassle of organic building.
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PostPosted: Sat Sep 09, 2017 1:13 am    Post subject: Reply with quote

MrNexx wrote:
I would probably go with the "Create a starting character, then add X CP worth of improvements."

It keeps everyone on the same footing, just without the hassle of organic building.

Buying the improvements pip by pip with CPs is more of a hassle then just granting additional starting skill dice to allocate.
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PostPosted: Sat Sep 09, 2017 7:55 am    Post subject: Reply with quote

Whill wrote:
MrNexx wrote:
I would probably go with the "Create a starting character, then add X CP worth of improvements."

It keeps everyone on the same footing, just without the hassle of organic building.


Buying the improvements pip by pip with CPs is more of a hassle then just granting additional starting skill dice to allocate.


The last time I did this was to bring in a new player to the game, but a veteran player. I gave them an average number of CPs from our previous adventures and told them how many times we were allowed to advance. Then I asked them how many CPs they think they would have spent in the adventure and subtracted that. They said two. So they got to spend 8 CPs, 5 times, cumulatively. Or keep all 40 CPs and start as a normal character with a ton of CPs.

Does that make sense? Do I need an example to clarify?

He was a veteran player. He did all this and ran it by me before I brought him into the game.
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MrNexx
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PostPosted: Sat Sep 09, 2017 10:55 am    Post subject: Reply with quote

Whill wrote:
MrNexx wrote:
I would probably go with the "Create a starting character, then add X CP worth of improvements."

It keeps everyone on the same footing, just without the hassle of organic building.

Buying the improvements pip by pip with CPs is more of a hassle then just granting additional starting skill dice to allocate.


Definitely, but it allows some choice in allocation... skill dice are not the same as force skill dice are not the same as attribute dice, either in cost or effect.
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