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Force Jump
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Dask Rowan
Lieutenant Commander
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Joined: 06 Jun 2006
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PostPosted: Mon Aug 14, 2006 9:06 pm    Post subject: Reply with quote

I would think more along the lines of splitting it into two powers. Much like in the PC game Jedi Academy. The power Force Jump was basically just a straight vertical jump but if you combined Jump and Speed you used Force Long Jump.
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Gry Sarth
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Joined: 25 May 2004
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PostPosted: Mon Aug 14, 2006 10:38 pm    Post subject: Reply with quote

Oh, no, no, no. I'm not further complicating this thing. Force Jump is one thing, Burst of Speed is another. You can jump quickly if you combine the two, but that's it.
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Dask Rowan
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PostPosted: Mon Aug 14, 2006 10:57 pm    Post subject: Reply with quote

hehehe. that's cool. Just throwing it out there. Actually trying to make it simpler by making two simple powers instead of one long one.
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Gry Sarth
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PostPosted: Tue Aug 22, 2006 10:01 am    Post subject: Reply with quote

Here's another go:

Force Jump

Control Difficulty: Moderate

Control Roll > --------- Jumping
Difficulty by: ---------- Increase

1-5 ----------------------- +1D
6-10 ---------------------- +2D
10-15 --------------------- +3D
16-20 --------------------- +4D
21+ ----------------------- +5D

Alter Difficulty: Moderate

Required Powers: Enhance Attribute, Telekinesis

Effect: A Jedi uses this power to increase his jumping ability in order to perform impossibly high leaps. If both Force Skill rolls are successful, the character uses his normal jumping skill to perform the jump, but he uses the special table below to determine difficulties. The jumping skill roll is considered a free action integral to the power, and thus does not suffer or adds to the multiple action penalties. If the Control roll exceeds the difficulty, the character gains an immediate bonus to his jumping roll. If the Jedi fails any Force Skill roll, the power is not activated and the character is left to use his normal jumping ability (and there are certain situations where you can’t back out of a jump because your power failed). At the GM's discretion, a failed jumping roll might mean the Jedi fails to achieve the desired height/distance, fails to properly cushion his landing and suffers normal falling damage, or both.

Height Jumped --- Jumping Difficulty
1 meters ------------- Very Easy
2 meters ------------- Easy
4 meters ------------- Moderate
8 meters ------------ Difficult
16 meters ------------ Very Difficult
24 meters ------------ Heroic
Add 5 to the difficulty for every additional 8 meters.

Distance Jumped -- Difficulty Modifier
2 meters --------------- +2
4 meters --------------- +4
8 meters --------------- +8
16 meters -------------- +16
24 meters -------------- +24
32 meters -------------- +32
Add 5 to the difficulty for every additional 8 meters.

If the character is simply jumping downwards, with no upwards movement, reduce jumping difficulty by one level.
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Tue Aug 22, 2006 10:24 am    Post subject: Reply with quote

Now, let's playtest it. First Ep3 OB1: Jumping 6D, Control 10D, Alter 7D (I've skipped some +1 for ease).

Average Moderate difficulty = 13, 2 actions in a round = -1D penalty.
Average Control 9D (10D-1D) roll = 32 => +4D bonus
Average Alter 6D (7D-1D) roll = 21 => ok
Average Jumping 10D (6D+4D) roll = 35 => Jump 24m up, OR 32m across, OR 16m up and 8 meters across, OR jump down 32 meters.

So, not much different from the previous mechanics... I don't know, is it just me or is he jumping too well on an average roll? Shouldn't he make more of an effort to accomplish such a jump? Then again, we're looking at a full blown Jedi Master. Let's look at a normal PC Jedi Knight. How about 5D Control and Alter and 4D Jumping?

Average Control 4D (5D-1D) roll = 14 => +1D bonus
Average Alter 4D (5D-1D) roll = 14 => ok
Average Jumping 5D (4D+1D) = 18 => Jump 8m up, OR 8m across, OR 4m up and across, OR 16m down.

So, what do you think? Im not sure I'm satisfied. The Force Skills part seems ok, I just feel that as a free action with no MAPs plus bonuses, the Jumping roll is too easy, folks are jumping too high too easily....

One thing I'm thinking of changing is starting the +1D bonus on something like 3-7 above the difficulty (instead of 1-5), so there's a bit more range where you just succeed at the power but get no bonus.
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jmanski
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PostPosted: Tue Aug 22, 2006 8:12 pm    Post subject: Reply with quote

Don't know if this is quite on topic or not....

Is there a chart anywhere that lists difficulties for the normal jumping skill? (In case I'm not a Jedi) Confused
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cheshire
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PostPosted: Tue Aug 22, 2006 11:30 pm    Post subject: Reply with quote

No. That's part of the difficulty. It's more or less left at the discression of the GM. The only indication that we had was that Luke's maneuver of jumping out of the carbonite chamber was a Very Difficult jump. That was supplied in the R&E discussion of the jump skill.
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Gry Sarth
Jedi


Joined: 25 May 2004
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PostPosted: Wed Aug 23, 2006 8:17 am    Post subject: Reply with quote

Which is very strange, given that that was obviously a Force-enhanced jump.
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cheshire
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PostPosted: Wed Aug 23, 2006 9:28 am    Post subject: Reply with quote

No doubt. He's nothing but a blur on the screen. No one jumps that fast by any natural ability.

Also, it makes no sense to have Luke's jump be a Very Difficult, and then have Obi-Wan's jumps in TPM be a Heroic. I'm not critiquing your system, just that the R&E doesn't make sense at that point.
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Gry Sarth
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Joined: 25 May 2004
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Location: Sao Paulo - Brazil

PostPosted: Wed Aug 23, 2006 9:33 am    Post subject: Reply with quote

I'm willing to completely disregard the R&E jumping difficulty guidelines, they don't make much sense. But aside from that, remember that my difficulty scale if for a FORCE jump, not a normal jump, a normal jump wouldn't reach 10 meters if the character rolled 97.
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cheshire
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PostPosted: Wed Aug 23, 2006 9:45 am    Post subject: Reply with quote

Right. I'm totally with you on that.
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cheshire
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PostPosted: Wed Aug 23, 2006 3:41 pm    Post subject: Reply with quote

You know, looking at the power again, maybe there should be multiple action penalties for the jump roll.

First, it keeps greater consistency with the MAP rules, second it may act as a bit of a counterbalance for the jump. Maybe adjusting the jump heights to 1; 2; 4; 8; 15; 20 meters? A sixty foot Force jump sounds pretty heroic to me. Maybe increase +5 for every additional five meters after 20?

What do you think?
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Aug 23, 2006 4:32 pm    Post subject: Reply with quote

Agreed. MAPs all around. What I'll do is lower the Force Skills difficulties to account for that, this way the Jumping skill and the Force bonus will play almost equal parts in the final roll.

I think I might be close to locking this one. But are you sure having both Force skill rolls grant bonuses is a bad idea?
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cheshire
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PostPosted: Wed Aug 23, 2006 5:36 pm    Post subject: Reply with quote

I ran it by some people in my gaming group, and after examining it and doing a few die rolls they thought that a more streamlined system was better. Granted, I don't have a HUGE pool to pull from, but it seemed to be the consensus that one die roll to grant bonuses was a better power.
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Gry Sarth
Jedi


Joined: 25 May 2004
Posts: 5304
Location: Sao Paulo - Brazil

PostPosted: Wed Aug 23, 2006 8:58 pm    Post subject: Reply with quote

Here we go again:

Force Jump

Control Difficulty: Easy

Control Roll > --------- Jumping
Difficulty by: ---------- Increase

5-9 ------------------------ +1D
10-14 --------------------- +2D
15-19 --------------------- +3D
20-24 --------------------- +4D
25-29 --------------------- +5D
30+ ----------------------- +6D

Alter Difficulty: Easy

Required Powers: Enhance Attribute, Telekinesis

Effect: A Jedi uses this power to increase his jumping ability in order to perform impossibly high leaps. If both Force Skill rolls are successful, the character uses his normal jumping skill to perform the jump, but he uses the special table below to determine difficulties. If the Control roll exceeds the difficulty, the character gains an immediate bonus to his jumping roll. If the Jedi fails any Force Skill roll, the power is not activated and the character is left to use his normal jumping ability (and there are certain situations where you can’t back out of a jump because your power failed). At the GM's discretion, a failed jumping roll might mean the Jedi fails to achieve the desired height/distance, fails to properly cushion his landing and suffers normal falling damage, or both. Remember multiple action penalties, so the jumping roll is a third action in that round, whether the power is successful or not.

Height Jumped --- Jumping Difficulty
1 meter ------------- Very Easy
2 meters ------------- Easy
4 meters ------------- Moderate
8 meters ------------ Difficult
15 meters ------------ Very Difficult
20 meters ------------ Heroic
Add 5 to the difficulty for every additional 5 meters.

Distance Jumped -- Difficulty Modifier

2 meters --------------- +2
4 meters --------------- +4
8 meters --------------- +8
15 meters -------------- +15
20 meters -------------- +20
25 meters -------------- +25
Add 5 to the difficulty for every additional 5 meters.

If the character is simply jumping downwards, with no upwards movement, reduce jumping difficulty by one level.
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