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		| Raven Redstar Rear Admiral
 
  
  
 Joined: 10 Mar 2009
 Posts: 2648
 Location: Salem, OR
 
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				|  Posted: Sat Sep 12, 2009 5:15 am    Post subject: Battle Meditation |   |  
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				| I was wondering how you guys handle this power if someone learns it.  The rules behind the power state that the bonus and penalty to an attribute of your choosing is determined by granting 1D for ever 4D the jedi has in their best force ability, yet when I'm reading the example, they grant the jedi using the power's full force ability. 
  	  | Quote: |  	  | On a successful roll to change the balance of the battle in the Jedi’s allies’ favor (the power’s
 second function), the Jedi’s enemies lose 1D for
 every 4D she has in her best Force skill, in an
 attribute determined by the Jedi (i.e., Strength,
 Dexterity, et cetera) to a minimum of 1D, while
 her allies receive a bonus of the same value to
 an attribute of her choosing.
 
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  	  | Quote: |  	  | Example: Nomi Sunrider and three of her Jedi Knight companions are battling a dozen Sith
 minion – followers of Freedon Nadd. Seeing the
 tide of the engagement turning in the dark siders’
 favor, Nomi decides to use her battle meditation
 power to help her allies overcome their enemies.
 Since she has a control of 1D+1, a sense 2D+1,
 and an alter 1D, she may increase one attribute of
 all of her companions (she chooses Dexterity in
 this case) by 2D+1 (the highest of the three), and
 decrease one attribute of that of her opponents
 by 2D+1 (She chooses Strength), to a minimum
 of 1D, until she drops the power. While Nomi
 continues to maintain the power, her allies all
 have a 2D+1 bonus to Dexterity (and all of its
 skills) and all her enemies have a 2D+1 penalty
 to Strength (and all of its skills).
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 Anyone have any light to shed?  Much appreciated.
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		| cheshire Arbiter-General (Moderator)
 
  
 Joined: 04 Jan 2004
 Posts: 4866
 
 
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				|  Posted: Sat Sep 12, 2009 7:06 am    Post subject: |   |  
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				| Is it possibly be that I made a typo when typing it up for Gry's Force Power book, or is this straight out of the Tales of the Jedi Companion? _________________
 __________________________________
 Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind.
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		| Akari Commander
 
  
  
 Joined: 09 Feb 2005
 Posts: 256
 
 
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				|  Posted: Sat Sep 12, 2009 11:36 am    Post subject: |   |  
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				| That must definately be a typo. Otherwise it would be so overpowered, its not playable anymore. Giving all your allies only +4d or more to dex or strength (very easily possible) is practically nigh-invulnerability, and thats without granting the same penalty to your enemies... Any more then that and every fight becomes ridiculous. _________________
 They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety.--Benjamin Franklin
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		| wolfe Lieutenant
 
  
 
 Joined: 03 Mar 2004
 Posts: 91
 Location: earth-need a vacation
 
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				|  Posted: Sat Sep 12, 2009 11:37 am    Post subject: |   |  
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				| I'm guessing Raven noticed the mistake in there where it says the Jedi is supposed to choose a skill yet the example lists attributes being chosen. Other then changing skill to attribute it is as it is in the book.
 
 We've tried both the 1:4 ratio and the "full force ability"
 It's just not worth doing "full force ability" at all, It's a munchkin wet dream.
 The full force ability is extremely open to abuse and you can/will loose control very fast.
 The example shows it quite clearly how even a low level Jedi can unbalance the game very fast with just a 2D+1 bonus/penalty to dexterity.
 
 Luke Skywalker (if he had the ability) at the battle of Hoth could have given a 9D bonus to his allies and a 9D penalty to his enemies, with the 1:4 ratio it's only a 2D bonus/penalty.
 
 Which option makes the game seriously unbalanced and one sided (not to mention literally no fun anymore) and which doesn't?
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		| Raven Redstar Rear Admiral
 
  
  
 Joined: 10 Mar 2009
 Posts: 2648
 Location: Salem, OR
 
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				|  Posted: Sat Sep 12, 2009 4:47 pm    Post subject: |   |  
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				| Unfortunately that's directly out of Tales of the Jedi.  1:4 makes sense, but just when reading the example, it not matching the rules just confused the hell out of me.  I was wondering if anyone else had noticed the typo, or if you guys just used the power description. |  | 
	
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		| Nico_Davout Commander
 
  
  
 Joined: 09 Feb 2009
 Posts: 384
 Location: Sevilla, Spain
 
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				|  Posted: Sun Nov 18, 2012 7:08 pm    Post subject: |   |  
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				| Hello, 
 I have a question. The power's description says:
 
 If attempting to turn enemies against each other: the Jedi’s highest skill roll is the difficulty number that the targets must beat to avoid the effect.
 
 What skill do the targets roll? [I think Perception or Control]
 Each of them or only the strongest? [I think yes]
 
 Also Control, Sense and Alter DN are all the same. This is a bit stupid IMO. I think Control or Sense should depend on the proximity to the targets - remember KOTOR 1 final battle and Jedi Bastilla? She was meditating (another thing not mentioned in the power's requirement) from the space station, helping Darth Revan
  to beat the Jedi. _________________
 Nico,
 
 Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
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		| garhkal Sovereign Protector
 
  
  
 Joined: 17 Jul 2005
 Posts: 14382
 Location: Reynoldsburg, Columbus, Ohio.
 
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				|  Posted: Mon Nov 19, 2012 1:04 am    Post subject: |   |  
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				| Was this power ever clarified in any other supplement before the fan made force powers book?  I checked both the dark empire and thrawn trilogy books and saw no battle meditation there either. _________________
 Confucious sayeth, don't wash cat while drunk!
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		| Raven Redstar Rear Admiral
 
  
  
 Joined: 10 Mar 2009
 Posts: 2648
 Location: Salem, OR
 
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				|  Posted: Mon Nov 19, 2012 6:58 pm    Post subject: |   |  
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				| The only supplement I recall seeing Battle Meditation in was Tales of the Jedi Companion.  WEG40082. _________________
 RR
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		| DougRed4 Rear Admiral
 
  
  
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 Location: Seattle, WA
 
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				|  Posted: Fri Jan 18, 2013 2:24 pm    Post subject: |   |  
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				| There's been some confusion in our group when our Jedi has used this as well.  Much of our confusion stems from the "Time to Use" and the "Activation Time". 
 After reading it over carefully, I think that the "Time to Use" simply means that the Jedi has to devote that much time to this (5 minutes).  It appears to "activate" immediately upon the successful Control, Sense, and Alter rolls, it looks like.  But then it stays active ("kept up") for that whole five minutes, meaning the Jedi likely can't do other things (lightsaber combat, healing, etc.) during that whole 5 minutes (at least not without serious penalties).
 
 There also seems to be some rules that make it so that - if the Jedi is distracted - it's possible for the whole ability to fail, which probably makes sense, being as this is a very powerful mechanic.
 
 Our Jedi used this in the group's first encounter/battle, routing a den of slavers with it.
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		| Kytross Line Captain
 
  
  
 Joined: 28 Jan 2008
 Posts: 808
 
 
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				|  Posted: Fri Sep 20, 2013 5:19 am    Post subject: |   |  
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				| I won't use Battle Meditation, it's never been clarified and the description is ridiculous.  But then, the Jedi Companion sourcebook seems to be held to the vigorous editorial standards of a Kindergarten. 
 I will use Enhance Coordination from page 59 of the Thrawn trilogy source book.  It's got a clear description and it's not game breaking.  FYI, in the Thrawn Trilogy sourcebook the skills must be picked from Dex, Strength and MECHANICAL.  The Jedi Sourcebook erroneously claims it to be dex, str and TECHNICAL.
 
 Again, editorial standards of a kindergarten.
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