The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Defel & Blind-fighting
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Defel & Blind-fighting Goto page Previous  1, 2, 3  Next
View previous topic :: View next topic  
Author Message
Esoomian
High Admiral
High Admiral


Joined: 29 Oct 2003
Posts: 6207
Location: Auckland, New Zealand

PostPosted: Tue Sep 04, 2007 9:43 pm    Post subject: Reply with quote

I think it still should be a skill as some Defel may be better at it than others.

On a more tangential question if a defel's visor allows them to see in the normal (human) spectrum does that mean a defel will have trouble seeing other defels when they're wearing their visor?
_________________
Don't waste money on expensive binoculars.

Simply stand closer to the object you wish to view.
Back to top
View user's profile Send private message Visit poster's website
vong
Jedi


Joined: 30 Aug 2006
Posts: 6699
Location: Ottawa, Canada

PostPosted: Tue Sep 04, 2007 9:48 pm    Post subject: Reply with quote

hmmm, im going to have to say yes, if it shifts their spectrum, they lose any vision bonuses/penaties and gain that of the new one.
_________________
The Vong have Arrived

PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Gry Sarth
Jedi


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

PostPosted: Tue Sep 04, 2007 10:29 pm    Post subject: Reply with quote

As far as I know, the Defel's visor doesn't change their viewing spectrum. They still see in the ultraviolet spectrum, but the visor blocks out the blinding "sub-violet" rays of light.

Quote:
Light Blind: Defels eyes can only detect ultraviolet light, and the presence of any other light effectively blinds the Defel. Defel can wear special sight visors which block out all other light waves, allowing them to see, but if a Defel loses its visor, the difficulty of any task involving sight is increased by one level.

_________________
"He's Gry Sarth, of course he has the stats for them."
Back to top
View user's profile Send private message Send e-mail
Esoomian
High Admiral
High Admiral


Joined: 29 Oct 2003
Posts: 6207
Location: Auckland, New Zealand

PostPosted: Tue Sep 04, 2007 10:35 pm    Post subject: Reply with quote

So they'd see everything as a that doesn't display in an ultraviolet spectrum as a shadow?

They wouldn't be able to read computers or datapads that weren't specially modified then.

I could be reading too much into this though.
_________________
Don't waste money on expensive binoculars.

Simply stand closer to the object you wish to view.
Back to top
View user's profile Send private message Visit poster's website
awfulalex
Commander
Commander


Joined: 03 Aug 2007
Posts: 303
Location: South Africa

PostPosted: Wed Sep 05, 2007 3:37 am    Post subject: Reply with quote

I would say it would be a good idea maybe to remove blind-fighting totally and allow Defel to use it as speciality on brawl and melee (lightsaber) and related parry skills. But I think they are already penalised on so many other things becuase of their limited visual ranges.

Also if I played a defel I would always try to destroy all light sources and use head mounted UV lights so I can see and noone else can. Which is much beter than having one skill to replace 2 or 4 skills while my enemies can still sue all theri skills including BLASTERS which work at range unlike any of the defels uses of blind-fighting all are close range. I think this might be why it is ok for them to appear powerful. Don't get into hand-to-hand range with a defel. Smile

It is a hard descision, I mean look at blindfury with Rutger Hauer, and also Zatoichi with Takehashi(if memory serves) blind sword masters who can fight, parry, etc while being either blind or keeping their eyes closed. Skill is so developed that they can hear sounds of faster breating, weapons being drawn, slightest movements.

For game I agree it might be a bit powerful for PC's but damn look at them NOGHRI with 5D+2 Dex and STR and extra 4 build dice and martial arts ...
_________________
***witty remark under construction - coming soon to a board near you***
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Matthias777
Commodore
Commodore


Joined: 08 Aug 2007
Posts: 1835
Location: North Carolina, USA

PostPosted: Fri Sep 07, 2007 8:11 pm    Post subject: Reply with quote

Okay, this is what I decided on for my game that I'm running. Let me know what you think. The applicable text has been highlighted in blue, and there is an example at the end of this post.
. Defel
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/4D+1
TECHNICAL 1D/3D
Special Abilities:

Blind Fighting: Defel are adept combatants even when fighting in near or total darkness. At close range, their senses of smell and sound combined with sharp natural instincts allow them to sense the movements of opponents with surprising accuracy. All Defel experience reduced sight penalties from fog, darkness, etc. when attacking or parrying as a result. This penalty reduction begins at 1D for all Defel, and may be improved like a skill, although at three times the Character Point cost. If the Defel used the ability in the last adventure, there is no training time. If he or she did not, the training time is two days times the number before the "D" (with a teacher) or four days times the number before the "D" (without a teacher). Sight penalties may not be reduced below 0D, and this ability may not be improved past 4D. Beginning Player Characters may place up to 1D of their starting skill dice in this ability at character creation.
Invisibility: Defel receive a +3D bonus when using the sneak skill.
Claws: The claws of a Defel can inflict STR+2D damage.
Light Blind: Defel eyes can only detect ultraviolet light and the presence of any other light effectively blinds the Defel. Defel can wear special sight visors which black out other light waves, allowing them to see, but if a Defel loses its visor, the difficulty of any task involving sight increases one level.
Story Factors:
Reputation: Defels are considered to be a myth by most of the galaxy---therefore, when they are encountered, they are often thought to be supernatural beings. Most Defel in the galaxy enjoy taking advantage of this perception.
Overconfidence: Most Defel are comfortable knowing that, if they wish to hide, no one will be able to spot them. They often ignore surveillance equipment and characters who may have special perception abilities when they should not.
Move: 10/13
Size: 1.1-1.5 meters tall

Example: Thar'daeus, a Defel, is fighting a thug in an alleyway on a moonlit night. Because of the level of darkness, the gamemaster has imposed a +2D modifier to the difficulty of all combat skill checks. Thar'daeus has improved his Blind Fighting ability's penalty reduction to 3D over the course of the past several adventures. While this allows him to reduce any sight penalties by up to 3D, in this case the penalty is only 2D. Because of his ability, the penalty is reduced to 0D, and Thar'daeus may attack and defend as if he were fighting normally. The thug, however, must still roll all combat skill checks with the 2D difficulty modifier. After the adventure, if Thar'daeus wants to improve his ability to 3D+1, he must spend nine Character Points to improve it. There is no training time because he used the ability in the last adventure. If he had not, he would spend either 6 days training (with a teacher) or 12 days training (without a teacher).
_________________
Arek | Kage
Back to top
View user's profile Send private message
Ankhanu
Vice Admiral
Vice Admiral


Joined: 13 Oct 2006
Posts: 3089
Location: Nova Scotia, Canada

PostPosted: Fri Sep 07, 2007 9:22 pm    Post subject: Reply with quote

I'd add the caveat that it only applied to brawl and melee fighting, not ranged weapons.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Falcon79
Commander
Commander


Joined: 19 Jul 2007
Posts: 406
Location: The Planet of Pensacola Florida

PostPosted: Fri Sep 07, 2007 9:23 pm    Post subject: Reply with quote

Matthias777 wrote:
Okay, this is what I decided on for my game that I'm running. Let me know what you think. The applicable text has been highlighted in blue, and there is an example at the end of this post.
. Defel
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/4D+1
TECHNICAL 1D/3D
Special Abilities:

Blind Fighting: Defel are adept combatants even when fighting in near or total darkness. At close range, their senses of smell and sound combined with sharp natural instincts allow them to sense the movements of opponents with surprising accuracy. All Defel experience reduced sight penalties from fog, darkness, etc. when attacking or parrying as a result. This penalty reduction begins at 1D for all Defel, and may be improved like a skill, although at three times the Character Point cost. If the Defel used the ability in the last adventure, there is no training time. If he or she did not, the training time is two days times the number before the "D" (with a teacher) or four days times the number before the "D" (without a teacher). Sight penalties may not be reduced below 0D, and this ability may not be improved past 4D. Beginning Player Characters may place up to 1D of their starting skill dice in this ability at character creation.
Invisibility: Defel receive a +3D bonus when using the sneak skill.
Claws: The claws of a Defel can inflict STR+2D damage.
Light Blind: Defel eyes can only detect ultraviolet light and the presence of any other light effectively blinds the Defel. Defel can wear special sight visors which black out other light waves, allowing them to see, but if a Defel loses its visor, the difficulty of any task involving sight increases one level.
Story Factors:
Reputation: Defels are considered to be a myth by most of the galaxy---therefore, when they are encountered, they are often thought to be supernatural beings. Most Defel in the galaxy enjoy taking advantage of this perception.
Overconfidence: Most Defel are comfortable knowing that, if they wish to hide, no one will be able to spot them. They often ignore surveillance equipment and characters who may have special perception abilities when they should not.
Move: 10/13
Size: 1.1-1.5 meters tall

Example: Thar'daeus, a Defel, is fighting a thug in an alleyway on a moonlit night. Because of the level of darkness, the gamemaster has imposed a +2D modifier to the difficulty of all combat skill checks. Thar'daeus has improved his Blind Fighting ability's penalty reduction to 3D over the course of the past several adventures. While this allows him to reduce any sight penalties by up to 3D, in this case the penalty is only 2D. Because of his ability, the penalty is reduced to 0D, and Thar'daeus may attack and defend as if he were fighting normally. The thug, however, must still roll all combat skill checks with the 2D difficulty modifier. After the adventure, if Thar'daeus wants to improve his ability to 3D+1, he must spend nine Character Points to improve it. There is no training time because he used the ability in the last adventure. If he had not, he would spend either 6 days training (with a teacher) or 12 days training (without a teacher).
From my (limited) experiance with SW D6 I'd say it's a fair rule, but I'd make it available to other species (under the right cercumstances) as well, though it should be difficult to get in that case...... hmmmm......... I like. Smile
_________________
Not the droid you're looking for.......
Back to top
View user's profile Send private message Send e-mail Yahoo Messenger
Matthias777
Commodore
Commodore


Joined: 08 Aug 2007
Posts: 1835
Location: North Carolina, USA

PostPosted: Fri Sep 07, 2007 9:40 pm    Post subject: Reply with quote

I think I'll add in that "close range" means 3 meters or less. At that range I think that a Defel could hear the rustle of a gunman whipping around to fire a hand weapon at him, or the change in breathing as someone took aim at point-blank range perhaps. He could then react accordingly. But anything more than that and he's just another target. And as always, it's at the GM's discretion, so anything that wouldn't fall within the realm of possibility could be fixed on the fly (say, an enemy lying in wait, not moving, holding his breath, and only firing when the Defel literally walked into his line of fire). Another plus of the "close range" bit is that it means that you don't have to give Defel a bonus to any search skill checks, since it's clearly stated that their senses are only good enough to help them inside their "personal space".

And I think that it could possibly be applied to other species as well, since a number of species have heightened senses of smell, hearing, etc. The reasoning I give for it not being widespread among such species is that Defel are used to operating in a different visual environment, as well as the "instinct" part. It's my implication that these two things coupled with their heightened senses created the possibility for such an ability to develop among their species. But you could apply it sparingly to other home-grown species if you chose to. Wink

Thanks for the feedback guys!
_________________
Arek | Kage
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Sun Sep 09, 2007 2:03 pm    Post subject: Reply with quote

Matthias777 wrote:
Blind Fighting: Defel are adept combatants even when fighting in near or total darkness. At close range, their senses of smell and sound combined with sharp natural instincts allow them to sense the movements of opponents with surprising accuracy. All Defel experience reduced sight penalties from fog, darkness, etc. when attacking or parrying as a result. This penalty reduction begins at 1D for all Defel, and may be improved like a skill, although at three times the Character Point cost. If the Defel used the ability in the last adventure, there is no training time. If he or she did not, the training time is two days times the number before the "D" (with a teacher) or four days times the number before the "D" (without a teacher). Sight penalties may not be reduced below 0D, and this ability may not be improved past 4D. Beginning Player Characters may place up to 1D of their starting skill dice in this ability at character creation.


This skill may be hard to use if you subtract it's value from penalty ("...eee, what's the result of 2D - (1D+1)?"). I think it might be an advantage: cost 2 skills dice during character creation for each level below first, and 10 CP per level later, each level (max 4) reduces penalty by 1D (for brawling, melee and maybe ranged weapons at point-blank range).
Back to top
View user's profile Send private message
Ankhanu
Vice Admiral
Vice Admiral


Joined: 13 Oct 2006
Posts: 3089
Location: Nova Scotia, Canada

PostPosted: Sun Sep 09, 2007 2:13 pm    Post subject: Reply with quote

Matthias777 wrote:
I think I'll add in that "close range" means 3 meters or less. At that range I think that a Defel could hear the rustle of a gunman whipping around to fire a hand weapon at him, or the change in breathing as someone took aim at point-blank range perhaps. He could then react accordingly. But anything more than that and he's just another target. And as always, it's at the GM's discretion, so anything that wouldn't fall within the realm of possibility could be fixed on the fly (say, an enemy lying in wait, not moving, holding his breath, and only firing when the Defel literally walked into his line of fire). Another plus of the "close range" bit is that it means that you don't have to give Defel a bonus to any search skill checks, since it's clearly stated that their senses are only good enough to help them inside their "personal space".


Sorry, I meant that in terms of the Defel being on the offensive; that the skill doesn't apply when the Defel is firing a gun or blaster.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Matthias777
Commodore
Commodore


Joined: 08 Aug 2007
Posts: 1835
Location: North Carolina, USA

PostPosted: Sun Sep 09, 2007 3:08 pm    Post subject: Reply with quote

Tupteq wrote:
This skill may be hard to use if you subtract it's value from penalty ("...eee, what's the result of 2D - (1D+1)?"). I think it might be an advantage: cost 2 skills dice during character creation for each level below first, and 10 CP per level later, each level (max 4) reduces penalty by 1D (for brawling, melee and maybe ranged weapons at point-blank range).

2D - (1D+1) would be a +2 penalty, in my mind. All you're doing is adding the "penalty" to the difficulty (or reaction skill) of whatever he's trying to do.

And you could do it the way you say, with whole "D"s or "levels" at a time. But if you do that, I think that 10 Character Points per level is too low. That's why I tripled the Character Point cost. With my method, to improve from 1D to 2D would three adventures and 9 Character Points. To improve from 2D to 3D would take three more adventures, and 18 Character Points. And to finally improve it from 3D to 4D (so that the Defel is fighting as if in broad daylight, while his average opponent is still blind as a bat) would take three more adventures and 27 Character Points. That's a total of 54 Character Points and at least nine adventures if he didn't put 1D into Blind Fighting upon character creation. If he did put 1D into it at character creation, it'll only be 45 Character Points and at least six adventures until he's fighting with full visual capability. My goal with this was to make the Defel better at fighting in near or complete darkness, but not "ungodly" without a great deal of dedication and work. In my opinion that's necessary for maintaining a balanced game. But for what works for my game may not work for yours; that's part of what makes this game fun. Very Happy
_________________
Arek | Kage
Back to top
View user's profile Send private message
K21DUBIE
Lieutenant Commander
Lieutenant Commander


Joined: 15 Jun 2007
Posts: 237

PostPosted: Sun Sep 09, 2007 3:37 pm    Post subject: Reply with quote

I used the system of not allowing his Blind fighting to go higher then any of his combat skill with out raising those. Example my brawiling is 6D+1 then my blindfighting could not exceed that meaning it could only be no higher then 6d+1, if his melee is higher then you pick the lowest skill and that is as high as the blind fighting can go.
Back to top
View user's profile Send private message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Tue Sep 18, 2007 8:17 am    Post subject: Reply with quote

Matthias777 wrote:
And you could do it the way you say, with whole "D"s or "levels" at a time. But if you do that, I think that 10 Character Points per level is too low. That's why I tripled the Character Point cost. With my method, to improve from 1D to 2D would three adventures and 9 Character Points. To improve from 2D to 3D would take three more adventures, and 18 Character Points. And to finally improve it from 3D to 4D (so that the Defel is fighting as if in broad daylight, while his average opponent is still blind as a bat) would take three more adventures and 27 Character Points. That's a total of 54 Character Points and at least nine adventures if he didn't put 1D into Blind Fighting upon character creation. If he did put 1D into it at character creation, it'll only be 45 Character Points and at least six adventures until he's fighting with full visual capability. My goal with this was to make the Defel better at fighting in near or complete darkness, but not "ungodly" without a great deal of dedication and work. In my opinion that's necessary for maintaining a balanced game. But for what works for my game may not work for yours; that's part of what makes this game fun. Very Happy


Yeh, I made this calculation before I sent my post. If you consider it too cheap, you can use 15CP/level and you'll have your 45CPs (but I think it's too much, it's defel special skill so they have some kid of talent in this matter or so). About learning time in adventures - as a GM you decide when PC can learn something, I think it would be about half or maybe a full year per level.
Anyways - I don't want to convince you to my idea, I just wanted to show simpler and more "D6-compatible" way to achieve the same goal.
Back to top
View user's profile Send private message
Matthias777
Commodore
Commodore


Joined: 08 Aug 2007
Posts: 1835
Location: North Carolina, USA

PostPosted: Tue Sep 18, 2007 4:57 pm    Post subject: Reply with quote

Thanks for all the input (everyone!) on this subject. 8)
_________________
Arek | Kage
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0