"Jedi" House Rule idea

By JinFaram, in Star Wars: Force and Destiny RPG

I am thinking about using the following rules for characters raised in the Jedi Order from childhood. Let me know what you guys think:

Morality would start at 71

Could not increase starting XP or credits

Rather than starting credits the following gear:

Training Lightsaber (or Basic Lightsaber with Knight-Level)

Concealing Robes

Utility Belt with

-Ration Packs

-Energy Cells

-Stimpacks

-Grappling Spike Launcher [boost die to Athletics to climb]

-Portable Healing Kit

Additional Gear may be loaned by Jedi Order based on mission

Two bonus career skills (same as Holocron)

Base Powers cost -5 XP (as Mentor)

Lightsaber Form Specializations count as Universal Specialization

Your Morality will be monitored by Jedi Order if it drops too low they may stop you

Additionally I'm thinking about making an Inquisitor style write up for making Jedi Characters.

Your Morality will be monitored by Jedi Order if it drops too low they may stop you

Problem with that, is that the Jedi Order can't just automatically sniff out people who are dark side or approaching it. They may be able to sense it if the path to the dark side is really digging into a person and bringing it out, or if the person is open about their dark side powers or otherwise fueling their powers through hateful emotions and such, you can still hide if you're clever enough. So I wouldn't let Morality necessarily start triggering questions from the higher-ups, more of just track what a player does in front of other Jedis.

I would also stipulate what powers they learn or make up a Package that they need to buy into before they can become Knights.

For the default setting of the Rebellion Era, those options make a "Jedi" too good, to the point that based upon pure mechanics there's very little reason not to be a "Jedi." Especially with making the Lightsaber Form specs all be "universal" specs as that allows a PC to far more efficiently pile on ranks of Parry and Reflect, since each specialization is now 10 XP cheaper.

The careers and specializations in Force and Destiny were never really meant to reflect that a PC was actually a properly-trained Jedi. Only that they've been trained in how to use the Force (which is not a Jedi exclusive trait) and perhaps have received some training in how to use a lightsaber (again, not exclusive to the Jedi).

The starting gear package is generally better than the stock 500 credits, and covers things that a wannabe-Jedi would generally pick up anyway (training 'saber, stimpack, comlink, heavy clothing if no additional starting credits are taken or allowed).

For the default setting of the Rebellion Era, those options make a "Jedi" too good, to the point that based upon pure mechanics there's very little reason not to be a "Jedi."

I think JinFaram is planning on running a Jedi/Force-Sensitive-only campaign set during when the Prequel Trilogy Jedi Order was still intact.

My advice would be to actively resist the urge to make sweeping house rules like that. The character generation rules are quite excellent the way they are, and the rest of the system is built atop that foundation. The changes you outline in the post don't add anything new to the game mechanics or improve on them in any way, they merely make Jedi characters more powerful in regards to everyone else. Not to mention that as Lathrop said, the Jedi Order doesn't have a magical Dark Side detector that can tell when someone's getting a little too smudged around the edges.


Morality would start at 71
Could not increase starting XP or credits
Your Morality will be monitored by Jedi Order if it drops too low they may stop you
.....because Jedi are all a bunch of unfailing goodie goodies?
No, I get it, but this is against a few mechanical and thematic points.
Thematically the Jedi don't micro manage their "morality" most are able to balance it, some paragon, some fall. That's just the nature of things. Not allowing Anakin the fall because of some pedestal you've placed the order on is kinda self defeating.
Mechanically this restriction will cripple your players. Being able to accumulate conflict as part of pip flipping or accomplishing adventure goals needs to be viable for both encounter and adventure design reasons. If you don't, you'll end up locking them into certain paths and cause dead ends, or pally hunt railroads.

Concealing Robes

Utility Belt with

-Ration Packs

-Energy Cells

-Stimpacks

-Grappling Spike Launcher [boost die to Athletics to climb]

-Portable Healing Kit

Agree with Dono, too good.

Try:

Heavy clothing (robes)

2 stimpacks

Ration caps

Saber (training sabers are for training, if this is supposed to be a Jedi campaign, man up and give everyone real sabers.)

Everything else they can either requisition by mission, or acquire in the field.

I think you're better off just starting at knight level and throwing out any house rules. This is roughly where a Padawn with several years of training would be at.

I would recommend everyone gets the "mentor" starting reward.

I think you're better off just starting at knight level and throwing out any house rules. This is roughly where a Padawn with several years of training would be at.

I would recommend everyone gets the "mentor" starting reward.

This a thousand times! What you're trying to do, JinFaram, is force everyone to adhere to your view of Morality and the Jedi way, not the way it's actually portrayed in the movies and TV shows.

Clones and Jedi alike have fallen to corruption in The Clone Wars , and the Jedi council can't actually monitor your morality—otherwise Dooku would never have become a Sith apprentice, nor would Anakin ever fallen, etc. Heck, in order for there to be balance in the Force you need some non-paragon Jedi! Otherwise it's not balanced, it's lopsided :P

-EF

Well, "monitoring your Morality" doesn't necessarily mean they are 24/7 aware of how much is your score, but rather noticing when you have big Morality drops and whether you are too close to falling to the Dark Side. In the comics, Masters can sense the Dark Side in places and people (like Quinlan Vos "he is too close to the Dark Side to be sent on that mission") and only very powerful Force users like Palpatine are able to hide it, whereas a big drop of your Morality score (and the facts that caused it) would probably affect your inner balance in such a way that a Master will eventually notice that something's wrong with you.

But mostly, yes, you don't really need extra rules. Just give the PCs some extra XP and creds.

Sorry guys, after thinking about it more I see where it is not a good idea.

Edited by JinFaram

Sorry guys, after thinking about it more I see where it is not a good idea. The only houserule I may use is that your first Lightsaber Form spec count as universal, all others would then cost the same experience they usually would.

To what end?

Those specs as written are already paired up with compatible specs. Even if you decide you gotta have an out of career SaberSpec, the difference is 10XP... big whoop.

Or is it the name of those specs that has you locked onto them as "styles"?

If that's the case then I gotta ask:

If those Spec weren't named after saber styles, would you still want to have this house rule?

Remember, names for Specs are just categories to help you understand them, they aren't literal. A Smuggler:Thief can be used to represent a Private Eye just as well. No smuggling or thieving to be had. But "Thief" does establish the skill set and talents. Street smart, connected with the underworld, able to go where he shouldn't, can blend in when needed....see? That's a thief... or a spy... or a chain smoking trench coat and fedora wearing private "richard".

EDIT: ok... apparently Nixon, PI's, and Killer White Whales are in profanity filter....

Edited by Ghostofman