How do I make a Skill use a different attribute?

By rungok, in Star Wars: Age of Rebellion RPG

I was looking at the lightsaber fighting talents, you know the ones that let you use cunning or agility instead of brawn to fight with a lightsaber, and I was wondering if there were similar talents or abilities to do that with other combat skills? Like is there a way to use intellect for gunnery or agility with melee?

So far you don't. The lightsabre alternative attribute talents are written as different forms. Think ofnit as different martial arts.

Be open minded and discuss it with your players ;)

At some situations I used Mechanics with Brawn because the situation deserve it. So be creative and if your group believes that is necessary, create some new Talents (equivalent to lightsaber forms).

Don't be afraid to create new things, Edge is enough adaptable to do it mate :)

If you're talking about a permanent attribute switch, I'd recommend against it, it can easily unbalance a lot. But every once in a while using, say, Mechanics for shooting, or Computers in a social situation, is perfectly viable.

Keep in mind that the lightsaber talents that allow such substitutions are all Force talents (they require a Force Rating 1+ to make use of them). Apparently training isn't enough to accomplish substitutions without the Force.

I was looking at the lightsaber fighting talents, you know the ones that let you use cunning or agility instead of brawn to fight with a lightsaber, and I was wondering if there were similar talents or abilities to do that with other combat skills? Like is there a way to use intellect for gunnery or agility with melee?

AFAIK there aren't talents that let you voluntarily change combat checks with one skill (or any checks, for that matter) to use an attribute *other* than it's defined skill, e.g. gunner is always agility.

Personally, I think locking skills to single attributes is a massive short coming of the system, especially since almost every single attack skill and all the piloting skills are Agility based. It makes agility *too* good. IMO Gunnery should use cunning or intelligence, dog-fighting should use cunning, etc.

I'm not debating my opinion, I know it's not a popular one. That being said, there's no reason the GM can't make general house-rules to change things or call for non-standard attribute-skill pairings (e.g. what Josep suggested above). Just make sure it makes sense at your table, you're consistent, and the players understand whats going on. Additionally, the GM shouldn't allow the players to change these pairings carte blanche due to the non-trivial likelihood of the players trying to use/argue to use their best stat for everything.

I was looking at the lightsaber fighting talents, you know the ones that let you use cunning or agility instead of brawn to fight with a lightsaber, and I was wondering if there were similar talents or abilities to do that with other combat skills? Like is there a way to use intellect for gunnery or agility with melee?

AFAIK there aren't talents that let you voluntarily change combat checks with one skill (or any checks, for that matter) to use an attribute *other* than it's defined skill, e.g. gunner is always agility.

Personally, I think locking skills to single attributes is a massive short coming of the system, especially since almost every single attack skill and all the piloting skills are Agility based. It makes agility *too* good. IMO Gunnery should use cunning or intelligence, dog-fighting should use cunning, etc.

I'm not debating my opinion, I know it's not a popular one. That being said, there's no reason the GM can't make general house-rules to change things or call for non-standard attribute-skill pairings (e.g. what Josep suggested above). Just make sure it makes sense at your table, you're consistent, and the players understand whats going on. Additionally, the GM shouldn't allow the players to change these pairings carte blanche due to the non-trivial likelihood of the players trying to use/argue to use their best stat for everything.

Isn't it about even? Lightsaber, Melee, and Brawl are all tied to Brawn. Though Lightsaber can be tied to other traits with the proper talent. And then all the ranged skills are tied to Agility. It seems to be about equal. If you want to do ranged you're going to need Agility. But if you're a melee fighter then Brawn. And plenty of people seem to talk up their melee builds so I figure ranged combat isn't in complete dominance.

I was looking at the lightsaber fighting talents, you know the ones that let you use cunning or agility instead of brawn to fight with a lightsaber, and I was wondering if there were similar talents or abilities to do that with other combat skills? Like is there a way to use intellect for gunnery or agility with melee?

AFAIK there aren't talents that let you voluntarily change combat checks with one skill (or any checks, for that matter) to use an attribute *other* than it's defined skill, e.g. gunner is always agility.

Personally, I think locking skills to single attributes is a massive short coming of the system, especially since almost every single attack skill and all the piloting skills are Agility based. It makes agility *too* good. IMO Gunnery should use cunning or intelligence, dog-fighting should use cunning, etc.

I'm not debating my opinion, I know it's not a popular one. That being said, there's no reason the GM can't make general house-rules to change things or call for non-standard attribute-skill pairings (e.g. what Josep suggested above). Just make sure it makes sense at your table, you're consistent, and the players understand whats going on. Additionally, the GM shouldn't allow the players to change these pairings carte blanche due to the non-trivial likelihood of the players trying to use/argue to use their best stat for everything.

Isn't it about even? Lightsaber, Melee, and Brawl are all tied to Brawn. Though Lightsaber can be tied to other traits with the proper talent. And then all the ranged skills are tied to Agility. It seems to be about equal. If you want to do ranged you're going to need Agility. But if you're a melee fighter then Brawn. And plenty of people seem to talk up their melee builds so I figure ranged combat isn't in complete dominance.

You're ignoring two facts:

  1. All of the piloting skills are Agi based.
  2. I already said I'm not debating this.

I guess I need to say that I'm not willing to discuss this or engage in have any other conceivable form of discourse in regards to this topic.

Now is that sufficiently clear that I don't want to talk about it in any kind of detail?

You can state your opinions about this, counter to mine. But I'm not posting about that statement further. The only reason I brought it up was to show that other people find the concept reasonable.

Edited by LethalDose

AFAIK there aren't talents that let you voluntarily change combat checks with one skill (or any checks, for that matter) to use an attribute *other* than it's defined skill, e.g. gunner is always agility.

There are quite a few talents that let you switch attributes, but they always come either at a cost (e.g.: need a Triumph), or are a once-per-session thing.

There are quite a few talents that let you switch attributes, but they always come either at a cost (e.g.: need a Triumph), or are a once-per-session thing.

No, you are correct, I misspoke. I wouldn't qualify their quantity as 'quite a few' (I could only find 3 on a quick scan), but you're right, they exist. I guess I didn't think of talents like "Works like a Charm" in this context because they are once a session, and not permanently giving the option to swap one attribute for another like the lightsaber form training talents do.

I was looking at the lightsaber fighting talents, you know the ones that let you use cunning or agility instead of brawn to fight with a lightsaber, and I was wondering if there were similar talents or abilities to do that with other combat skills? Like is there a way to use intellect for gunnery or agility with melee?

AFAIK there aren't talents that let you voluntarily change combat checks with one skill (or any checks, for that matter) to use an attribute *other* than it's defined skill, e.g. gunner is always agility.

Personally, I think locking skills to single attributes is a massive short coming of the system, especially since almost every single attack skill and all the piloting skills are Agility based. It makes agility *too* good. IMO Gunnery should use cunning or intelligence, dog-fighting should use cunning, etc.

I'm not debating my opinion, I know it's not a popular one. That being said, there's no reason the GM can't make general house-rules to change things or call for non-standard attribute-skill pairings (e.g. what Josep suggested above). Just make sure it makes sense at your table, you're consistent, and the players understand whats going on. Additionally, the GM shouldn't allow the players to change these pairings carte blanche due to the non-trivial likelihood of the players trying to use/argue to use their best stat for everything.

Isn't it about even? Lightsaber, Melee, and Brawl are all tied to Brawn. Though Lightsaber can be tied to other traits with the proper talent. And then all the ranged skills are tied to Agility. It seems to be about equal. If you want to do ranged you're going to need Agility. But if you're a melee fighter then Brawn. And plenty of people seem to talk up their melee builds so I figure ranged combat isn't in complete dominance.

You're ignoring two facts:

  1. All of the piloting skills are Agi based.
  2. I already said I'm not debating this.

I guess I need to say that I'm not willing to discuss this or engage in have any other conceivable form of discourse in regards to this topic.

Now is that sufficiently clear that I don't want to talk about it in any kind of detail?

You can state your opinions about this, counter to mine. But I'm not posting about that statement further. The only reason I brought it up was to show that other people find the concept reasonable.

What's the point of posting something if you're not going to talk about it? Is it meant to be a one way communication in which you spout things (whether they are right or wrong) to which no one can ever respond to? I mean I got that you didn't want to talk about it the first time, it was sufficiently clear. I just saw no point in it. Even if you don't want to discuss it others might want to.

At any rate I contested your point mostly because you misrepresented the game. You stated that almost every single combat skill was tagged to Agility. Which is wrong. It's not an opinion to discuss. It is just flat out wrong. If you look at the combat skill list you'll see 3 for Agility and 3 for Brawn. Now granted the Lightsaber one is really dependent on what form you chose but still your initial comment was misleading.

I'm not stating an opinion here mind you. It's not my opinion that almost all combat skills are tied to Agility. I just counted it up and determined that 3 say Brawn and 3 say Agility. So while you don't want to debate an opinion I am merely pointing out this isn't my opinion of the system. It is what the system actually tells me, thus not making it an opinion but an objective fact.

Mmmm salty.

Back on topic: I sometimes switch up the characteristic for skill check in specific instances, mostly when something isn't covered under a knowledge skill. Like say some wants to identify a specific type of blaster someone is using, I'd have them roll Ranged(light) Int. because I don't consider that to really fit well under any of the knowledge skills (even warfare) but a character who knows guns should still be able to identify an H-7 Equalizer from your typical run of the mill blaster pistol.

By RAW there is no way to modify attribute.

That said if one of my players wanted to make, for example, a master martial artist who relies more on agility then brawn for his fighting, I would probably let him swap stats, with the caveat that if I later find it unbalanced in some manner I didn't foresee, or being abused somehow, we would bring it back up for discussion and possibly make further changes.

I believe the raw will never have swapping , but as a GM I let my players swap for some kind of price.

Usually I let them swap for the price of a setback die that comes with the difficulty of using a characteristic not usual to this skill. Then I keep that this setback can not be removed by any means since it isn't a normal setback

Skulduggery has a note that the GM can decide if the situation is using Cunning or Agility.

I wish Stealth had a similar option to swap between the same two.

As mentioned above, Intellect and Agility are the two most prevalent stats in the game.

Skulduggery has a note that the GM can decide if the situation is using Cunning or Agility.

I wish Stealth had a similar option to swap between the same two.

As mentioned above, Intellect and Agility are the two most prevalent stats in the game.

The GM can, and as I've stated should, change the attribute whenever he deems it appropriate, so IMO there's no reason a GM can't call for a Stealth(Cunning) check. I think that's probably more appropriate for concealing things on your person anyway.

Edited by LethalDose

Skulduggery has a note that the GM can decide if the situation is using Cunning or Agility.

I wish Stealth had a similar option to swap between the same two.

As mentioned above, Intellect and Agility are the two most prevalent stats in the game.

The GM can, and as I've stated should, change the attribute whenever he deems it appropriate, so IMO there's no reason a GM can't call for a Stealth(Cunning) check. I think that's probably more appropriate for concealing things on your person anyway.

Agreed.

Personally I would see the stat change over depending on the amount of time you have to perform the Stealth check.

If you need to hide it fast before that trooper over there sees you, Agility.

If you're hiding it on your person while you're getting dressed, so you can make it through the checkpoint later, Cunning.

Same thing with hiding yourself. Finding a hidden sniper position could be Cunning.