I was cleaning out my bookmarks and found this old thread. I totally forgot about this: My D6 to FFG conversion process . I know the process for you is long done, but you might want to give it a once-over.
Need Help. Rebuilding Jedi Character from D6/D20 RCRB
I was cleaning out my bookmarks and found this old thread. I totally forgot about this: My D6 to FFG conversion process . I know the process for you is long done, but you might want to give it a once-over.
Interesting, not not really viable, IMO.
Anywhat, I've had to go back and make some more changes to Korath, based upon some new information I received yesterday in another thread, namely access to more Specializations, one of which actually has the FFG equivalent to Instinctive Astrogation ; one of Korath's many Force powers in D6 and D20. I also learned that the D6 skill Beast Riding (which he had 4D total in in D6), is covered under Survival in this system (a skill he did not have under the old systems). Thus, I've added Navigator to my Specialization list, and added the appropriate talent trees to get the Holistic Navigation and Intuitive Navigation Force Talents (the equivalents to Instinctive Astrogation ), as well as Uncanny Senses and Preemptive Avoidance (the equivalents to Danger Sense ) among others, also using Navigator to get one of his Force Rating upgrades instead of Pathfinder (sacrificing Animal Empathy and Mental Bond in the process, neither of which were covered in any of his D6 or D20 Force powers). The downside is that it bumps his XP total back above 2000, but I couldn't find anymore "fat" to trim off to reduce the XP cost anymore. I thought about sacrificing Pathfinder entirely, but thought better of it because it not only provides a key Career Skill, but also some key talents that he had under the D6 and D20 he wouldn't have under the new system otherwise. I still need to account for the Sever Force power he had under D20, but otherwise, here is the latest iteration:
Jedi Seeker:
Ateru Striker, Pathfinder, Navigator, Soresu Defender, Peacekeeper, Artisan,
XP: 230
Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3
XP: 60
Skills:
Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 2, Ranged light* 2, Ranged Heavy* 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology* 1,
*Career Skills
XP: 305
Talents:
Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Presence), Parry (3), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (1),, Grit (4), Keen Eyed (2), Force Rating (4), Forager, Toughened (2), Quick Movement, Sleight of Mind (1), Studious Plotting, Galaxy Mapper (2), Expert Tracker, Shortcut (2), Improved Shortcut, Swift, Holistic Navigation, Intuitive Navigation, Planet Mapper (1), Preemptive Avoidance, Uncanny Senses, Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Intellect), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Repairs (3), Fine Tuning, Imbue Item, Inventor, Intuitive Improvements, XP: 790
Force Powers:
• Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45
• Bind : Range (2), Magnitude (2), Control (1), XP: 80
• Enhance : Control (9), Range (1) XP: 70
• Farsight : Control (1) (micro) XP:10
• Foresee Control (2), Range (1), Strength (1), Duration (1) XP: 30
• Heal/Harm : Control (2); XP: 55
• Influence: Control (2), Magnitude (3), Strength, Duration (1) XP: 70
• Misdirect : Range (1), Duration, Magnitude (1) XP: 45
• Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70
• Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130
• Seek : Control (1), Magnitude (1), Strength (1) XP: 35
• Sense : Control (2), Range (1), Duration XP: 40
• Supress: Duration XP: 15
(63 ranks)
XP: 700
Total XP: 2085
If you guys see any "fat" that can be trimmed I missed I'm open to suggestions.
Edited by Tramp GraphicsOK, Another thing I need to work on, aside from Korath's stats: His lightsaber. Given the differences between D6/D20 and the new F&D rules, I need to change some things on it, and need some help and advice. The main change being I need to choose three different crystals for his lightsaber (to fit into a cyclic crystal array) instead of the original three Mephite crystals originally used to allow for blade length adjustment (I'm still keeping one Mephite). The basic design with attachments I have planned so far, based upon his D6/D20 lightsaber is:
Basic hilt personally constructed
Cyclic Crystal Array modded to hold three crystals (I rolled this last night and rolled 2 Advantages and a Triumph, what would that afford me?)
Mephite Crystal-fully modded (failed Vicious+1 roll)
Kimber Stone- need to roll for mods yet (originally planned on a Kathracite training emitter for use in training, but the Kimber stone fits better, IMO, and is more versatile, particularly after modding).
undetermined crystal
Extended Hilt- successful roll to add Vicious +1
Superior Hilt Personalization
Dual Phase
I have Intuitive Improvements, so I can get 7 HP at least, so I have the space for all of these attachments.
I've done some rolls already to mod some of the "attachments" he would have made, had I been playing him by these rules all along, though I still need to roll the construction (really a formality, given that, he already made the weapon in D20, and this is simply for the added HP). Here's my questions:
1. What would you guys recommend being the third crystal for the array?
2 What other attachments, if any, would you recommend to fill the remaining slot(s)
3. What should rolling a triumph to add the "fit third crystal" mod to the cyclic crystal array grant?
for comparison, this was Korath's lightsaber under D20
: *Korath Lorren has constructed his own tri-phase lightsaber with lock on switch and Mephite crystals (base Damage 4D4). The blade can go from standard length of 1.5m down to .5m or up to 2m.
Edited by Tramp GraphicsHonestly, I usually just apply triumphs as upgrades to the next check to work on the item. A little boring I guess, but I get a lot of triumphs when modding, and that's easiest. I think the book mentions granting a bonus for one battle (like, increasing the damage by 1 or something like that), I've done that too.
I'm at work, so I can't remember the HP cost for all those attachments. I'd advise to go ahead an make your lightsaber crafting roll, though. For one, each Triumph adds a hard point, plus the 2 you'll assuredly give yourself with Intuitive Improvements. Then you'll know exactly how much you have to work with. As a recommendation, one my the dudes in my group has that magnetic attachment, and digs it a lot.
Honestly, I usually just apply triumphs as upgrades to the next check to work on the item. A little boring I guess, but I get a lot of triumphs when modding, and that's easiest. I think the book mentions granting a bonus for one battle (like, increasing the damage by 1 or something like that), I've done that too.
I'm at work, so I can't remember the HP cost for all those attachments. I'd advise to go ahead an make your lightsaber crafting roll, though. For one, each Triumph adds a hard point, plus the 2 you'll assuredly give yourself with Intuitive Improvements. Then you'll know exactly how much you have to work with. As a recommendation, one my the dudes in my group has that magnetic attachment, and digs it a lot.
The total HP cost for the attachments (not counting the three crystals, since they fit into the CCA) is six. I made the roll for making the hilt (along with rolling the Force Dice for Intuitive Improvement),and modding the Kimber Stone last night, and only got two light side Force Points out for my Intuitive Improvements roll, so I only got the one extra HP, just enough for the attachments I chose. No truimphs on constructing the hilt, but I did get another Triumph making the first mod to the Kimber Stone. And barely succeeded at the last check, thanks to the Lightsaber tool kit's automatic Advantage benefit, so I have a fully modded Kimber Stone.
The only thing I need now is the third crystal.
So, this is what I have so far
Basic Lightsaber
• Superior hilt personalization(+1 damage, lock on switch, Automatic Advantage per use)
• Extended Hilt (+1 Damage, +1 Vicious)
• Dual Phase
• Cyclic Crystal Array (fits three crystals)
• Mephite (+11 Damage, Crit Rating 1) total Damage=+13
• Kimber Stone (+11 Damage, Stun Damage, Concussion +1, Disorient +1) Total damage = +13 Stun
By the way, any suggestions on trimming down Korath's XP cost without sacrificing anything important (specifically anything he had in D6/D20)?
Maybe some of your Reflect and Parry ranks? The ones that aren't prereqs. Pretty much any ranked talent that isn't being used a prereq can maybe be reduced. I dunno.
I'm at work and away from book, but I think there's a crystal that adds the Defensive and Deflection quality. That'd be good
Maybe some of your Reflect and Parry ranks? The ones that aren't prereqs. Pretty much any ranked talent that isn't being used a prereq can maybe be reduced. I dunno.
I'm at work and away from book, but I think there's a crystal that adds the Defensive and Deflection quality. That'd be good
Given his focus on the Lightsaber, his Parry and Reflect ranks are pretty much sacrosanct. Besides, all of his Parry and Reflect ranks are prereqs to other lower tier talents.
As for the crystal, you're thinking along the same line I am. I'm torn between the Loordian Gemstone and the Sorian Crystal (from Keeping the Peace ). Both are more "defensive" in nature, but whereas the Lorrdian Gemstone has a better Crit rating and is more purely defensive in its mods (with bonuses to both Melee Defense and Ranged Defense), the Sorian Crystal is a mix of offensive (with potential bonuses to damage and Disorient).
I have ask, after reading most of this thread, why are you hung up on this one character? Is everyone from your old campaign converting? What you have made is a character so high level he would over shadow every PC and NPC I have ever seen, except from "Vader" builds that were in the 5000xp. Unless he was in an 3000+XP campaign there would be no reason for anyone else to do anything. Is he the mentor NPC for the group? I can understand not wanting to lose all that time you spent but I would think starting him at first level would breathe new life into the character and let him take a different path.
I have ask, after reading most of this thread, why are you hung up on this one character? Is everyone from your old campaign converting? What you have made is a character so high level he would over shadow every PC and NPC I have ever seen, except from "Vader" builds that were in the 5000xp. Unless he was in an 3000+XP campaign there would be no reason for anyone else to do anything. Is he the mentor NPC for the group? I can understand not wanting to lose all that time you spent but I would think starting him at first level would breathe new life into the character and let him take a different path.
I've played this character on and off since 1995 in multiple campaigns, starting in D6 and converting to D20 RCRB. He's what you might call my "signature" character. Ultimately, he will be more of a "mentor" character once I've become familiar enough with the system through playing it for a while, but there's also some "unfinished business" he needs to fulfill as well. Right now, though, there is no group. Last game I played was back in '08. If I wanted to start a character from the beginning, I'd just make a completely new character (which I have no problem doing as well), not Korath. Korath is special. Ideally, I also see him more as a Mentor PC , than NPC. I do prefer playing to GMing. But starting him over from scratch is not an option. It wouldn't be Korath anymore.
As far as 3000+ XP campaigns go, he's not that high. I've gotten him down to under 2100 XP and looking to trim him down some more to hopefully below 2000 XP, but not at the expense of important abilites. As for him "outshining" everyone else in a group goes, while he defintely has a higher XP value than many, Most of his skills are low to mid-range at most; only one skill, Lightsaber' is at a three or above, which is accurate to how he has always been. He's a very skilled swordsman.
I understand now, it is just making this character for fun. If you have not gamed in 8 years what draws you to FFG? Is it that much better than old d20s?
I understand now, it is just making this character for fun. If you have not gamed in 8 years what draws you to FFG? Is it that much better than old d20s?
For one, the chance to get back into playing. I'm not just rebuilding Korath for the hell of it. I want to continue playing him and, at the very least, finish off his "business with his Nemesis, Mathis Karr. As for what drew me to the FFG system, that was a buddy of mine, (Elias on these boards), he sent me a copy of the F&D core rules and some dice. As for if the FFG system is better than D20, It's certainly better than Saga Edition (which I refused to touch). And, given that I much prefer "skill-based" systems over "level-based" systems, I'd say that, from just reading the rules, this does look like a better system than even D20 RCRB. It's certainly much closer to the old D6 system than D20 was.
I was going over Korath's stats last night and this morning and realized I screwed up the math a bit, and left out prerequisite Toughened rank, making his current build even more expensive (2135 XP instead of 2085 XP). By the same token, I have come up with two options which reduce his XP cost down to an even 2000 XP, both of which require sacrificing two unranked talents from Pathfinder, and one rank each in Galaxy Mapper and Shortcut , and the loss of a rank in Grit (if I don't sacrifice the rank in Grit , the build ends up at 2010 XP). as well as moving one rank in Toughened from Pathfinder to Soresu Defender. One requires sacrificing one rank each from Dodge and Quick Strike from Ateru Striker, the other requires sacrificing Pathfinder in its entirety.
Below are the corrected build as well as the two options for reducing the cost:
Corrected build:
Jedi Seeker:
Ateru Striker, Pathfinder, Navigator, Soresu Defender, Peacekeeper, Artisan,
XP: 230
Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3
XP: 60
Skills:
Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 2, Ranged light* 2, Ranged Heavy* 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology* 1,
*Career Skills
XP: 305
Talents:
Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Presence), Parry (3), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (1),, Grit (4), Keen Eyed (2), Force Rating (4), Forager, Toughened (3), Quick Movement, Sleight of Mind (1), Studious Plotting, Galaxy Mapper (2), Expert Tracker, Shortcut (2), Improved Shortcut, Swift, Holistic Navigation, Intuitive Navigation, Planet Mapper (1), Preemptive Avoidance, Uncanny Senses, Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Intellect), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Repairs (3), Fine Tuning, (1) Imbue Item, Inventor, Intuitive Improvements, XP: 840
Force Powers:
• Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45
• Bind : Range (2), Magnitude (2), Control (1), XP: 80
• Enhance : Control (9), Range (1) XP: 70
• Farsight : Control (1) (micro) XP:10
• Foresee Control (2), Range (1), Strength (1), Duration (1) XP: 30
• Heal/Harm : Control (2); XP: 55
• Influence: Control (2), Magnitude (3), Strength, Duration (1) XP: 70
• Misdirect : Range (1), Duration, Magnitude (1) XP: 45
• Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70
• Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130
• Seek : Control (1), Magnitude (1), Strength (1) XP: 35
• Sense : Control (2), Range (1), Duration XP: 40
• Supress : Duration XP: 15
(63 ranks)
XP: 700
Total XP: 2135
Option 1 (sacrificing one rank each from Dodge and Quick Strike)
Version 4:
Jedi Seeker:
Ateru Striker, Pathfinder, Navigator, Soresu Defender, Peacekeeper, Artisan,
XP: 230
Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3
XP: 60
Skills:
Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 2, Ranged light* 2, Ranged Heavy* 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology* 1,
*Career Skills
XP: 305
Talents:
Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Presence), Parry (3), Improved Parry, Quick Draw, Quick Strike (1), Dodge (1), Saber Throw, Conditioned (1), Grit (3), Keen Eyed (1), Force Rating (4), Forager, Toughened (3), Studious Plotting, Galaxy Mapper (1), Expert Tracker, Shortcut (1), Improved Shortcut, Swift, Holistic Navigation, Intuitive Navigation, Planet Mapper (1), Preemptive Avoidance, Uncanny Senses, Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Intellect), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Repairs (3), Fine Tuning, (1) Imbue Item, Inventor, Intuitive Improvements, XP: 705
Force Powers:
• Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45
• Bind : Range (2), Magnitude (2), Control (1), XP: 80
• Enhance : Control (9), Range (1) XP: 70
• Farsight : Control (1) (micro) XP:10
• Foresee Control (2), Range (1), Strength (1), Duration (1) XP: 30
• Heal/Harm : Control (2); XP: 55
• Influence: Control (2), Magnitude (3), Strength, Duration (1) XP: 70
• Misdirect : Range (1), Duration, Magnitude (1) XP: 45
• Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70
• Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130
• Seek : Control (1), Magnitude (1), Strength (1) XP: 35
• Sense : Control (2), Range (1), Duration XP: 40
• Supress : Duration XP: 15
(63 ranks)
XP: 700
Total XP: 2000
Option 2(sacrificing Pathfinder):
Jedi Seeker:
Ateru Striker, Navigator, Soresu Defender, Peacekeeper, Artisan,
XP: 170
Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3
XP: 60
Skills:
Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience 2, Skullduggery 1, Stealth 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl 1, Lightsaber* 3, Melee 2, Ranged light 2, Ranged Heavy* 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology* 1,
*Career Skills
XP: 325
Talents:
Jump Up, Ateru Technique, Reflect (4) Hawk Bat Swoop, Dedication (Presence), Parry (3), Improved Parry, Quick Draw, Quick Strike (2), Dodge (2), Saber Throw, Conditioned (1),, Grit (3), Force Rating (4), Forager, Toughened (3), Studious Plotting, Galaxy Mapper (1), Expert Tracker, Shortcut (1), Improved Shortcut, Swift, Holistic Navigation, Intuitive Navigation, Planet Mapper (1), Preemptive Avoidance, Uncanny Senses, Soresu Technique, Defensive Circle, Defensive Stance (1), Improved Reflect, Dedication (Intellect), Command (2), Commanding Presence (1), Enhanced Leader, Field Commander, Improved Field Commander, Solid Repairs (3), Fine Tuning, (1) Imbue Item, Inventor, Intuitive Improvements, XP: 745
Force Powers:
• Battle Mediation : Magnitude (2), Range (1), Control (1) XP: 45
• Bind : Range (2), Magnitude (2), Control (1), XP: 80
• Enhance : Control (9), Range (1) XP: 70
• Farsight : Control (1) (micro) XP:10
• Foresee Control (2), Range (1), Strength (1), Duration (1) XP: 30
• Heal/Harm : Control (2); XP: 55
• Influence: Control (2), Magnitude (3), Strength, Duration (1) XP: 70
• Misdirect : Range (1), Duration, Magnitude (1) XP: 45
• Move : Control (3), Range (2), Strength (2), Magnitude (2) XP: 70
• Protect/Unleash : Control (3) Duration, Mastery, Strength (2), Range (1), Magnitude (1) XP: 130
• Seek : Control (1), Magnitude (1), Strength (1) XP: 35
• Sense : Control (2), Range (1), Duration XP: 40
• Supress : Duration XP: 15
(63 ranks)
XP: 700
Total XP: 2000
Both options get me to the 2000 XP threshold. Coming both would get me down to 1965 XP, but would seriously gut the character for only a 35 point savings. It's not worth it.
Both options have their pros and cons.
The Pro for the first option is more class skills, as well as he retains a number of useful talents. The down side is that, his Dodge bonus and Quick Strike bonus both drop by one rank.
The pro for the Second option is that the higher Dodge ranking makes him a Daunting target to hit as well as making it easier for him to hit his opponents. The downside of it is that three of his class skills become non-class skills, (two of which he has multiple ranks in) as well as losing some other good talents with minimal savings.
I understand now, it is just making this character for fun. If you have not gamed in 8 years what draws you to FFG? Is it that much better than old d20s?
I'm the buddy that sent him the FaD core book and 2 packs of dice for a combined birthday and Christmas gift last year. I've already told him to not expect to find any gm who would let him bring Korath into their game if he couldn't keep him down to 3 specs and 1200 xp or less (and that's assuming he could find a very generous gm). Tramp also has a tendency to commit the cardinal gm sin... having a gmpc that over shadows the players... but despite how frustrating tramp can be to deal with he has a heart of gold underneath his very prickly and crusty personality and I consider him a good friend (despite the fact that I have ptsd flash backs from playing in his game, i'm halfway joking about the ptsd, i.e. it's hyperbole... I do have strong negative emotional reaction to the memories but I don't lose awareness of my actual surroundings or have panick attacks)
Hence why I prefer playing.
Here's a new pic of Korath:
Hence why I prefer playing.
Here's a new pic of Korath:
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Okay Tramp, I took a thorough look through your build, and said "Oh Hell no" to a heck of a lot of it. You apparently don't know FaD (FFG star wars) well enough to know that you are asking for far too much. Even knowing how uber of a GMPC you made Korath I'm saying "Oh Hell No"
knowing how uber you want Korath to be, I would say Career: Seeker: Arturu striker. With additional specializations: force sensitive exile (FSX, universal spec from Edge of the Empire), Soruso defender, and Force Sensitive Emergent (FSE, universal spec from Age of Rebellion). Both of the universal specs have the Force rating talent, so that puts you at force rating 3 and I say "Oh hell no" to any higher.
FSX has 2 ranks of uncanny senses, 2 ranks of uncanny reactions, sense danger, one rank of sense emotions, 1 rank of convincing demeanor, 2 ranks of street smarts, sixth senses, superior reflexes, and "Forager" (which is a wilderness talent), along with others
FSE has 2 ranks for uncanny senses, 2 of uncanny reactions, 2 toughened, 2 grit (and sense danger and a few other unranked talents duplicated from FSX).
now those 4 ranks of uncanny senses (4 boosts to perception checks), 4 ranks of uncanny reactions (4 boosts to vigilance checks) sense emotions, sense danger, sixth sense (+1 ranged defense), superior reflexes (+1 melee defense)... those should take the place of the sense, seek, and farsight powers. I'd also say no ranks in perception, or vigilance because of these. I'd say no ranks in streetwise skill in favor of the 2 ranks of the street smarts talent, and no ranks in the deception or skulduggery skill in favor of the rank in the convincing demeanor talent.
I say "O hell no" and call shenanigan on suppress and protect/unleash ... the other force powers I can see an ARGUMENT for but think you went way overboard on the upgrades for most of them. D6 and FFG are balanced differently and your conversion does not respect that. I'd also say consider taking the "overwhelm emotions" force talent from FSX instead of the influence force power, but I can see a reason why you might actually want influence, and to save on XP (and since d6 force sensitive characters typically start with 2's in all of their attributes, so that they get control, sense and alter force dice) I'd recommend starting Korath with all 2's in his attributes and use the dedications from all 4 of those specializations to bring you up to Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3... or if you really wanted, start one attribute at 3 (I'd recommend Will power to get a +1 bump to strain threshold and because you/Korath are so stubborn), Also take consistency obstinance as your morality and start at morality 50 to get 10 free XP.
taking these things into consideration, I'm pretty sure that a still uber Korath Lorren build can be accomplished for 1500 or so xp.
EDIT a plus side of universal specializations is that they cost the same XP as in career specializations, however I am pretty sure that FSX and FSE don't grant career skills.
Edited by EliasWindriderActually, Force Sensitives don't all start with 2s in all there abilities in D6. Technically all humans do, plus the additional 6 dice to divide up among the six abilities and Force dice. When I started Korath in D6, his ability stats were :
DEXTERITY 3D+2 KNOWLEDGE 3D+1 MECHANICAL 2D PERCEPTION 3D+1 STRENGTH 2D+2 TECHNICAL 2DSENSE: 1D
Thus, he had five extra dice for his skills with the last die going to Sense. So, no, starting with all of his stats at 2 would not reflect his starting abilities. Heck, even going with 2 dedications, doesn't really, but it allows for more skills and talents to "start" with that way. Also, given that Korath never had any DSPs in the entire time I played him as a regular PC under D6, going with the 50 Morality for extra "free" XP doesn't really make thematic sense. Thus, as for his talent trees, I'm fine with the specs I have with the possible sacrifice of Pathfinder. As for the two Universal talent trees, From my understanding, those are intended for use by non-Force sensitive Careers to become Force Users. They aren't meant for characters who have any of the six Force User Careers. And, without any Career Skills, I see no real benefit from them that I can't get from the specs I did choose, which were chosen not only for their talents, but also choices of Career Skills.
As for his Focre Powers and upgrades, that was based upon how many pips he had total in his three Force Skills plus 3D extra to account for his advancement since converting him to D20 to average out to 7D in his three Force Skills. This equals 63 pips (or ranks) in Force power upgrades, with the number and choice of Powers being based upon his actual lists from D6 and D20 (where he got Sever Force). As you may or may not remember, under D6, every 1 pip increase in a Force Skill gives the player a new Force Power. Some of his D6 powers became Talents under the new system, while others didn't convert at all. Now, if you know of another method of determining how many Force Power upgrades a converted character should start with that isn't completely arbitrary, I'm all ears. And, to be clear, under D6, Korath was by no means an "uber" character.
Also, given that I played Korath for well over a year in D6, plus an additional five + years on and off as a regular PC well before I started GMing, How many XP would he have earned in that length of time under FFG?
Actually, Force Sensitives don't all start with 2s in all there abilities in D6. Technically all humans do, plus the additional 6 dice to divide up among the six abilities and Force dice. When I started Korath in D6, his ability stats were :
DEXTERITY 3D+2 KNOWLEDGE 3D+1 MECHANICAL 2D PERCEPTION 3D+1 STRENGTH 2D+2 TECHNICAL 2DSENSE: 1D
Thus, he had five extra dice for his skills with the last die going to Sense. So, no, starting with all of his stats at 2 would not reflect his starting abilities. Heck, even going with 2 dedications, doesn't really, but it allows for more skills and talents to "start" with that way. Also, given that Korath never had any DSPs in the entire time I played him as a regular PC under D6, going with the 50 Morality for extra "free" XP doesn't really make thematic sense. Thus, as for his talent trees, I'm fine with the specs I have with the possible sacrifice of Pathfinder. As for the two Universal talent trees, From my understanding, those are intended for use by non-Force sensitive Careers to become Force Users. They aren't meant for characters who have any of the six Force User Careers. And, without any Career Skills, I see no real benefit from them that I can't get from the specs I did choose, which were chosen not only for their talents, but also choices of Career Skills.
As for his Focre Powers and upgrades, that was based upon how many pips he had total in his three Force Skills plus 3D extra to account for his advancement since converting him to D20 to average out to 7D in his three Force Skills. This equals 63 pips (or ranks) in Force power upgrades, with the number and choice of Powers being based upon his actual lists from D6 and D20 (where he got Sever Force). As you may or may not remember, under D6, every 1 pip increase in a Force Skill gives the player a new Force Power. Some of his D6 powers became Talents under the new system, while others didn't convert at all. Now, if you know of another method of determining how many Force Power upgrades a converted character should start with that isn't completely arbitrary, I'm all ears. And, to be clear, under D6, Korath was by no means an "uber" character.
Also, given that I played Korath for well over a year in D6, plus an additional five + years on and off as a regular PC well before I started GMing, How many XP would he have earned in that length of time under FFG?
In D6 to start with one die each in sense, control, and alter, humans needed to start with all 2's for attributes.
The universal specs are the only way for a non force sensitive character to "become" force sensitive but that does not mean that Force Sensitive character's can't take them.
Your FFG build for Korath is beyond uber, so your conversion from d6 is flawed on that basis. As for the going rate... I tend to give 5 xp per real world hour of at the table game play give or take and I think that is fairly common), my sessions tend to be 4-5 hours long, and we play about once a month. The infrequency of which we play is why I give as much xp as I do. Some GM's give 10 or 15 xp per session, if we played every weekend, that's probably what I'd do.
By the way, in case it wasn't clear the xp rule I would use for high frequency gaming is 5xp per 2 hours of gaming rounded to the nearest 5xp per session. This is not a penalty for gaming frequently, instead low frequency gaming gets an xp boost (5 xp per hour round to the nearest 5 xp) advance the story more quickly.
"Your FFG build for Korath is beyond uber, so your conversion from d6 is flawed on that basis."
This sums up this whole thread. Force powers are very powerful in this game and every one of them should be carefully evaluated. Having almost all of them is something not even the strongest PCs have. Same goes for Ranks in skills, where other in systems having many +2s is the normal. Ffg doesn't need everything to be ranked, they should be for your most used skills, (lightsaber, mechanics, vigilance, etc.). Things like your brawl and melee ranks are not needed, you will still roll strong because of your high brawn.
Another thing I will add is that I've always looked at 50xp to be 1 level in comparison to D&D (3.5). "Leveling" every other or third session. Now I don't know alot about d6 or d20 star wars, but you said level 18? This would put you, in my opinion, in the 900xp range. Which is what I'd expect PCs to be after playing for years. My table played frequently over the last year and they are just now approaching 300-350 XP.
Tramp... I don't know if you caught the implications... but with 2000xp you built someone on part with Yoda and Palpatine in terms of experience and power. If you're claiming that Kora the wasn't Uber under d6... that right there says you gave Kora the far too many xp.
Double post.
Edited by Tramp GraphicsDouble post.
Edited by Tramp Graphics"Your FFG build for Korath is beyond uber, so your conversion from d6 is flawed on that basis."
This sums up this whole thread. Force powers are very powerful in this game and every one of them should be carefully evaluated. Having almost all of them is something not even the strongest PCs have. Same goes for Ranks in skills, where other in systems having many +2s is the normal. Ffg doesn't need everything to be ranked, they should be for your most used skills, (lightsaber, mechanics, vigilance, etc.). Things like your brawl and melee ranks are not needed, you will still roll strong because of your high brawn.
It should Also be noted that while playing this character in D6 and lat3 in D20, we player weekly for several tours at a time, sometimes all night with standard, if not generous XP awards. Thus, how much XP do you think a character in this system world have earned from over five years of weekly play of more than 4-6 hours per session as a PC with at least standard XP awards?
Edited by Tramp GraphicsI don't think the amount of XP is a problem, you and your GM can find a compromise. If it's a GMPC doesn't really matter what his XP level is.