Combat and Conflict

By musicninja98, in Star Wars: Force and Destiny RPG

Yeah, any time you pursue violent action against someone that's not an active threat, that's grounds for the PC gaining Conflict.

When Luke blew up the Death Star, he was protecting innocent on Yavin 4 that were being targeted by the DS.

However, when Wedge Antilles/Lando blew up the 2nd Death Star, the DS was not a threat at that point to no one - the rebels did attack the Imperials at Endor in contrast to Yavin 4. Would Wedge/Lando get 5 millions Conflict points if they were FS? :blink:

Nope, because the DS2 had been actively targeting Rebel ships, and the people on board knew exactly what the station was, and the station itself was a major threat to the galaxy at large. And in the novelization, the Moff in charge was getting ready to target and blow up Endor on the Emperor's orders as a final act of spite.

Nope, because the DS2 had been actively targeting Rebel ships, and the people on board knew exactly what the station was, and the station itself was a major threat to the galaxy at large. And in the novelization, the Moff in charge was getting ready to target and blow up Endor on the Emperor's orders as a final act of spite.

All what you wrote happened due to the rebel attack. The ship were targeted because the rebels attacked the station in the first place. DS was a threat, but then we are dealing with the idea of a pre-emptive strike which Jedi dont do.

I am asking from the Jedi philosopy perspective.

Edited by NicoDavout

Nope, because the DS2 had been actively targeting Rebel ships, and the people on board knew exactly what the station was, and the station itself was a major threat to the galaxy at large. And in the novelization, the Moff in charge was getting ready to target and blow up Endor on the Emperor's orders as a final act of spite.

All what you wrote happened due to the rebel attack. The ship were targeted because the rebels attacked the station in the first place. DS was a threat, but then we are dealing with the idea of a pre-emptive strike which Jedi dont do.

I am asking from the Jedi philosopy perspective.

It's also a weapon of mass destruction capable of ending planets, with the Empire having routinely demonstrated their willingness to use such scorched earth tactics aka "Base Delta Zero" on numerous occasions.

Might a Jedi get a point or two Conflict for staging a direct attack on an instrument of mass destruction? Possibly, but anything more than that is the GM being the sort of ******-nozzle that thinks Paladin Screw Jobs are a good idea.

that thinks Paladin Screw Jobs are a good idea.

That sounds like the name of a drink in some nerd themed bar.

"Yes I'd like to order a Paladin Screwjob, and a BananaNever Split the Party. Oh! And can we get an appetizer of Phat Lewt Fries? Thanks!"

If I ever open a Friendly Local Gaming Bar, I now know what some of the menu items will be.

If I ever open a Friendly Local Gaming Bar, I now know what some of the menu items will be.

GamerNationCon catering specials?

If I ever open a Friendly Local Gaming Bar, I now know what some of the menu items will be.

GamerNationCon catering specials?

I think people there would get a kick out of that.

Sigh people still haven't figured out the easy way to deal with BOSS?

Influence and Misdirect make it fairly trivial to do it.

Hell you can spend XP to buy a contact that works at BOSS who is more then fine with altering records for you.

Then again I also spent many months as Lt Bilko of the Imperial Navy flying "missions" for the Empire while smuggling cargo in a "borrowed" Imperial Navy Vessel.

I have a group of players that hasn't resolved their troubles with BoSS. The troubles are in the form of an Obligation and they are perfectly fine with it staying as it is and dealing with it when it comes up. They are extra cautious when docking anywhere, masking Transponder signals and docking in the shady hangars in town, stuff like that. Then they get extorted by the hangar owners... it makes things fun... bunch of outlaws.

BoSS seems so weird to me. It runs counter to the way the movies portray the Empire, starships, smuggling, and the Rebellion.

Not really Han Solo operated on the edge of Imperial Space in back water communities and when he ran into Imperial Customs he ditched his cargo rather then have it found on his ship. If you pay attention in Force Awakens the reason he tracks down the Falcon is because it was in hyperspace and he was looking for it using his sensors. He found its Engine Signature or Transponder or both and he immediately intercepted it. (Lets not look into the improbable force related coincidence that leads him to being exactly where he needed to be to find it and be within range to intercept it.)

In both Rogue One and Return of the Jedi the shuttles were stolen, but not reported missing yet and they had the proper codes. (Well for Rogue One at least) So the Transponder and BOSS are shown to be fairly accurate in New Hope onward.

That all indicates a lack of such an institution to me.

That all indicates a lack of such an institution to me.

But you see the attack on the death star as an easy gunnery check aimed at the exhaust port with 2 setback dice for the aim maneuver. Done by a pilot with Agi 3 and gunnery 1 °_^

Edited by SEApocalypse

that thinks Paladin Screw Jobs are a good idea.

That sounds like the name of a drink in some nerd themed bar.

"Yes I'd like to order a Paladin Screwjob, and a BananaNever Split the Party. Oh! And can we get an appetizer of Phat Lewt Fries? Thanks!"

What is a "Paladin Screwjob"? :huh:

that thinks Paladin Screw Jobs are a good idea.

That sounds like the name of a drink in some nerd themed bar.

"Yes I'd like to order a Paladin Screwjob, and a BananaNever Split the Party. Oh! And can we get an appetizer of Phat Lewt Fries? Thanks!"

What is a "Paladin Screwjob"? :huh:

It's a bit of a play on the "Montreal Screwjob" that occurred in professional wrestling, and the (far too) many instances where a mean-spirited/vindictive GM set up a Paladin player-character to fall and lose their powers by placing the Paladin in a no-win scenario where any choice they made would constitute an evil act.

Also a bit of short hand for those GMs that like to railroad their players and force them into horrible situations where the only winning move was not to play in that GM's game in the first place.

That all indicates a lack of such an institution to me.

But you see the attack on the death star as an easy gunnery check aimed at the exhaust port with 2 setback dice for the aim maneuver. Done by a pilot with Agi 3 and gunnery 1 °_^

Pfft. It's the end of the adventure. He'd have xp for one more rank in Gunnery. :-P

I might explain to them that conflict is not a punishment. Unlike many other games where a player preforming these acts might harm them (aside from an NPC holding a grudge of vengance) this game does not. Earning conflict just makes you more prone to being a dark side user... that's it. It literally only changes how some of your force powers function, also not having 5-6 conflict on average won't change your morality it should typically keep your morality fairly where it is (since with that much you're going to normally gain nor loose anything.) Then explain that if they're concern is that they want to be a light side user that they just need to realize a light side user holds themselves to a much higher standard than what most people would but all in all I think as long as they understand conflict isn't a punishment it's just a reflection of where they are with the force that hopefully should help.

Falling to the dark side means that the GM gets more DP at the start. If used right these should be going back and forward all the time so quite often it is the size of the pool that is important

They may end up having more wounds and less strain. If you do go this far it is easy enough to raise your cool or discipline to recover a lot each encounter. I remember playing an MMO where having a high hit points was less important than having a high enough hit regeneration. If you regenerate more hits than you lose in a second then you only need enough hits to last a few seconds. Wounds are harder to regenerate than strain. So high cool and discipline can counter that or ensure you have a Spec with a lot of grit. This gives you a better chance of getting force die rolls in your favor at the expense of higher burst potential (light side have only 5 sides out of 12 but more double results on the force dice). So if you want more force consistency then dark side is better. Mechanically you are far from being messed up as a Dark side user