2 hours ago, Stormbourne said:my personal experience begs to differ with your statement, while yes i have read the core books and a few source books this only gives a basic framework a start point, for a intuitive understanding, which is what i am aiming for, the best way i have found is start with a shotgun and work up to a sniper rifle.
if people require a half page explanation on every idea submitted then our two modes of thought are too dissimilar to understand each other, i don't read half the fluff on any given post i look for the feel of the idea and try to understand that.
I didn't say you have to write a half page explaining your items. I said you need to be able to. If you can't, you don't know enough, and you haven't thought enough, about how and whether your idea fits in the game. Listen to the Order 66 podcast when Sam Stewart is on. When he is asked about their design decisions, it is clear they try hard to make new additions balanced with existing materials, and they look to the Star Wars universe for inspiration. He never says "Our intuition thought this was neat".
Consider your most recent offering. Once you conceived of it, you should have then considered if and how it interacts with, compares to, and supersedes other things already in the game. In this case, you are committing a FD to get 1 success and 2 advantage (after mods). A whole bunch of things should jump out at you immediately. I'll just talk about this. A Force 4 character using this with the lightsaber skill is getting 4 successes and 8 advantage on every attempted hit. That is a little better than Draw Closer and Hawkbat Swoop COMBINED. Almost every attempt will be a hit, with a good deal of damage, auto-crits, strain removal, and other qualities triggering. There are a ton of places in this game where auto successes and advantages are crazy powerful.
And this is not about "following the rules". New items, talents, etc always add to the rules. It is about understanding the mechanics of the game. It is about understanding the existing materials.
We are complex beings. Just because you prefer to go with your gut feelings doesn't mean you have to to the exclusion of rigorous thinking. I suspect most of us here are drawn to this sort of narrative roleplaying, at least in part, because we enjoy the creative aspects of it. We like the story telling, creating personalities for our characters, and world building. I prefer to let my characters grow organically, according to the events they "live" through. My most recent character only bought a lightsaber spec because he felt that it was the will of the force when he received a "lightsaber". I used quotes around "lightsaber" because this thing was a new item my GM created. It is an archaic, dark-sided technology. It takes a maneuver to ignite, and requires a force roll, with the wielder calling on the dark side (using a dark pip, taking strain, and flipping a Destiny Point). This item breaks the rules of the game, in a way. It even expands the universe. Using it is sub-optimal. VERY sub-optimal. But it, and my character's reaction to it, are creative. He hopes he can redeem it. He thinks he is supposed to redeem it. There is a good place for intuition. It makes the game fun. (In the two sessions since he got this thing, his morality has triggered twice, and despite taking a good deal of conflict, his morality is surging upwards. So he knows he is doing the right thing).
Take the time. Do the work. It is disrespectful to everyone here to just thoughtlessly drop ideas here, expect us to fix them for you, and then ignore what we say anyway.