Replacing talents

By Jegergryte, in Star Wars: Age of Rebellion RPG

Hola.

I've been looking at the clone specialisations. Some of which have quite specific droid-killing talents. Which are great talents.

However, what would you replace those talents with with or how would you modify those talents if you wanted to adapt the specs to a less clanker-busting focus?

I would not replace them at all. There exist more than enough military-minded specs in the game that don't care about droids.

If you're not planning on killing tons of droids, don't opt into the career whose main things is scrapping droids.

32 minutes ago, Jegergryte said:

Hola.

I've been looking at the clone specialisations. Some of which have quite specific droid-killing talents. Which are great talents.

However, what would you replace those talents with with or how would you modify those talents if you wanted to adapt the specs to a less clanker-busting focus?

If there is some particular enemy they focus on, just flip it to pirates, or stormtroopers, or whatever.

However, Clanker Killer makes more sense than an alternative since the "clankers" are droids and the clones were literally bred to fight them. When you're using these trees for other characters, I'd consider just saying "tough luck, these talents don't apply to you."
I'd say that up front, however, making it clear that if they buy the tree, they may have to spend XP on something that grants them no benefit.

Fair points all around.

Still, I was posing the question from the GM perspective of adapting these to a different era and war.

1 hour ago, Jegergryte said:

Fair points all around.

Still, I was posing the question from the GM perspective of adapting these to a different era and war.

I'm not sure that would work, depending on the specifics.

Droids are different enough from organics that a set of specialised talents makes sense. However, if you make a Grand Clone Army that fough hypotheticaly the Devaronians in 2000 BBY or whatever, well, talents that kill Devaronians are going to work just as well on Twi'Leks of humans.

13 minutes ago, micheldebruyn said:

I'm not sure that would work, depending on the specifics.

Droids are different enough from organics that a set of specialised talents makes sense. However, if you make a Grand Clone Army that fough hypotheticaly the Devaronians in 2000 BBY or whatever, well, talents that kill Devaronians are going to work just as well on Twi'Leks of humans.

Not necessarily. Depending on the physiology or psychology of the species in question, you can come up with specific tactics and techniques for dealing with them. Most of those would be on a more macro level, but still makes some sense narratively.

An understanding of the opposition's tendencies and tactics can help you in combat, especially in choose your tactics. I know this isn't really mechanically manifest, but allowing the manipulation of Boost dice seems like a decent abstraction to me.

Edited by P-47 Thunderbolt

Hey guys.

Thanks for your musings.

My own thoughts included changing those clanker killer talents for other talent along the lines of: grit, toughness, point-blank shot, and others of those type, as long as I'm not doubling up too many ranked talents (I don't have the book in front of me now, so these example were random).

This would de-specialise them somewhat, but still keep the closely knit brothers in arms kind of talents.

Also, while the soldiering specs from AoR in particular encompasses a lot of interesting soldiering stuff, these clone trooper specs' specific droid-killer focus is only what bugs me to transpose them into a different era (and different war). I wouldn't personally just change the target, to an alien species. I'd probably replace them with some lower tiered talents perhaps. Anyhew. Thanks for your thoughts on the matter, you've made me reconsider. :ph34r: