It's going to look a lot like the other two books.
I know that would make me very happy!
It's going to look a lot like the other two books.
I know that would make me very happy!
Quite interesting discussion right there, many valid points said and few that I can't seem to understand. ErikB, what do you basically intend to do? I don't know, perhaps I just misunderstood, but I can't see a point in having an argument about the game being 'only-jedi' and 'only-non-jedi'...
If you wish for an only jedi game, you can go right ahead, if your group so wishes, but I don't see anyone not letting you. All in all the game is meant to be played. Play is the key word. And everyone shall play the way he likes the best.
I myself am grateful, that FFG did such a good job making all the roles more or less equal and I sincerely hope they'll continue in such a trend.
Nevermind, the part that makes me wonder is the morality/Force system that could be the Force and Destiny Obligation match. The question is, could it work and if so, how? Perhaps a restrictions for some Force powers, or limitation of experience points based upon the deeds you commit...
Oh, you didn't get the memo? ErikB is the self appointed judge of how everyone should play the game. Oh and he is not only the judge he is also the executioner and has declared he will "**** up your fun" if you play the game differently then how he evisions it. Not how he plays it, mind you... How he envisions it, he doesn't play.
I think it would be nice if the rules could do the kind of high octane force action one sees in The Force Unleashed or the Tartakovsky cartoon for them as what likes that sort of thing.
Naturally, no one would be forced to use them.
Force and Destiny, the game about playing Jedi would be a great place to put such rules. Indeed, it would then make them very easy for people not in to such things to avoid. They could simply not buy the book and keep playing EorE or AoR!
Just as someone not interested in playing a fringer could not buy EotE, and those not interested in playing members of the heroic Rebel Alliance as they battle the tyranny of the evil Galactic empire are free to avoid AoR!
Edited by ErikBIf they come out with Jedi that can not comingle with characters from EotE and AoR then FFG will have done the very thing you accused them of doing back in your AluminumWolf days, Erik. Make a game like their Warhammer 40K line where characters from each core book can not comingle. Not too mention going against what they mandated back in the beginning, that each book would work separately or mixrd together. As DM stated, they can stick a sidebar in there for those that want more power that says something like "If you want more powerful Force users, give them 500 XP more than anyone else to start." Now if the whole group is playing Jedi (or whatever) its all great. But if you are in a game where you are the only Jedi you can be awesome. You will be the Buffy to the rest of the Scoobies. Sounds awesome!
If they come out with Jedi that can not comingle with characters from EotE and AoR then FFG will have done the very thing you accused them of doing back in your AluminumWolf days, Erik. Make a game like their Warhammer 40K line where characters from each core book can not comingle. Not too mention going against what they mandated back in the beginning, that each book would work separately or mixrd together. As DM stated, they can stick a sidebar in there for those that want more power that says something like "If you want more powerful Force users, give them 500 XP more than anyone else to start." Now if the whole group is playing Jedi (or whatever) its all great. But if you are in a game where you are the only Jedi you can be awesome. You will be the Buffy to the rest of the Scoobies. Sounds awesome!
I have to second this, regardless of what canon is included it's pretty clear FFG wants all the books integrated and cross compatible.
Well, I hope the focus on making F&D a game Jedi fanboys will love, and not one that Jedi haters won't hate as much as if they made one Jedi fanboys would love.
Thats really one of the advantages of splitting the games up. Each can focus on doing what it does well.
Out of mild interest, does anyone feel that their games of Edge of the Empire would be improved by adding actual lightsaber wielding Jedi to them?
Im looking forward to lightsaber modification options. Triumph & Despair has a good start using crystals and thats what I'm expecting. Does anyone else see something different coming?
Im looking forward to lightsaber modification options. Triumph & Despair has a good start using crystals and thats what I'm expecting. Does anyone else see something different coming?
I can see different crystals, as well as emitters and internal mechanisms like Corran Horn's dual-phase saber. I wonder what characteristic they'll pin down for the Lightsaber skill, or continue with the suggestion in EotE that you can pick either Brawn or Agility.
I too am curious on the differences they can add to modify the lightsaber. by its nature a contained blade of plasma should do the same amount of damage regardless of length. It will be interesting to see what FFG does with the short saber and the dual-phase, modify the damage/crit, or add different special qualities.
I do expect we will see a dual-phase blade though. EotE used every bounty hunter, crime lord, and smuggler in the original series (Movies and Books). AoR did the same for pilots, commandos, and activists. Following this train of thought I am sure the design team is looking at Ben and Luke along with Corran, Kyle, Kyp, and others from the EU.
Talking about this just gets me more excited! THIS BOOK NEEDS TO COME OUT NOW!!!!
Actually the original trilogy is a great time to be a Jedi. You are on your own, hunted from all sides, with the power to change the galaxy but do you? Getting involved will draw attention and your just as likely to get turned in by the people you just helped/saved.
Its also the time period i refer to as the "wild west of jedi history" meaning that, like Corran and Kyle, you have to find out on your own what the force is and what is the best way to use it. No council wanting reports, no peers to challenge your decisions, it is up to YOU to find out what the Force is and in turn what kind of person YOU are.
Edited by Logan AmbroseOh, I suppose I now see your point. Personally, I don't like that much, but I respect your opinion. Unfortunately for you, and fortunately for me, FFG seems to be going in the direction that the old trilogy set up, which basically means no ultra-jedi powers and more subtle-like powers. I don't see a reason why not to make the rules you wish yourself! I am by no account a jedi-hater, quite the opposite, in our EotE games, when I am not gamemastering, I usually end-up playing a Force-sensitive, which usually means I am by no means the guy who is the frontline guardian, who kills everything in its way, quite the contrary. I am weak and I do not mind that, because that's how my character is supposed to be. There's no way for him to learn the ways of the Jedi, except of rare situations like meeting another Exile, who might have learned something during his padawan years or finding an holocron, which perhaps, after many, many hours of studying might open itself. I like that, I envision my character as more of an subtle, young philosopher, a student of the past (Thank you FFG for Archeologist spec!).
You can have other preferences, it's your choice, but neither of us is right, friend! There is no better way. No Jedi-haters or Jedi-lovers way for FFG too, they'll do it the way they wish and so can we. A few tweaks and it's the way you want it.
But what I don't understand is your lack of understanding. FFG stated that all three games shall and will be compatible with each other. That is a sign, that it won't be going the way of Force Unleashed, because that would mean unbalanced play. And as you surely know, balance of the Force must prevail.
Logan, I too am interested in the mechanics concerning crystals and lightsaber creation, here's hope they make it really special! And apart from the (Agility/Brawn main characteristic for lightsaber use, I would certainly like something like /2 of Willpower, when Force-user enters the Force and makes it flow through him).
I was surprised to see the initial write-up for lightsabers to have no hard points. Either that means lightsabers will not have any customization options, lightsabers will work on a different set of rules for customization, or the lightsabers given in F&D will have hard points and customization options.
Either way, I look forward to seeing what FFG has in store.
I was surprised to see the initial write-up for lightsabers to have no hard points. Either that means lightsabers will not have any customization options, lightsabers will work on a different set of rules for customization, or the lightsabers given in F&D will have hard points and customization options. Either way, I look forward to seeing what FFG has in store.
I really think it was left out because of the exclusive knowledge it represented. That and FFG probly wanted to dangle a carrot out there to draw us all in as well as beta test the initial rules. I'd say it's worked on all accounts.
Im looking forward to lightsaber modification options. Triumph & Despair has a good start using crystals and thats what I'm expecting. Does anyone else see something different coming?
I'd rather they not have variant crystals at all. It's too much of a d20 holdover, and really only came about because the KOTOR video game needed some way to let players have the sort of advanced weapons that are standard in video game RPGs. It was a horrible kludge in Saga Edition, and frankly it reeks of the powergamer D&D mindset of "your gear is more important than your character."
Frankly, I think the Triumph & Despair stuff was a load of crap, though I at least tried to remain civil about my dislike. Too bad the site's owner didn't return the favor and decided to be a close-minded ass about it.
Now that's not to say I wouldn't mind some kind of minor perk for a Jedi having constructed their own lightsaber (beyond the perk of actually having a lightsaber), as well as a small selection of variant lightsabers (short 'sabers and double-bladed lightsabers for instance), but that's about it, at least for the initial rulebook. If there's a purely Jedi sourcebook, that would be a good place to introduce the various other designs, such as the dual-phase, the great 'saber, and the curved-hilt 'saber.
But sure as hell there should not the "mix and match for the best bonuses" nonsense that variant lightsaber crystals introduced. There should be ZERO mechanical difference between using an Adegan crystal, a Corusca gem, a Krayt dragon pearl, or synthetic crystals for a ligthsaber in a narrative-based system.
And if you go by the movies and even the EU, we don't see a plethora of Jedi focusing on having tricked-out lightsabers, as I'm actually good with them having zero hard points, as it also reflects the lack of knowledge in the galaxy in the default time frame this game is set in regarding those "ancient weapons" that only a small group of semi-reclusive monks really paid attention to; after all, what goods a laser sword that's notoriously difficult to wield when you can just shoot the other guy from a much safer distance?
If they come out with Jedi that can not comingle with characters from EotE and AoR then FFG will have done the very thing you accused them of doing back in your AluminumWolf days, Erik. Make a game like their Warhammer 40K line where characters from each core book can not comingle. Not too mention going against what they mandated back in the beginning, that each book would work separately or mixrd together. As DM stated, they can stick a sidebar in there for those that want more power that says something like "If you want more powerful Force users, give them 500 XP more than anyone else to start." Now if the whole group is playing Jedi (or whatever) its all great. But if you are in a game where you are the only Jedi you can be awesome. You will be the Buffy to the rest of the Scoobies. Sounds awesome!
I have to second this, regardless of what canon is included it's pretty clear FFG wants all the books integrated and cross compatible.
They've actually said that this was their intent from Day One (not that ErikB pays any attention to what the developers actually have to say), that you'd be able to use all three books for the same campaign.
The fact that Force & Destiny was held for last suggests that the designers are trying to ensure they offer a solid and enjoyable experience for everyone, whether they be smugglers, rebels, or Force-users, and are well aware of the difficulties that Force-users have presented in all prior Star Wars RPGs, from the first edition of WEG's D6 version all the way up to WotC's Saga Edition. Thus, the baby steps to ensure that they've got a solid rules framework in place before introducing a character type that's got a long history of stressing the rules framework to the breaking point and beyond.
Crystals seem no more "your gear is more important than your character" than any weapon mods out there right now. As I said Triumph & Despair had a good start and I would like to see something refined along that vain. I agree saga edition was awful, but I see no harm in minor modifiers for a lightsaber as it helps make the weapon more personal.
Seems relevant
I have often felt that the concept of Jedi bladesmiths is much under-explored in Star Wars. Tracking down a legendary smith and persuading him to forge you the weapon you need to challenge the swordsman who killed your father is, like, so in genre.
Edited by ErikBI like lightsabers as they are now without HPs. I can agree a couple of popular varients would be nice too. I would also allow any Jedi that custom created his own lightsaber to have the Superior quality for him alone.
And if you go by the movies and even the EU, we don't see a plethora of Jedi focusing on having tricked-out lightsabers, as I'm actually good with them having zero hard points, as it also reflects the lack of knowledge in the galaxy in the default time frame this game is set in regarding those "ancient weapons" that only a small group of semi-reclusive monks really paid attention to; after all, what goods a laser sword that's notoriously difficult to wield when you can just shoot the other guy from a much safer distance?
Actually I wouldn't mind a little modification to sabers. Not necessarily more damage, but general functionality. Stuff like a water resistant or water proof casing (To prevent those embarrassing moments where you land in a swamp and short out your weapon and have to be saved by your master), a practice Blade setting (turning off the damage so you can practice with the weapon without losing a limb), an internal on/off switch (activated by a quick flick of Telekinesis to keep the Mundane from accidentally turning on your saber) a Deadman's Switch (so you don't lose a limb if you drop the weapon) or perhaps a white noise generator (for when you need to use your saber in silence).
None of those add-ons are power-gamey or game imbalanceing, but they seem like some cool, logical functionality that adds color to the basic saber.
Edited by DesslokMouthymerc and Desslock, you both make solid points that I can agree with. The root of this is that some sort of modification to the LS needs to happen else there will be a lot of cookie cutter weapons out there. Mouthymerc, your idea is great. Simple yet carrying meaning. Desslock, I love the options. Talk about serious character.
I am reminded of a paragraph from Legacy of the Force or Fate of the Jedi where Luke is regarding his lightsaber. To him it's like an old friend, someone who has been with him through all the trials of his life, had his back, and seen him through it. That's what I would like to see out of a weapon. Nothing crazy, but a slight nudge of the system to make it more meaningful.
How do you Mod something that already pierces everything at the tactical level, with 4 advantages chops the other guys weapon in two, and gives +20 on crits out the door and not end up with something obscenely OP?
A boost die to attack rolls, a setback die to defense or deflect, or as mouthymerc pointed out superior quality for its builder.
I am not totally familiar with entire EU so I can't speak to all of it. My impression of lightsabers is that they tend to be all much the same with some slight variables. I like the ideas of water-proofing, practice saber (lightsaber on stun setting only), and so on. I think though that a majority of skill comes from the user so I am not fond of vast amounts of modifications. Stuff that is a little more than fluff is fine, but I don't need the +5 lightsaber of pure death in my game. I'd rather the character be known for that, not the weapon.
Actually I wouldn't mind a little modification to sabers. Not necessarily more damage, but general functionality. Stuff like a water resistant or water proof casing (To prevent those embarrassing moments where you land in a swamp and short out your weapon and have to be saved by your master), a practice Blade setting (turning off the damage so you can practice with the weapon without losing a limb), an internal on/off switch (activated by a quick flick of Telekinesis to keep the Mundane from accidentally turning on your saber) a Deadman's Switch (so you don't lose a limb if you drop the weapon) or perhaps a white noise generator (for when you need to use your saber in silence).
None of those add-ons are power-gamey or game imbalanceing, but they seem like some cool, logical functionality that adds color to the basic saber.
Those sorts of things I'd be fine with in the game, perhaps for a Jedi supplement. The problem inherent with lightsaber crystals is they come down to providing mechanical bonuses; d20 had them providing damage bonuses, bonuses on certain skill checks, changing the damage type, and so forth... the sort of stuff you find in a video game. And using a video game as a justification for table-top RPG rules tends to cause more problems than they're worth.