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Post by bias on Aug 5, 2009 19:45:20 GMT -5
Ok, I was watching the star wars the outher day and I was thinking about what the force would be in murpg. I'm a lumper rather then a splitter so here is how I would do it.
The Force package +4 Telekinesis Telepathy -Illusions -Telepathic Communication -Empathy Precognition (Able to move up to AN number of stones from this action to other actions after actions are revealed)
Options: Energy Absorption at +4 Fear at +1 Imbument of objects only at +4 Healing at +2
You can also purchase a modifier for it called Midi-chlorians at +4.
Lightsaber is a sword that has a modifier number of whatever it is built as. It also has the special rule that if it is weilded by a user with precognition or the force it can be used defensively as part of the close combat action against ranged combat. Energy attacks are redirected as the lightsaber wielder chose as a ranged combat attack of as many stones as the defense was above the attack. IE: A blaster is fired at a Jedi who is using his lightsaber with an attack number of 4, if the Jedi has put 6 into his defense, then he can direct a 2 stone attack at whatever he wants.
Thoughts?
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Post by WildKnight on Aug 10, 2009 22:28:43 GMT -5
Here's why I would never use this idea no matter how well structured it is (and it is well structured).
Everybody learns different force abilities at different rates.
I intensely dislike the notion that all force powers advance at the same rate in everyone who learns them. Its just not at all in keeping with the source material.
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Post by bias on Aug 11, 2009 11:17:07 GMT -5
Would you mind explaining that a little bit more?
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Post by Shadowbane on Aug 11, 2009 17:27:32 GMT -5
Basically what he is saying is that Force is not a Mastery but different Actions. Some Jedi are more powerful in Telepathy then in Telekinesis.
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Post by WildKnight on Aug 11, 2009 17:50:06 GMT -5
Dead on. Shadowbane knows me well.
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Post by WildKnight on Aug 11, 2009 17:50:48 GMT -5
Let me add to that, though... that it IS well done, clean work, and would work just fine for 99% of games. I'm just very picky about Star Wars.
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Post by Shadowbane on Aug 12, 2009 1:41:31 GMT -5
With that said, can you add all of your Force powers under one combined action and still have more actions. With what he has there, its a total of 7 actions, that would leave me with 2 more actions. As a Jedi that would be very limited to the mundane actions Close Combat and Social skills. We all know that there are more skills that are used, ranged combat, vehicle ops and perhaps others.
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Post by bias on Aug 12, 2009 11:24:51 GMT -5
Good point, another thought is that you can only do one thing with the force at a time.
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Post by 77odinson77 on Apr 2, 2018 13:33:47 GMT -5
I have to say I agree with WildKnight, but what you want to do is possible and would require just a few additional Actions. The D20 Star Wars game, as well as the old D6 one I believe, had three divisions of force powers: Alter, Control, and Sense (plus a few general Force abilities available to force-sensitive non-Jedi). You could set them up as separate Masteries (Force, Control, Sense, and Alter), and then define the different force abilities as Options of those Actions. It's the way I did it with my group and it was pretty well received.
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