Author Topic: New Star Wars RPG Core Rulebook Coming!
dizfactor 
Registered: Aug '02
6896_Obi-Wan<br>LEGO
Date Posted: 5/28 4:19pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
JediAlly posted:
I agree he should be level 20, but having read Path of Destruction, I'd say he should definitely have a few levels as Soldier. At least 2 or three.


It's important to realize that the level breakdown is not meant to be a biographical recap. It's not like you take a character, break down his history, and assign levels based on that ("OK, he spent X amount of time among the Gloom Walkers - let's call that two levels of Soldier"). That's not how it works. You take the character as a snapshot at a specific moment in time, figure out what CL he should be, and then figure out how best to model what he can do with the levels you have. It doesn't matter how he got to where he is now, just that the skills and feats and talents he has represent who he is now and what he can do now.

In other words, if you were to create stat block for Dessel among the Gloom Walkers, the best way to do that might be as a Soldier 3/Scout 2, but Darth Bane as of the end of PoD might not have any Soldier or Scout levels at all. NPC stats are a snapshot in time, not a linear progression.

JediAlly posted:
One level of nonheroic to reflect his upbringing is a possibility, but not essential.


That wouldn't make any sense. Does Luke have nonheroic levels for having been a moisture farmer? Most people are born ordinary, but their levels aren't supposed to reflect that.

In any case, Dessel was never ordinary, even when he was a miner. He was always different somehow in a way that people couldn't put a finger on, and he was always destined for bigger things - in game terms, that means he was heroic from the get-go.

 

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Jedi Merkurian 
Title: Games: RPG d20 GM
Registered: May '00
6372_Mace Windu
Date Posted: 5/29 7:56am Subject: RE: New Star Wars RPG Core Rulebook Coming!
I disagree with JediAlly about Bane having nonheroic levels, but as I said on another message board thread wink I think it's rather easy to do a 20th level version of Bane that is also reverse engineer-able to take into account his early years. But I also admit that I'm playing "armchair designer."

 

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dp4m 
Registered: Nov '01
13878_Luke Skywalker<br>Dark Empire
Date Posted: 5/29 9:16am Subject: RE: New Star Wars RPG Core Rulebook Coming!
dizfactor posted:
Stats, especially class selection, in Saga Edition are entirely concerned with the gameplay perspective and have nothing whatsoever to do with roleplay considerations. The right stats are the ones that reproduce the right mechanical effects.


And, as a defender of this system, you consider this a good thing?

 

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dizfactor 
Registered: Aug '02
6896_Obi-Wan<br>LEGO
Date Posted: 5/29 12:26pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
Jedi Merkurian posted:
I disagree with JediAlly about Bane having nonheroic levels, but as I said on another message board thread wink I think it's rather easy to do a 20th level version of Bane that is also reverse engineer-able to take into account his early years. But I also admit that I'm playing "armchair designer."


I don't see a lot of value in that. What's important is that when the dice start flying, Darth Bane does what he's supposed to be able to do. If I'm running him circa the Gloom Walkers era, I want stats for that, and if I'm running him 10 years post-Ruusan, I want stats for that, but, honestly, when am I likely to use both in the same campaign? Even if I did, what's to stop me from just switching sets of stats entirely? I can have one set of stats for young Dessel, and an entirely different set of unrelated stats for Darth Bane at his peak, because, mechanically, they're entirely different.

There is apparently some talk about WOTC rolling out a set of very aggressive and flexible retraining rules, where you can swap out old classes, talents, feats, etc. as you advance. (e.g. Luke might start off as a Scout 2, eventually add a few Jedi levels, and then go back and trade in the Scout levels for two more Jedi levels). They floated that in PHB II for D&D 3.5, and there's apparently something in the works for SECR. Rebuild-as-you-go!

dp4m posted:
dizfactor posted:
Stats, especially class selection, in Saga Edition are entirely concerned with the gameplay perspective and have nothing whatsoever to do with roleplay considerations. The right stats are the ones that reproduce the right mechanical effects.


And, as a defender of this system, you consider this a good thing?


Absolutely. Stats represent what the character can do, not how they came to do it, or how they relate to the world around them. Classes are bundles of related skills and abilities, which are themselves abstract effects which serve as a framework you can hang fluff on.

Basically, Jedi the class shouldn't mean Jedi the institution, it should mean "skill package for a person who has either Force abilities, lightsaber skills, or ideally both." It doesn't matter if that person is Jerec or Mara Jade or Bane or Darca Nyl or Luke Skywalker. Players should come up with a character concept and mix and match modular ability packages (aka "classes") to flesh out that character's abilities, not look to the character class to provide the concept.

 

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dp4m 
Registered: Nov '01
13878_Luke Skywalker<br>Dark Empire
Date Posted: 5/29 2:09pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
I guess that's why we're so adamantly against one another in the Saga debate because I view the system as enabling roleplaying first and statting second.

One of the reasons I still love the WEG system (despite some of the inherent clunkiness in it) as well as the old RCRB, which allowed more roleplaying flexibility than the Saga edition does, IMO.

Granted, nothing can really compare with almost-entirely skill-based systems like Mythus or the like rather than ability-based systems, but each system has its own drawbacks.

 

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Rogue_Thunder 
Registered: Jan '03
14369_Vader Concept
Date Posted: 5/29 8:50pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
If that's the case, then, I don't think they should have a Jedi base class. Just call it Force Adept, or Force User, and do away with the Jedi base class completely, that way a PC can train up in generic Force abilities (just the generic lightsaber or other Force weapon forms [lightwhip, cortosis blade, whatever]) until they qualify for Sith Acolyte, or Jedi Knight PrC (then Jedi Master/Sith Lord), because when you say a person has Jedi levels there's a connotation that they should have Jedi skills. What's to stop some munchkin from saying they should be able to take certain light side powers (and they will have those powers in some future sourcebook) when they're playing a character with more DSP's than Palpatine because they can argue that they have levels in Jedi.

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 5/29 11:36pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
I'm at the point where the next time my character levels I would take a level of Jedi Knight based on his past and what I've done in the game but due to the game being set in the Dark Times era there is no point whatsoever in reaching that milestone as every freakin' talent available as a Jedi Knight points to lightsaber combat or armour wearing.

Why would I WANT a lightsaber in the dark times era if I don't have a death wish?!?

 

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dizfactor 
Registered: Aug '02
6896_Obi-Wan<br>LEGO
Date Posted: 5/30 12:52pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
dp4m posted:
I guess that's why we're so adamantly against one another in the Saga debate because I view the system as enabling roleplaying first and statting second.


Statting effectively does enable roleplay. You come up with a character concept, and you look for stats that fit that concept. You don't look to the stats to tell you how to play your character.

In other words, IMHO, rules enable roleplay best when they give you the most flexibility in getting the statistical model of your character to match what you think he or she should be able to do when you see him or her in your head, not when they provide a sharply defined role that you then play to.

dp4m posted:
One of the reasons I still love the WEG system (despite some of the inherent clunkiness in it) as well as the old RCRB, which allowed more roleplaying flexibility than the Saga edition does, IMO.


I'm genuinely baffled by the idea that RCR was more flexible than SECR. SECR practically defines flexibility and customization in a class-and-level based system.

Saga Edition: You're doin' it wrong.

Rogue_Thunder posted:
If that's the case, then, I don't think they should have a Jedi base class.


The name is more iconic and marketable and it makes it more accessible to new players. Any first time group is going to have someone say "I wanna play a Jedi" and that's a pretty basic plug-and-play Jedi class there which will let you play a more-or-less generic Jedi from the movies. Once people get more into the game, they will learn that not all Jedi have levels in the Jedi class, and not all people with levels in Jedi are Force-sensitive at all, much less Jedi. Calling the class "Jedi" works both for newbies (who can easily find an approximation of what they're looking for) and experienced players (who should be smart enough to recognize fluff labels for what they are).

Rogue_Thunder posted:
when you say a person has Jedi levels there's a connotation that they should have Jedi skills.


No connotation! Only connotation in your mind! You must unlearn what you have learned.

Rogue_Thunder posted:
What's to stop some munchkin from saying they should be able to take certain light side powers (and they will have those powers in some future sourcebook) when they're playing a character with more DSP's than Palpatine because they can argue that they have levels in Jedi.


Because the rules explicitly inhibit people with DSPs from using light side powers? In ways that are not at all affected by class? You can have levels in whatever you want, but the restrictions on light side powers still hold.

Jedi_Matt posted:
I'm at the point where the next time my character levels I would take a level of Jedi Knight based on his past and what I've done in the game but due to the game being set in the Dark Times era there is no point whatsoever in reaching that milestone as every freakin' talent available as a Jedi Knight points to lightsaber combat or armour wearing.


If you don't want talents relating to lightsaber wielding, why are you interested in taking levels in JK? Taking levels in JK, again, has nothing whatsoever to do with being a Jedi Knight. It has everything to do with swinging a lightsaber.

If your character should be considered a Jedi Knight based on his background, have him call himself a Jedi Knight and *poof* he's a Jedi Knight. It doesn't matter what his class build is.

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 5/30 1:48pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
dizfactor posted:
Rogue_Thunder posted:
What's to stop some munchkin from saying they should be able to take certain light side powers (and they will have those powers in some future sourcebook) when they're playing a character with more DSP's than Palpatine because they can argue that they have levels in Jedi.


Because the rules explicitly inhibit people with DSPs from using light side powers? In ways that are not at all affected by class? You can have levels in whatever you want, but the restrictions on light side powers still hold.

I slightly agree, there are at least two dark side talents which prohibit the use of light side powers from that point forward. In RCR this wouldn't be very restricting though, with only two Force powers in the RCR book being light side specific (healing ones). Couldn't tell you the state of play in SAGA though.


Jedi_Matt posted:
I'm at the point where the next time my character levels I would take a level of Jedi Knight based on his past and what I've done in the game but due to the game being set in the Dark Times era there is no point whatsoever in reaching that milestone as every freakin' talent available as a Jedi Knight points to lightsaber combat or armour wearing.


If you don't want talents relating to lightsaber wielding, why are you interested in taking levels in JK? Taking levels in JK, again, has nothing whatsoever to do with being a Jedi Knight. It has everything to do with swinging a lightsaber.

If your character should be considered a Jedi Knight based on his background, have him call himself a Jedi Knight and *poof* he's a Jedi Knight. It doesn't matter what his class build is.


Hey, I can't really argue with this, the only sticking point I have with this 'take the class that suits the skills you want rather than that you've played' is that it's the opposite of what I'm used to, and the opposite of the approach I took while building the character in the first place. Add to that it's a solid example of metagaming and you can see why I don't really agree with it.

 

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dizfactor 
Registered: Aug '02
6896_Obi-Wan<br>LEGO
Date Posted: 5/30 3:15pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
Jedi_Matt posted:
Hey, I can't really argue with this, the only sticking point I have with this 'take the class that suits the skills you want rather than that you've played' is that it's the opposite of what I'm used to,


Understood, and at some point it was the opposite of my own approach, too, but once you flip around your expectations, everything works much better.

It's also worth mentioning that SECR is more-or-less designed around this mindset, and using it the way you're using it is kind of like driving a Lamborghini with the parking brake on, and then complaining that it doesn't drive as well as you want it to. It performs like a dream when you use it as designed and recognize that we're talking about features, not bugs.

Jedi_Matt posted:
and the opposite of the approach I took while building the character in the first place. Add to that it's a solid example of metagaming and you can see why I don't really agree with it.


Going out looking for the stats you want to fill out the character concept and background is not necessarily the same thing as looking to squeeze out maximum mechanical advantage.

Let's say you're playing in a Jedi Purge-era game, and you're playing a young Human who grew up in the Jedi Temple, was briefly a padawan before screwing up and getting shunted off to the ExplorCorps before the war, and is now trying to piece together Jedi training while on the run from the Imperial Inquisition.

If you start from the assumption that growing up in the Jedi Temple and becoming a padawan = starting as Jedi 1, you're going to be really frustrated trying to create your character, because there are no cross-class skills or anything like that. If, on the other hand, you start with the assumption that someone from this background should have basic lightsaber proficiency and Force training with some measure of outdoor survival and exploration skills, and then go looking for a class package that suits that skill set, you'll find an easy solution: Scout 1, taking WP: Lightsabers and Force-Sensitive as your starting feats. The character can call themselves a Padawan, and the skills will fit the background. As the character advances, he or she can multiclass into whatever classes get the blend of abilities right to reflect their capabilities based on their concept, background, and experiences.

I don't think character optimization is necessarily metagaming, nor is it incompatible with good roleplaying, especially in the context of an action/adventure game. For a character like, say, Mace Windu, being an absolute beatstick is a pretty central aspect of the character, ditto someone like Wedge Antilles and piloting, or Tholme and stealth and spycraft. A certain degree of highly specialized skill fits the genre assumptions well.

 

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Jedi Merkurian 
Title: Games: RPG d20 GM
Registered: May '00
6372_Mace Windu
Date Posted: 6/3 7:06am Subject: RE: New Star Wars RPG Core Rulebook Coming!
While I disagree with diz about the "snapshot" issue, I agree wholeheartedly about character creation in Saga.

 

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Rogue_Thunder 
Registered: Jan '03
14369_Vader Concept
Date Posted: 6/3 10:04am Subject: RE: New Star Wars RPG Core Rulebook Coming!
I don't think a character build should be modular, is the crux of the issue I'm trying to get at here.

As an example let's say I'm running a campaign set in the legacy era, and I want Luke Skywalker to make an appearance. I need to do a build of his stats that's as up to date as I can make it, so I would use the base stats for the Luke in the SECR. Now when I build out those stats to represent Luke as the grand Jedi Master that he is in the legacy era, I'm not going to leave out his one level in Scout (to represent his level/class when he first encountered Obi-Wan) Just so I can make him an uber-powerful Jedi that he should be. This is still the same character who was once a desert farmboy, and I think his stats should reflect that. The way it's been debated, a character should be able to switch out levels/classes at a whim if they've trained up high enough along their current class. I think I've even heard it said (might not be this thread) that WotC should release some kind of supplement allowing this to happen. That a character who started out as a Jedi, but has fallen to the darkside could switch his levels to Sith, or vice-versa, and not just with Force-user levels.

 

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Perhaps I may become a highwayman again
Or I may simply be a single drop of rain, but I will remain, and I'll be back again...
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dp4m 
Registered: Nov '01
13878_Luke Skywalker<br>Dark Empire
Date Posted: 6/4 8:14am Subject: RE: New Star Wars RPG Core Rulebook Coming!
I've discussed it with my gaming group (some of whom I've known for 19ish years) and we've decided that we collectively hate the lot of you (especially you, dizfactor!) and we want to kill your puppies and kittens!11!!11!one!!1!

tongue

Nah, just kidding of course. But Penny Arcade brought up a good point this week:
Tycho posted:
Because I had played it awhile ago (in advance of advertising it - indeed, as a condition) I've had a chance to talk with people at conventions and so forth about my experience with D&D4. Or 4E, or whatever the accepted nomenclature is. As I have said, the alterations are radical. I mean radical in the sense that evokes a skateboard launching from the lip of a pool, but the changes (and the deprecation of your previous supplements) are a serious matter I am not deaf to.

This is one of the things I love most, perhaps, about the sacred table. There is never any point at which your old books, dice, and mechanical pencils may be "revoked" by Wizards of the Coast, or any other kind of wizard. The same can't be said for gaming of the electronic sort, particularly on consoles, where the back-end services that sustain a game are not guaranteed - particularly as gaming has become a "service." Impermanence - for example, constraining access to a game you have purchased, with a recurring subscription - is core to certain segments of the business.

My Dark Sun and Planescape supplements, bought by the sweat of a young man's brow toiling in the dish pit, still "work." It's one of the reasons I'm very comfortable advertising a new version. It's not a Madden scenario, where if you opt out for a year your experience grows increasingly desynchronized from reality. Here, you're making reality, at least, making a reality - that's what the whole [deity cursed] game is about. There's a fairly strong disincentive to buy into a different system, which places a grim onus on anyone who wants to sell you a new one.

(CW)TB


Which is pretty true. We don't have to stop playing RCRB (or, really, WEG for that matter) because we despise SERB. In fact, we can incorporate the very few things we LIKE about SERB into the RCRB campaign we're playing because of the modularity of the SYSTEM rather than how you all define the modularity of the characters.

 

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"Awarding experience points for cleverly and creatively generating an enjoyable experience. How warped is that?" - Darths & Droids
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HansHunkyChest 
Registered: Oct '03
6561_Han Solo
Date Posted: 6/18 11:20pm Subject: RE: New Star Wars RPG Core Rulebook Coming!
dizfactor posted:
If you start from the assumption that growing up in the Jedi Temple and becoming a padawan = starting as Jedi 1, you're going to be really frustrated trying to create your character, because there are no cross-class skills or anything like that. If, on the other hand, you start with the assumption that someone from this background should have basic lightsaber proficiency and Force training with some measure of outdoor survival and exploration skills, and then go looking for a class package that suits that skill set, you'll find an easy solution: Scout 1, taking WP: Lightsabers and Force-Sensitive as your starting feats. The character can call themselves a Padawan, and the skills will fit the background. As the character advances, he or she can multiclass into whatever classes get the blend of abilities right to reflect their capabilities based on their concept, background, and experiences.


This sums up my stat strategy for characters. You pick classes and skills that fit your character without worrying about the labels for those classes. The classes don't need to tell the character's backstory, their backstory tells their backstory. All the classes and skills need to do is describe what your character can do and how well they can do it. The class system in SECR is basically a way to separate out talent trees and skill sets. It makes a player think about how they wait their character to progress when it comes time to gain a level. Do they want to get another talent on their current tree for class A or do they want some skills from class B and are willing to put off advancing class A for another level.

 

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