Author Topic: Which Dark Side mechanics do you prefer?
Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/6/07 5:14pm Subject: RE: Which Dark Side mechanics do you prefer? - Date Edited: 2/6/07 5:15pm (1 edits total) Edited By: Koohii
More & more, I'm glad I'm sticking to WEG d6

"Dark side/schmark side. It don't matter. All that matters is power..."
--D20 munchkin

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 2/6/07 11:47pm Subject: RE: Which Dark Side mechanics do you prefer?
does he even realise where Jacen and Vergere's methodology made them end up? Jesus Christ.

 

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Blithe 
Registered: Jun '03
Date Posted: 2/7/07 9:26pm Subject: RE: Which Dark Side mechanics do you prefer? - Date Edited: 2/7/07 9:39pm (3 edits total) Edited By: Blithe
It seems JD's line of thought is, to a lesser degree, shared amongst his ex-co-workers at Wizards. This post was from a thread over in the WOTC forums concerning Jedi Counseling 73, which says that using Force Grip/Telekinetic Kill does NOT automatically incur a Dark Side Point when used on a living being.

First, in order to be fair, let's take a look at JC 73:


JC 73 posted:
Errata

Force Strike and Force Grip do not incur automatic Dark Side Points, even when used against living targets. Instead, they fall under the provision that using the Force to cause harm is a "common transgression" (page 181 of the revised Star Wars Roleplaying Game rulebook) such that the GM should "seriously consider" giving the character a Dark Side Point. Force Grip should still be considered a dark side skill for all other purposes (for example, meeting prestige class prerequisites or for bonuses gained by tainted or dark characters) because it is extremely aggressive and thus very easily channels negative emotions.

This doesn't mean that it's now acceptable to use Force Strike and Force Grip indiscriminately. Using the Force to cause harm is something that a Jedi shouldn't even consider unless that choice would actually cause the least possible harm. For example, Luke apparently used Force Grip on the Gamorrean guards in Jabba's palace, but pulling out his lightsaber and attacking arguably would have been much worse because it would have killed the guards and almost certainly started a huge fight, ultimately leading to considerably more death and destruction. Quietly incapacitating the guards to get by them was probably less harmful than the alternative. Even then, Luke's GM would have been entitled to give him a Dark Side Point for this -- after all, Luke could have used Affect Mind on them, as he did on Bib Fortuna. Exactly how strict you want to be with common transgressions is up to the individual GM.


Now using Force Grip to destroy droids is fine. I have no argument, there. Where I begin to question things is when it's not ALWAYS bad to use it on a living being. That is, simply put, using the Force for attack, causing harm, not knowledge and defense. Excusing certain instances by saying it would cause the least possible harm is another way of saying the ends justify the means, or in other words, it says, "By becoming like the Sith, at least for a short time, I can bring about peace."

Though the ruling says the GM can give the player a DSP if he sees fit to, the intent behind the ruling isn't quite the same thing.


Pierce Wayne posted:
well, it's offical. Luke had other options, and thus would have gained a DSP or two for his actions. Looks like the story's over, eh?



WizO the Hutt [aka Gary M. Sarli posted:
]Just confirming what Master Dao Rin said: I did not mean to imply that Luke definitely would have gotten DSPs for using Force Grip in this situation. I said that it would be up to the GM to decide whether it was warranted or not.

If I had been Luke's GM in that situation, I probably wouldn't have given him a DSP (under the "common trangression" clause), and here's why:

1) Affect Mind may or may not work -- it requires that you be able to communicate with the target. Luke, after all, doesn't speak Gamorrean, and most Gamorreans don't speak Basic. Sure, it's possible these Gamorreans spoke Huttese (which Luke speaks), but it would be a pretty big assumption on Luke's part that this was the case. (In fact, the stats for the Gammorean guards, RESB p.133, shows that they do not speak Huttese or Basic.) Thus, Luke made the quite reasonable assumption that he could not communicate with the Gamorreans, and therefore Affect Mind wouldn't work on them. (The "False Stimulus" use would work on them, of course, but since they're already aware of him, this would only distract them for 1 round at most, and then they'd raise the alarm.)

2) For this reason, all other social skills (Diplomacy, Bluff, Intimidate) are also out.

3) He didn't have his lightsaber with him (yes, I suggest that he use it in the column, but that's just for the purpose of illustrating the contrast between possible choices -- after all, most Jedi would have the lightsaber option), so there are only a handful of combat things he can do. Anything that leaves them standing after one round will probably result in a MASSIVE melee, so that means that trying to fight them unarmed (against guys carrying vibroaxes) is probably a bad idea. Force Strike (or even Force Push or Move Object) are probably bad ideas, too, simply because they'd most likely still be conscious.

4) Now, we come to Force Grip. In this case, I'd say he was probably using Force Choke (Jedi Counseling 72) to try to daze them for at least one round (69.3% chance) -- more specifically, he was using Split Force, at a total expenditure of 12 VP (6 VP for Force Choke, doubled for Split Force). If you do the math, there's only a 11.2% chance that they would actually be reduced to 0 or fewer wound points, taking into account all of Luke's possible Force Grip rolls and the likelihood that they fail the save and all possible damage rolls -- even then, the odds of them not making a single Fortitude roll to stabilize are ridiculously small (80% chance to succeed each round, and even on maximum damage they'd have 6 chances to try to make it -- only a 1/15,625 chance of that happening even on max damage). Thus, Luke would have a very small chance of actually killing them. Given that they have no VP, all this damage goes to wounds, triggering a save to avoid knockout (average DC 15), thus giving them an additional 45% chance to be knocked out for 1d4+1 rounds after that. (In fact, each guard would have only a 24.5% chance to not be dazed, knocked out, or rendered unconscious over all possible skill rolls and saves.) Given the guards' reaction, I'd say they were both dazed for one round and knocked out for 1d4+1 rounds, thereby incapacitating them long enough to get inside while having a very low probability that they would be mortally wounded. So, in the end, you have a tactic that 1) has a good probability of incapacitating both guards (57%) or at least one guard (37%) in a single action, and 2) less than a 0.001% chance of actually causing a fatality.

I, personally, would agree with Luke's "player" in this case that Force Grip was an acceptable way to get by the guards without causing undo harm, and thus I wouldn't have given a DSP. This is how I would apply the "common transgression" standard, at least in this particular case.


So it's okay, now, to use Telekinetic Kill on people as long as they don't die? raised_brow

Again, like JD Wiker, another of Wizard's staff justifying the misuse of the Force. It doesn't matter if the gaurds would've lived or not; the player still broke one of the cardinal rules of the Jedi by using the Force to attack. If Luke's "Player" wanted to incapacitate them without starting a big fight and unnecessarily hurting anyone, then it's his own damn fault for not palming a hold-out set on stun, as far as I'm concerned. Sure there wasn't much of a choice left, but to Jedi, isn't there ALWAYS supposed to be another way? Choking the piggies may have been the most efficient way of dealing with the situation, but then again, that's exactly the lure of the Dark Side, right?

Note: I absolutely respect both Mr. Wiker and Sarli as excellent game designers, and I consider them to be quite the gentelmen, too. I only felt that something was a bit aloof in the beginnings of the d20 Revised Core ruleset, and that they've, obviously, deviated from an accurate representation of the SW universe.

Further, keep in mind that I'm not necessarily bringing this up soley to debate the ruling -- or otherwise, I'd probably put up a more detailed retort to Mr. Sarli's view -- or to blast the WOTC creative team; rather, to show the change in mindset from Wizards to WEG; something that just stuck out as being... different. I wanted to possibly find the roots of some of that.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/7/07 10:03pm Subject: RE: Which Dark Side mechanics do you prefer?
How is using the Force to enhance your lightsaber combat so that you can kill things different from using the Force directly to harm or kill?
</devil's Advocate>

One big difference is that you can pull your punches (though I've never had a player say they were going to do so) so that you can use your Control to do less damage than the 5D base of a lightsaber (or whatever the D20 system has to say for itself). Also, you use your control & sense to affect your actions and enhance your performance, where as TK is to ALTER the universe arround you and other people.

Fine distinction, but isn't there always?

Yes, Luke could have just used a stun grenade...

 

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Goo_Child 
Registered: Jul '02
44342_Darth Malak
Date Posted: 2/8/07 12:52pm Subject: RE: Which Dark Side mechanics do you prefer?
My group has this little policy of gaining just enough DSPs to not go dark (once a player did go dark and i really just had to kill him off... have to serve the balance and all that jazz.) Our female player feels the need to ALWAYS have 1 DSP. She says it "gives me that edge." I use the "will save" system to not get a DSP but i'm thinking about vetoing that rule... seeing that i firmly believe there is a dark side to the force and not just the drunkin babbling of big bird. I never played the D6 system (before my time... don't hate me) but it seems like it had better black and white views of the Dark Side.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/8/07 1:06pm Subject: RE: Which Dark Side mechanics do you prefer? - Date Edited: 2/8/07 1:16pm (1 edits total) Edited By: Koohii
Don't worry, Goo. We older, wiser D6ers are much more forgiving than Vader. peace

Usually. worried

Sometimes. shame_on_you



Once in a while. beatup




OK, maybe we aren't! skull


Even in the D6 community, before there ever was a D20, there was some argument over whether or not Luke got 2 DSP from choaking the Gammorean Guards at Jabba's palace. I figured he did, and that he tried to repent them during the rescue & battle on the Sail Barge. (Only repented one, but it's a start). I'd give him another repentance for trying to save the Gamorean who fell into the Rancor pit with him (as described in the Radio Script by Brian Daley).
This gave him a (potentially) slight taint for Vader & Palpatine to pull & play with on the Death Star. For striking at the Palps in anger (even though he didn't succeed in hitting him), another DSP. Luke is back up to 2. He gets another for attacking Vader in anger when Vader suggested turning Leia, and a 4th for wailing on Vader when he was down and slicing off his father's hand. Luke had a 50% chance of going over to the Dark Side right then, and barely pulled back. I'd let him repent one for surrendering and letting the Emperor blast him with Force Lightning, and a second for bringing Anakin back to the lightside & forgiving him. Still, Luke is slightly tainted and has a lot to repent.
But that's just my take.

"Come here, Luke. Han wants to explain how he wants to make you an uncle." --Leia
"Now, wait a minute..." --Han
</expanded scene in radio script by Brian Daley>

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 2/8/07 3:08pm Subject: RE: Which Dark Side mechanics do you prefer?
Your way of thinking is the antithesis of the d20-ers it seems, Koohi.

Anakin Skywalker, the protagonist of the saga, gained dsp's left right and center, but that was fine because he was always gonna go dark, but because his opponents in yoda, luke, et al are the good guys, they can't do a single thing to associate themselves with an evil doer like anakin.

It's so Black and white, but in the wrong sense of it all... do you see what I mean?

I know i keep making the same point again and again. I guess I hope one day it will be read by someone who'd take notice :P

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/8/07 4:19pm Subject: RE: Which Dark Side mechanics do you prefer?
Sorry to disappoint you. Just gotta be me, ya know?

While Luke was always a goody two-shoes in ANH & ESB, I saw Luke's actions in RotJ as threatening to fall to the Dark Side after Vader's revolation in ESB, but pulling back at the last second to redeam not only Vader, but also himself. Hence Luke wore white in the first movie, grey & neutral colors in the second, and black in the third. Just a thought.

As for the mechanics of it all...you say "Toe-Mah-toe", I'll say "Toe-May-Toe". hugs

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 2/8/07 11:39pm Subject: RE: Which Dark Side mechanics do you prefer?
hey, i'm with you on this, tongue

 

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Blithe 
Registered: Jun '03
Date Posted: 2/9/07 9:17am Subject: RE: Which Dark Side mechanics do you prefer? - Date Edited: 2/9/07 9:18am (1 edits total) Edited By: Blithe
Oh, well, I think this probably explains everything...


AlejandroBoudri123 posted:
In Dark Empire it says tha Palpatine can make a force storm (he can create warm holes for example and he did that in the comic) is that a new use for force storm or an epic power?
and if it is force storm why doesn,t palpatine has this feat?



JD Wiker posted:
My advice is to pretend you never read that comic book. It's full of over-the-top, superhero-level uses of the Force that just don't translate well to the RPG.



JD Wiker posted:
When I was working on The Dark Side Sourcebook, I actually had started working up a "Dark Force Storm" feat. But it was WAY overpowered, so I showed it to Bill Slavicsek (my co-author). Bill told me something that stuck with me for quite a long time: "We don't need to model everything that happens in all of the books and comics. If it doesn't fit the rest of the rules, just leave it out."

That's why there's no Dark Force Storm feat, and that's why I suggest you pretend there was no Dark Empire or Dark Empire II comic.

JD


Ah... I get it, now. If we don't like it, or can't model the game system to appropriately represent it, then let's just leave it all out! So if everything begins to not make any sense, then just ignore canon and pretend it doesn't exist! While we're at it, I don't like becoming tainted with Evil for using Dark Side Powers or committing Evil acts, so let's just pretend that isn't how the SW universe works, too!

 

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Jedi Merkurian 
Title: Games: RPG d20 GM
Registered: May '00
6372_Mace Windu
Date Posted: 2/9/07 12:32pm Subject: RE: Which Dark Side mechanics do you prefer?
"While we're at it, I don't like becoming tainted with Evil for using Dark Side Powers or committing Evil acts, so let's just pretend that isn't how the SW universe works, too!"

Actually, that's not "player whining," that was from published official material. So for awhile, that really wasn't how the SW universe worked. I personally thought it was crap, and later publications have vindicated my position. However, you can't fault game designers for going along with official material.

As far as the "Thought Bomb" deal, remember one of the Two Great Maxims of Gaming: If you stat it, the players will find a way to have it. (the other being that if you stat it, the players will find a way to kill it) The Death Star superlaser, the thought bomb, Force storms, are all meant to be plot devices instead of things that players & GMs have to deal in a more direct fashion.

Besides, I don't recall seeing rules for making star clusters go supernova in my copy of the Tales of the Jedi Companion.... whistling

 

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Blithe 
Registered: Jun '03
Date Posted: 2/9/07 1:13pm Subject: RE: Which Dark Side mechanics do you prefer? - Date Edited: 2/9/07 1:33pm (2 edits total) Edited By: Blithe
What official material stated that the SW universe worked that way?


JM posted:
Besides, I don't recall seeing rules for making star clusters go supernova in my copy of the Tales of the Jedi Companion....



The Tales of the Jedi Companion only covered events from KOTOR up until the Freedon Nadd uprising...

 

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Jedi_Matt 
Registered: Jul '02
41173_Sith Army Knife
Date Posted: 2/9/07 1:23pm Subject: RE: Which Dark Side mechanics do you prefer?
LOL!!!! And Force Speed (and the resultant Force Alacrity stuff) plus Force Flight aren't superhuman? Oh PLEASE!

Not to mention the insane healing, making it possible for Force users to basically be like Trandoshans in terms of regeneration. **** me, seriously, the healing capablities haven't been shown in ANY EU source outside of WotC afaik. I think living forever is a pretty big thing too, yet that didn't stop them from statting Transfer Essence.

I profanity in WotC's general direction.

 

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Koohii 
Title: Games: RPG d6 GM
Registered: May '03
6249_Veers
Date Posted: 2/9/07 5:34pm Subject: RE: Which Dark Side mechanics do you prefer?
Hmmm...
That would mean we'd have to disregard Duel of the Fates (Obi-Wan's force-jumps), the entire Clone Wars cartoon, and most of General Grievous's scenes.
In point of fact, we might as well just completely disregard all of the prequels and most of the novels (for instance, in Truce at Bakura, Luke fending off a squad of stormtrooper blasterfire because the local Imp commander wanted a demonstration or Luke using the Force to fly the Falcon and operate all of the weapons using the Force & TK in Courtship of Princess Leia).

Now, I don't have a problem ignoring the prequels, because, IMNSHO they sucked, as did many of the novels (especially anything written by Kevin J Anderson), but some of the novels were very well written.

Oh well. Maybe my distaste for the prequels somehow ties into my view of the Prequels. Or maybe not...

 

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Yuul_Shamar 
Registered: Nov '04
40710_Jacen Solo
Date Posted: 2/10/07 12:58pm Subject: RE: Which Dark Side mechanics do you prefer?
hmmm as i have no knowledge of the D6 system(thinking about getting a copy idea )

but heres a piece of information from the WotC Power of the Jedi source book. theres like 3-5 feats that have prerequisites including character must not have x darksidepoints.
in addition it adds another 2-3 lightside skills as to why the fact that skills being lightside matter lets take a look at the darkside source book,(in addition to other various things) a tainted character gets a +2 bonus to darkside skills and a -4 to lightside skills.
a consumed/darkside character gets a +4 bonus to darkside skills and a -8 to lightside skills.
lightside skills including nerd , heal another, force light, sever force(particularly nasty against darksiders), and a few others i cant remeber(dont have books with me atm)

i hope this helps i just wanted to give u a little more information, use it as u will.

 

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