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Star Wars RPG 1E is the GOAT. Is it?

Started by weirdguy564, October 18, 2022, 04:38:15 AM

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weirdguy564

Quote from: Slipshot762 on October 20, 2022, 01:24:49 AM
I've said it so often I forget to say it when applicable any more but I always felt the force point/fate point was poorly executed and should not double die codes, have it add a flat bonus or render max roll or something.

Well, download the free Mini-6 Bare Bones edition.  The Force/Fate/Hero points are both nerfed and expanded at the same time. These are what the points do

1.  Adds a +6 to a dice roll (max of three points, +18)
2.  Reduce an injury to the next smaller type
3.  Buy a cheat item.  You find something in the area that can help.  A spare key, a loose bar on the window, an unlocked car with the keys in it.
4.  Buy a hint.  The computer is still on and the email account is open.  An NPC says something you didn't know. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

S'mon

Quote from: weirdguy564 on October 19, 2022, 10:53:37 PM
Quote from: S'mon on October 19, 2022, 03:49:44 PM
I didn't find this to be an issue - PCs rarely failed checks, and when they did (usually excessive Healing attempts) they'd just wait an hour to recharge.

I ran a test scenario when I came up with that change.  It was a pair of Failed Apprentices from the Imperium in Revolt.  They have a magic skill of 4D+2, and then find out one is actually an Inquisitor, not a Paladin.  They fight.  Well, after they take care of the gangsters shooting at them.  Out come the illegal plasma swords.

Their first action is to activate the Sense Danger power with a Target Number of 19.   Well, the odds for that happening are 23.9%.  Under a quarter of the time they can successfully get that spell up and running so they can defend themselves from being shot.  If they fail and drop go 3D+2, and they probably will, then the chance to activate the power falls to a mere 1.85%.  That's a bit much.

So I changed it a bit.  Perhaps reducing the power loss and changing the most common power activation to just be a 5 or better was a bit over correcting the gameplay, so I might rethink this.

Either way, I do still think changing Sense Danger was a good idea, as well as giving spells more leeway to be used with a smaller

effect to get a easier Target Number is a good idea.

I let the players build their own PCs so the caster began with 4+2 =6D in Magic and would Hero Point up to +18 for the harder stuff. The DCs were fine like that, though I have seen complaints they are too high. They do seem to assume some min-maxing.
Shadowdark Wilderlands (Fridays 6pm UK/1pm EST)  https://smons.blogspot.com/2024/08/shadowdark.html

weirdguy564

#17
It's less about min maxing.  To me it was more about equal effort for equal reward.  I feel each spell needs to have a range of difficulties with a corresponding range of what it can do. 

I would even change what a Target Number is from one scene to another to keep the story going, or just to give another player a chance to use their own skills instead of the mystic always solving everything with their powers.  It's a bit of a dick move, but sometimes opening a door using telekinesis to move the manual locking knob is not an Easy TN, but Very Hard.  But the lockpicking skilled rogue can do it as an easy skill check.   Why?  It's mystical.  Eldritch.  Unknowable.  Even if that same move on the same door was an Easy TN yesterday.

And if that does not sit well, then it's time to say, "Let the other players play."   
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.