Tefmon says:
I was considering taking Operation Planning originally (although I ultimately decided against it, because I didn't want to unilaterally make myself the unofficial "leader" of the group), which is why I thought to bring it up, in case anyone else thought any of the non-core Duties caught their fancy.
Operations Planning is not attached to a leadership position, although I can see how one would associate the two as they do go hand in hand. Rather think of it as this: your character wants to be involved in planning, and thinks its the most important ingredient to Sith success. Maybe you do fancy yourself as a leader one day. But, until then, you do what you can. Keep in mind that your group may stumble upon targets of opportunity or additional objectives worth achieving outside of your mission objectives. Phoning home to your superiors, presenting the potential bonus objective, and then offering a plan, based on your more intimate knowledge of the situation, would involve you in Operations Planning.
Tefmon says:
Ezeriah says:
Tefmon says:
Also, on infrabinoculors, "seeing through walls" sounds a bit ridiculous, but the item description in the sourcebook specifies that it only sees heat signatures through walls (so it would only show the presence of heat-emitting lifeforms and equipment, not anything more than that), not really much better than a general scanner or the Sense power. I understand if you want to keep them out of the game, though, and I probably should have gone by you first before recommending that we purchase some.
Only sees heat? That is
far superior than a sensor showing that something is in the other room. The Predator would have been less effective with just a sensor, to be sure. With infra you know if they are sitting, lying down (asleep! Yes!), which whey they are facing, what kind of heat emitting being/creature ("that is definitely an Ewok... piece of cake. Let's do this" or "That is definitely a Rancor... let's leave. Now." And showing heat emitting equipment... that can help a lot too ("As soon as we go in, blast the generator until it blows."
Yeah, that's definitely pretty powerful. I was just assuming that it'd give us "There are about a half-dozen Silhouette 0 to 1 humanoid-ish blobs of heat on the third floor" kind of information, and maybe "You can sit out around for several minutes, hope no one notices you, and focus on a single target and make a Hard Knowledge (Xenology) Check to determine its species", or "You detect a large, stationary Silhouette 2 to 3 size heat signature, possibly a mainframe computer, massive bomb, or idling speeder". I wasn't trying to get some ridiculously powerful "see everything perfectly through walls" detector.
Maybe I'm just too used to playing
Eclipse Phase, where scanning everything with a half-dozen different kinds of sensors is standard procedure if you don't want a TPK every session.
Well, they would appear as heat blobs at greater distances. However, close enough and you would see much clearer images and details. As far as going by me first, no worries. It's clearer now what I expect, and you were just making efforts to ensure group success. I would have gone for the infra's too. ;) And there is nothing wrong with avoiding a TPK. It's just smart to understand the mechanics of the game and what you can do to ensure group success, especially if you like character advancement attached to an evolving character's story as they move through the game world.
Tefmon says:
Also, for reference, the General Purpose Scanner can "detect nearby life signs and heat signatures, different sources of radiation, the source and direction of different sounds, or any combination thereof. [...] Some even have integrated metal detectors and the ability to intercept and record comlink traffic. Most scanners have an operational range of up to one and a half kilometers." So it's not exactly useless, either.
I'm fine with that. However, the CRB's and resource books can be very vague in many places, and the gear lists can be especially so. They are the RAW (rules as written; I try not to assume everyone knows the short hand and acronyms). I'll say this: if you're getting a scanner more features will cost more money. Detecting life signs would be the basic function of a scanner. Radiation, Heat signatures would up the cost (you can detect heat emitting machines and vehicles now), sound detection/sourcing, metal detectors, comlink interception/recording (this would be very expensive given the value of that function!) and increased range (1.5 km can reveal a lot, especially with all of those functions).
A key detail worth noting in the description from EotE you are referencing is this:
depending on the model, which precedes everything else in the description. A scanner that can perform all of those functions above at a range of 1.5 km would be a top notch piece of tech, and very expensive. Also, as it is Star Wars, where tech can still be bulky, a device like this would be more military grade, and likely take up some encumbrance beyond the '2' that is given in the gear list. In the end, you'll get what you pay for, depending on what's available.
Tefmon says:
Ezeriah says:
As far Sense goes, when you use it (and roll your Force dice) I'll roll a secret Perception check with it to determine how accurate your Sense attempt is (if you knew the roll that would give things away, and you'd know whether or not to trust your powers). Using the Force is well is a combination of having the force rating and skill to do so. Even someone drowning in force power is less than capable if they haven't learned to fully apply it with training and experience. However, given your 5 Cunning.. I'm thinking Sense won't be a problem for you.
That makes some Force powers much less useful that they are at first glance, unless I'm misinterpreting you. For example, Sense's basic power is "You may Spend a Force Point to sense all living things within a short range (including sentient and non-sentient beings)." If that requires a successful Perception check to actually sense those things, how is that any better than just making a normal Perception Check to look around you (except in niche cases, like looking for a microscopic organism or something)? Especially since you have to succeed on a Force roll first, which with 1 Force Rating won't be guaranteed.
Sense still far exceeds a Perception check in some cases. Can you make a Perception check to see through a wall? Or, without looking around the corner, get an understanding of what
is around the corner? Can Perception determine what's hidden in the cave at the bottom of the cliff directly below you?
Also, the check is often intended to determine the degree of success, rather than failure (even though that may be possible, depending, see below). For example:
A mediocre result interpreted from a poor dice roll: "There are some people up ahead." in contrast to...
A good result interpreted from a good roll: "There are some people down the hall, in the room on the left. 4 of them." in contrast too...
A critically good results interpreted from a great roll (with a Triumph or a lot of advantage: "I can sense him. Yoda is up ahead, waiting for us."
Using the dice allows me to add flavor to the game with a variety of possibilities that fit. Also, it was, in my opinion, a shortcoming on the part of the designers to not suggest the use of Perception for Sense. It's extremely logical. They suggest skills for other powers (Move, Misdirection, etc), and are very inconsistent in doing so across the board. Perhaps they were rushed. Or they simply didn't think about it.
As far as difficulty of checks, they will vary, depending. In the case of Sense, for example, the difficulty of your check will depend on the circumstance. Is there a raging battle all around you? Is the person waiting to ambush you masked by the force? Or, is it very quiet as you're sneaking through the base, minimal distractions allowing you to easily use Sense? For the most part, in normal situations, the check is for determining degrees of success, not necessarily success or failure.
And, while I might think the designers failed completely at some aspects of game design, the nailed it with the dice mechanics, which provide the foundation of the game. I have to give them a big tip of the hat here. The dice system they designed allows me to so very easily come up with what I wrote above. It is unbelievably fluid in allowing GM's with good sense to improvise in any situation. There's always a skill to check whenever you need to. In fact, some of you won't know this, but the designers originally had almost 40 skills for the system. However, after some initial playtesting they decided it was far too clunky and the story/game didn't 'move' like they wanted it to. Characters were also too technical and limited in scope, so they boiled it down to what we have now.
USING THE FORCE
Also, as far as using the force goes, some of you are still at the level of padawans and should very much expect to fail, as one force dice gives you only a 50% chance to roll dark side points (needed to fuel powers). That's your choice, based on your character creation priorities. A common thread on GM discussion sites is about the GM's players. They are playing characters who only have one force dice (starting characters in F&D), and as the game progresses they feel quite incompetent when it comes to using the force. It's because
they are, with only one force rating. At a force rating of one, your ability to tap into the force is the same as a Force Sensitive Exile, a Padawan, or a Sith apprentice (aka Padawan level). You haven't increased your character's ability to use the force
at all, so it is difficult to use.
Considering the above, what I will say is this: if we had played through the 165 XP I've granted you, I imagine some of you would have been less than happy about your ability to use the force, and would have taken XP efforts to raise your force rating, depending on how you perceive your character (e.g.,
'lightsaber oriented, so the force can wait' or
'the force comes first'. It's good this topic came up.
You may, depending on the type of character you envision playing, want to make some adjustments. It isn't too late to do so.
Considering the above alongside the Sense concept example: Tefmon, with a high Perception your character is
extremely good at using Sense. Your
real problem is not the technique of doing so (the skill check of Perception), rather, with a force rating of one (Padawan level), your character has trouble tapping into the force, plain and simple. You're like Luke on Dagobah training with Yoda still, perhaps worse. You can't reliably draw on the force to do your bidding. Now that's perfectly fine if that's what you want from your character. I mean, based on your Cunning and lightsaber form of Shien, maybe you've simply spent a lot more time training your lightsaber skills, and less time on manipulating the force. The force is there sometimes when you use it, but during training and your character's experiences, it just wasn't something you focused on developing.
Also, there has been confusion as to what a Jedi Knight should be capable of. FFG made a big mistake when they suggested that characters with 150 accrued XP via adventures are at Knight Level (they refer to this as Knight Level Play). When we imagine Jedi Knights, I picture Anakin in Episode II and III, and even Obi Wan in Episode I (even though some of those examples have the still being official Padawans, they were quite capable and simply hadn't passed the trials yet). The popular consensus is that calling it Knight Level play sounded good for marketing, and the general consensus is that Knight Level play is when you have about 400 XP. By that time you likely have developed a great deal of skill with a lightsaber along with 3 force points to ensure your attempts at using the force go well.
I can't be sure, as I'm not a mind reader, but it's possible some of you are really overestimating your ability to use the force via Force Rating. Force Rating is the gas in the tank, the engine, without it, the rest of it is useless.
I'll post this again for those who value math in making these choices.
If force users want to reliably use the force, increase your force rating.
Having only one die to roll gives you exactly a 50% chance to roll dark 1 side point and 8% chance to roll 2 points on the force dice. Two force dice gives you a 42% chance for 1 point, a 32% chance for 2 points, an 8% chance for 3 points, and a 1% chance for 4 points. You can take a look at probabilities and plan ahead using this
AnyDice Tool. You can change the number of force dice in the equation 'X: 1 \ number of force die \' line; simply change the number after the 'X:'.
Tefmon says:
[quote="Ezeriah"]Additionally, some Force powers (such as Seek's basic power) specify that a skill check must be made to succeed ("The user may spend a Force Point and succeed at an Average (Two Difficulty Die) Vigilance check (or opposed Vigilance vs Discipline check) to see through illusions". If it was intended that most Force powers require skill checks in addition to their Force roll, I don't think that it would have specified that there.
With Seek they got it right. What they did wrong with powers like Sense is not giving direction, allowing some players and GMs to interpret Sense as a flawless radar of sorts. Undoubtedly, there are games where Sense is treated as such, a consistently reliable radar that gives superb levels of detail when infiltrating the Imperial base, or what not. What doesn't make sense, to me, is making some force powers reliable like a machine whereas others need checks. Having checks makes more sense.
And many times those checks may be of the Simple variety. For those who don't know, like your resource gathering checks you're making before conquest, this means there are no difficulty dice. Simple checks allow the GM to interpret the roll and generate a variety of results, based on the character's ability level. Considering the Sense example, it stands to reason that a Perceptive character would be more capable of aligning that with the force, enhancing their ability to use Sense. Just like a character who is better at Misdirect because of their natural affinity for Deception.
Also, consider that adding the checks allows for greater variability and flavor RP wise and mechanically (e.g., do you sense someone... or did you roll so well you know that it's Yoda waiting behind the door?).
Tefmon says:
Rolling most Perception checks (and similar checks where there is a signifigant risk of metagaming) in secret makes sense, though. It just gets silly when you know there's an ambush up ahead, but your character doesn't.
Right. Perception would be another secret skill roll. If you're looking for traps, clues, etc., it makes no sense for characters to know how well they did. For the game to have a more real and immersive feel, your character, and you the player, need to believe it's possible there are no clues to be found at the crime scene, rather than thinking "Well, I rolled like absolute garbage, so I better keep looking or grab someone else to look." And if the entire group is investigating such a crime scene, I'll start with the most capable player at Perception and work my way down, reflecting that more capable characters are more likely to be instrumental in what they're capable of. I mean, really, at that crime scene, who is more likely to find the clues? Holmes, Watson, or the beat cop?
One of the great things about FFG Star Wars is that it is vague in some instances, and requires some interpretation of the guidelines within the CRB's. One of the worst things is that it is vague, and could give a little more direction at times. (and, as any good GM comes to realize sooner or later, every RPG's 'rules' are only guidelines. I don't play D&D anymore (as a child/teen/young adult I did), but the
smartest advice in the Dungeon Master's
Guide (not rulebook, an important distinction) was telling the GM that 'everything within the DMG were simply guidelines, use what makes sense to you.' This has stayed with me through every game I've played, a simple understanding that not every written word in a game book was a rigid, hard and fast rule. The people that design the materials for the games are only people, and not infallible.
Even though the Star Wars Core
Rulebook (named as such, but still not so) states this: ""The GM is the ultimate arbiter of how the rules are interpreted during the course of the game, using them or breaking them as necessary to maximize fun and enhance the story." This simple statement recognizes that their rulebook is not actually so, but a collection of guidelines, some better than others, providing a foundation for us to enjoy the Star Wars universe.
I know some of you already know these kinds of concepts. However, not knowing everyone's experience level with RPG's, I decided to be very thorough with this answer, to help lay the groundwork for understanding what is different about how I GM FFG Star Wars.