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The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



CaptainApathyUK posted:

So earlier this week I had my first ever experience of playing an RPG, running the Age of Rebellion Beginner Game.

Overall we enjoyed it, and will be continuing with the system, but I wasn't quite sure about how it wound up playing with some of the combat. Everybody had fun which was the main thing - but without wanting to railroad horribly, I felt like there might have been too much combat and it went too easily for the players. Everywhere I'd looked it said that Stormtroopers are actually a force to be reckoned with - but instead what happened was a group of 4 PCs, standing totally out in the open just blasting away. Each one just used their maneuver to Aim and get a boost dice, safe in the knowledge that they'd likely kill everybody before the stormtroopers got a chance to act in the initiative. There were a total of 6 stormtroopers across 2 minion groups, that managed a grand total of about 3 wounds to players.

Was I doing something wrong? It might be easier when I'm a bit more familiar with the system and can act on the fly to try and mitigate stuff like that. I know it's not competitive, and that the end goal is just for everyone to have a good time - but it just seemed a bit wrong somehow like they were gaming the system or something.

Only 3 wounds across 4 beginner characters? Either the dice were rediculously on their side or you're doing something a bit wrong. Are you taking armor soak rating into account? Remembering to use your setback (black) dice? Characters that low level are gonna take some heavy damage if they are standing out in the open especially.

As a GM you want to take every opportunity to make things interesting by making the player roll lots of dice so while opportunities to get creative with setback and boost (blue) dice might be a bit limited in the beginner box/piblished adventures, think of all kinds that might warrent extra dice being rolled to make every roll seem important and not routine.

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VoidTek
Jul 30, 2002

HAPPYELF WAS RIGHT
In our very first Edge game my character was nearly flattened by a single shot from a stormtrooper squad when I got caught out in the open, so your players must have gotten very lucky or something else wasn't being taken into account, unless the troopers in the AoR beginner's game are that different from the one in the EotE box.

CaptainApathyUK
Sep 6, 2010

Thinking I've probably screwed something up, then. It mostly came down to initiative and how the players had a decent amount of slots before the troopers got to act.

In retrospect, does soak get multiplied for minion groups as well as the wound threshold? I'm not near the book at the moment, but that would explain it.

Servetus
Apr 1, 2010

CaptainApathyUK posted:

Thinking I've probably screwed something up, then. It mostly came down to initiative and how the players had a decent amount of slots before the troopers got to act.

In retrospect, does soak get multiplied for minion groups as well as the wound threshold? I'm not near the book at the moment, but that would explain it.

I think it goes as follows:

When you attack a minion group apply soak: any damage that goes through becomes wounds. If you exceed one minion's wound threshold than the rest of the damage from that hit applies the the next minion without being soaked again. This applies for the hit and not for the attack, so weapons with linked or auto that can cause multiple hits get damage reduction through soak on each hit.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Does FFG release sales figures at all? Or talk about them even in a general sense? I have absolutely no basis for worrying, but while looking over my Star Wars bookshelf, I just got a wee bit apprehensive that we may not see the "end" of all the supplements to the RPG line. I don't want the line to conclude with less than half of the careers not getting 3 extra spec trees or signature abilities.

I know I'm a complete worrywart, but it would be nice to know the relative health of the product line.

Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!

jivjov posted:

Does FFG release sales figures at all? Or talk about them even in a general sense? I have absolutely no basis for worrying, but while looking over my Star Wars bookshelf, I just got a wee bit apprehensive that we may not see the "end" of all the supplements to the RPG line. I don't want the line to conclude with less than half of the careers not getting 3 extra spec trees or signature abilities.

I know I'm a complete worrywart, but it would be nice to know the relative health of the product line.

FFG signed an extension to the Star Wars license to included the new films so it must be doing OK.

If i was a betting man I would bet FFG has The Force Awakens books ready but can't say anything until the film hits

kingcom
Jun 23, 2012

The star wars line is doing well enough to keep going.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Foxtrot_13 posted:

If i was a betting man I would bet FFG has The Force Awakens books ready but can't say anything until the film hits

I did find it interesting that the only product FFG put out on Force Friday was a X-Wing set.

Gravy Train Robber
Sep 15, 2007

by zen death robot

jivjov posted:

I did find it interesting that the only product FFG put out on Force Friday was a X-Wing set.

I have no idea what Force Friday is.

But I think it's a fair guess their Star Wars properties are doing well. I wouldn't be surprised if Force & Destiny is doing better than the other two books too.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Gravy Train Robber posted:

I have no idea what Force Friday is.

But I think it's a fair guess their Star Wars properties are doing well. I wouldn't be surprised if Force & Destiny is doing better than the other two books too.

Force Friday was that massive merchandise release day in September when the first Force Awakens toys, Legos, books, Campbell's soup, pillowcases etc etc were all released.

FFG put out the Force Awakens X-wing core set that day, but nothing else.

yronic heroism
Oct 31, 2008

The real question is if they could make more money by changing their product line. I assume they are going to keep printing stuff as long as they have the license, and they'll keep the license as long as there's a profit in it.

I don't see how they could justify a rebooted RPG after two years, though I guess they could build something around TFA.

yronic heroism fucked around with this message at 04:00 on Nov 30, 2015

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

yronic heroism posted:

I don't see how they could justify a rebooted RPG after two years, though I guess they could build something around TFA.

I was honestly more worried about Disney for whatever reason deciding to nix the line, rather than a reboot.

homullus
Mar 27, 2009

yronic heroism posted:

The real question is if they could make more money by changing their product line. I assume they are going to keep printing stuff as long as they have the license, and they'll keep the license as long as there's a profit in it.

I don't see how they could justify a rebooted RPG after two years, though I guess they could build something around TFA.

The sales trend is downward for every supplement after a given game's core rulebook. Eventually, either the supplement you just released didn't profit, or it just barely did and you can be pretty sure your next one won't, and at that point you declare that edition of the game finished. That decision point probably won't coincide with when the license expires.

Commissar Canuck
Aug 5, 2008

They made fun of us! And it's Stanley Cup season!

I want to make sure I understand Force powers in the F&D book. For example, I have a rank in Heal and want to attempt to use it. I have a Force Ranking of one so I roll a single die. I roll a white symbol so I can use that power, then? If I get the double white can I use it twice in a row? How long do I have to wait to attempt to use Heal again if I get a black result and don't want to take the morality hit (or, since we're using EotE's system, I just refuse to take the "easy" path to keep things simple)?

Drone
Aug 22, 2003

Incredible machine
:smug:


jivjov posted:

I was honestly more worried about Disney for whatever reason deciding to nix the line, rather than a reboot.

I don't really see why Disney would go about doing that... the only justification I could really think of is that they want to preserve canon, but there is basically nothing canon-breaking about the FFG SWRPG. As long as they stick to within the timeline of the Original Trilogy as they have been, I don't really see that as a huge problem.

In terms of sales, I don't think there is a single Star Wars licensed product that won't benefit from the massive double-boost of holiday season + Episode loving VII coming out. I've been buying stuff now just because I know it's going to fly off the shelves in the very near future and certain things may well be temporarily sold out here in Germany.

And in terms of FFG's financial health, I wouldn't be at all surprised if X-Wing has become their giant cash cow. Which is a status it deserves really, it's a fantastic miniatures game with absolutely huge market penetration, something that was impossible for any non-Warhammer game only around 10-15 years ago. As long as they don't pull an Attack Wing and completely gently caress their own meta, they'll be just fine.

Drone fucked around with this message at 06:52 on Nov 30, 2015

Krysmphoenix
Jul 29, 2010

Commissar Canuck posted:

I want to make sure I understand Force powers in the F&D book. For example, I have a rank in Heal and want to attempt to use it. I have a Force Ranking of one so I roll a single die. I roll a white symbol so I can use that power, then? If I get the double white can I use it twice in a row? How long do I have to wait to attempt to use Heal again if I get a black result and don't want to take the morality hit (or, since we're using EotE's system, I just refuse to take the "easy" path to keep things simple)?

You're right on pretty much everything, except for the double part. In the expanded text of the power (pg 293, right at the top) you can't activate Heal/Harm multiple times. You can only spend any extra pips on Range/Magnitude/Control/Whatever.

As for waiting to use Heal again...that same text says Heal counts as one use of a Stimpack, so only a target may benefit from Heal/Stimpacks a combined total of 5 times per day. Happily, Heal doesn't have the degrading use that Stimpacks give. That said, the rules are vague but I would take this whole text to mean that if you don't succeed the roll by not rolling white or not using black pips, it uses up a use of Heal/Stimpacks even though you didn't succeed. Heal is a faster power, potentially more effective and way cheaper than Stimpacks, but a little less reliable since you're not burning credits.

Also worth noting is that, Medicine checks have to be used during some kind of break or downtime and I vaguely recall being only once a day. Stimpacks can be used as a maneuver, and Heal is just an action. So just having Heal makes the entire Wound recovery part of Medicine redundant for long downtimes.

susan
Jan 14, 2013
Question for y'all:

So my Age of Rebellion PCs tonight just came into ownership of a secret moon criminal base warehouse filled with, and I quote, "Drugs. All the drugs. So many drugs. Crates of drugs. Buckets of drugs." This includes a rather extensive basement that had been set up as a psychadelic mushroom grow operation.

Now, my PCs being smart PCs, decided to do a one-time sell off of the drugs to a local distributer before converting the secret moon base into a Rebel Hospital and Orphanage like the good guys they pretend to be. My question, then, is how much money should they realistically be expecting to get from this? I'm not against handing them a decent payoff for cleaver playing, though are we talking thousands or millions of credits here? Just looking for a ballpark figure here that'll pass PC scrutiny.

Drone
Aug 22, 2003

Incredible machine
:smug:


susan posted:

Question for y'all:

So my Age of Rebellion PCs tonight just came into ownership of a secret moon criminal base warehouse filled with, and I quote, "Drugs. All the drugs. So many drugs. Crates of drugs. Buckets of drugs." This includes a rather extensive basement that had been set up as a psychadelic mushroom grow operation.

Now, my PCs being smart PCs, decided to do a one-time sell off of the drugs to a local distributer before converting the secret moon base into a Rebel Hospital and Orphanage like the good guys they pretend to be. My question, then, is how much money should they realistically be expecting to get from this? I'm not against handing them a decent payoff for cleaver playing, though are we talking thousands or millions of credits here? Just looking for a ballpark figure here that'll pass PC scrutiny.

Do you want an answer from a fluffy standpoint or from a crunchy gamey standpoint?

How big is the warehouse? Like, would you be able to store its entire contents in a YT-1300? Or would you need something bigger, like a Gallofree GR-75 (the rebel transport from Empire Strikes Back)? Or something even larger than that?

If it were me (and I don't like my PCs to become Space Romneys), I would say 10k credits at a minimum, and a maximum of maybe like 50k, and I feel that would be stretching it a bit. That upper limit is the amount of money needed to buy a used light freighter itself, while the 10k is apparently what people think Han may have owed Jabba (before interest), so that's also a decent chunk of change in and of itself.

Kai Tave
Jul 2, 2012
Fallen Rib

Drone posted:

Do you want an answer from a fluffy standpoint or from a crunchy gamey standpoint?

How big is the warehouse? Like, would you be able to store its entire contents in a YT-1300? Or would you need something bigger, like a Gallofree GR-75 (the rebel transport from Empire Strikes Back)? Or something even larger than that?

If it were me (and I don't like my PCs to become Space Romneys), I would say 10k credits at a minimum, and a maximum of maybe like 50k, and I feel that would be stretching it a bit. That upper limit is the amount of money needed to buy a used light freighter itself, while the 10k is apparently what people think Han may have owed Jabba (before interest), so that's also a decent chunk of change in and of itself.

You get this issue in a lot of games with gear and equipment shopping options similar to what you get in the FFG Star Wars games, which is that you have to really look at things less in terms of "how much individual dollar units should I give out" and instead "what level of gear porn am I comfortable dealing with?" Like, on the one hand "a really big score" being enough to buy yourself a brand new light freighter seems reasonable enough, right? It fits thematically, an extra ship probably isn't too likely to break the game somehow, they still need to pay for mods/upgrades themselves, etc.

On the other hand, if you give your players enough money to purchase a brand new YT-1300 then they could instead to purchase, say, 120 thermal detonators. Or the most absurdly broken weapons and armor for everyone with all the mods plus whatever and have money to spare.

What I'd do is this...suggest that if they want a cool Secret Rebel Moon Base that a bunch of the money for their massive drug bonanza will have to go to that but give them a bunch of rad options for customizing their new base and let them pick, like, five options off a list or something, then give them the "remainder" of the payout in free-spending credits to the tune of an amount you're comfortable with them running rampant with, like 10K per character or whatever's considered a good single-person payday in EotE/AoR.

Drone
Aug 22, 2003

Incredible machine
:smug:


Thinking about it some more, if it were me, I would abstract the amount away so that they don't know an exact sum. Say they sell all of the drugs to a local crime lord, and that the lion's share of the money is going to go toward making the now-abandoned warehouse something liveable. Surely a drug den would not be terribly structurally sound with proper life support and facilities needed for a hospital. Then give each PC a slice of the pie as a credit payout as Kai said, and give the party the option to gradually expand on the base through questing or downright investment later.

So basically they'd have a barebones base set up right off the bat, but it would be unable to fulfill its intended function as a hospital or whatever. Basically an environmentally sealed and stable series of interconnecting, but totally empty, rooms, and maybe a very barebones landing bay. So the PCs get a line on some cheap medical supplies out on the Rim and need to make a supply run, getting into an adventure along the way. At the conclusion of the adventure, say they are able to bring back enough of the supplies to get the place started as a basic aid station (fitting it out with beds, basic diagnostic equipment, maybe a few medical droids). Then gradually build up on it.

Kai Tave
Jul 2, 2012
Fallen Rib

Drone posted:

Thinking about it some more, if it were me, I would abstract the amount away so that they don't know an exact sum. Say they sell all of the drugs to a local crime lord, and that the lion's share of the money is going to go toward making the now-abandoned warehouse something liveable. Surely a drug den would not be terribly structurally sound with proper life support and facilities needed for a hospital. Then give each PC a slice of the pie as a credit payout as Kai said, and give the party the option to gradually expand on the base through questing or downright investment later.

So basically they'd have a barebones base set up right off the bat, but it would be unable to fulfill its intended function as a hospital or whatever. Basically an environmentally sealed and stable series of interconnecting, but totally empty, rooms, and maybe a very barebones landing bay. So the PCs get a line on some cheap medical supplies out on the Rim and need to make a supply run, getting into an adventure along the way. At the conclusion of the adventure, say they are able to bring back enough of the supplies to get the place started as a basic aid station (fitting it out with beds, basic diagnostic equipment, maybe a few medical droids). Then gradually build up on it.

I'd maybe be a little more generous with the base at the outset...people like getting to pick cool stuff off lists, and it'll help personalize their new base if they get a bonus upgrade or two, just to make it feel a bit more like a real prize. Otherwise this seems spot on, a ready means of generating plot hooks and adventures as well as keeping things abstract enough that the players don't push another FFG game to what breaking points I'm sure must exist within.

susan
Jan 14, 2013
Thanks guys :) . You're right, I'll abstract it out, give them some base upgrades, and cut 'em like 20-30K walking around money which my players won't abuse too bad (they're non-Jedi facing down an Inquisitor, so they could use some power equipment anyway).

Kai Tave
Jul 2, 2012
Fallen Rib
Well in that case thermal detonators for everyone!

Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!
It's worth keeping in mind that in the real world the payments for large wholesale amounts of drugs are not in the form of cash transactions as these can be traced but in other high value easily transferable goods like art and property (like apartments in New York or London).

So if you want to make an adventure out of the selling you can have the buyer pay for the drugs using a very valuable sculpture or a few apartments in a nice area of Nar Shadar that the players have to sell on. Do they trade them for the medical supplies they need on the black market or do they try and launder it back into the regular market and make more money but have more problems doing it.

Commissar Canuck
Aug 5, 2008

They made fun of us! And it's Stanley Cup season!

Krysmphoenix posted:

You're right on pretty much everything, except for the double part. In the expanded text of the power (pg 293, right at the top) you can't activate Heal/Harm multiple times. You can only spend any extra pips on Range/Magnitude/Control/Whatever.

As for waiting to use Heal again...that same text says Heal counts as one use of a Stimpack, so only a target may benefit from Heal/Stimpacks a combined total of 5 times per day. Happily, Heal doesn't have the degrading use that Stimpacks give. That said, the rules are vague but I would take this whole text to mean that if you don't succeed the roll by not rolling white or not using black pips, it uses up a use of Heal/Stimpacks even though you didn't succeed. Heal is a faster power, potentially more effective and way cheaper than Stimpacks, but a little less reliable since you're not burning credits.

Also worth noting is that, Medicine checks have to be used during some kind of break or downtime and I vaguely recall being only once a day. Stimpacks can be used as a maneuver, and Heal is just an action. So just having Heal makes the entire Wound recovery part of Medicine redundant for long downtimes.

Thanks! One more question, I assume the deeper parts of a Force power tree only become worth taking once I have more Force levels? Since many of them require using pips that would otherwise be used doing the power? Or do you still roll your Force level in dice even if you have a die dedicated to a power already?

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
Hey, so I'm completely new at this, but a friend of mine introduced me to a Force and Destiny campaign and convinced me to roll up a character.

Being the original man that I am, I'm just trying to replicate my character from Kotor2, which is a Force Sensitive who spends their time dual-wielding blasters instead of lightsabers and getting a little piloting done on the side. At the recommendation of my friend I've gone into Seeker/Hunter.

I'm running as a human, with the +1k credits +5 XP perk. My skills are:

Career: Piloting Space, Piloting Planetary, Vigilance
Specialization: Coordination, Stealth
Human: Ranged (Light), Coercion

So all my skills are either on agility or Willpower.

So with my 115 XP, I dumped 70 into agility, 30 into willpower. I put another 15 into a second rank in Light Blasters, I used the extra cash to buy a pair of light blasters. My plan is to buy into Force-Enhance as quickly as possible to get the stance that gives more agility.

Is this the best way of going about what I want to do? The variety of options are a little overwhelming, which is awesome, but would lead to buyer's remorse if it turned out I'd hosed up much later on. Assume, human is locked in but everything else is up for change.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



There's no way to "gently caress up" a character since you're able to spend XP to buy any specialization you want (at least within your GM's discretion, and it does get way more expensive the more you do it) so really don't worry about it unless you're trying to min/max your character to hell and back.

Drone
Aug 22, 2003

Incredible machine
:smug:


And the usefulness of min/maxing in a system like FFG SW is really debatable at best.

Natural 20
Sep 17, 2007

Wearer of Compasses. Slayer of Gods. Champion of the Colosseum. Heart of the Void.
Saviour of Hallownest.
I'm not exactly planning to minmax so much as wanting to know what options there are around. I won't obsess over being optimal, but it'll bug me if I don't know whether I have a decent plan or not. Can for example, someone buy force sensitivity with experience and if so would there be a class that gives piloting and light ranged skills?

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Normally yeah you can straight up buy Force Sensitivity with XP and do that just fine. I don't have the book in front of me at the moment but i know almost all of the classes in Force and Destiny will give you 1 Force Rating off the bat just for taking it so that part is mostly taken care of for you.

As for the idea of your character build it's totally fine! You'll probably have a bit of trouble off the start since Dual Wielding itself is a bit more complex, both in terms of the rules and it's difficulty to do in game to get your full damage potential. But as you increase your skills it'll get easier as the extra dice you'll be adding will give you better odds of giving you the Advantage you need to actually trigger your second attack and whatever benefits your weapons might have.

Also as a personal note have fun being "the pilot" since that means you're gonna be better than everybody at Space Combat but no matter how you slice it Space Combat is just :suicide:

Drone
Aug 22, 2003

Incredible machine
:smug:


Yorkshire Tea posted:

I'm not exactly planning to minmax so much as wanting to know what options there are around. I won't obsess over being optimal, but it'll bug me if I don't know whether I have a decent plan or not. Can for example, someone buy force sensitivity with experience and if so would there be a class that gives piloting and light ranged skills?

I don't believe there's one in F&D specificially, but Smuggler: Scoundrel gives both Piloting (Space) and Ranged (Light) skills and seems to match the general feel of the type of character you're going for based on the skills you listed as important. There's most likely more in the smuggler sourcebook which I don't have handy at the moment, and almost certainly something in the AoR core book. Would have to check when I get home.

For the Force bit you could just pick up the force exile specializations from EotE or AoR too if you think they fit the character better than going for an all-out Jedi class from F&D.

Beach
Dec 13, 2004

No sign of intelligent life on this planet.

susan posted:

Thanks guys :) . You're right, I'll abstract it out, give them some base upgrades, and cut 'em like 20-30K walking around money which my players won't abuse too bad (they're non-Jedi facing down an Inquisitor, so they could use some power equipment anyway).

I would give them a transport full of gold bars and coins and let them roll around in the loot like a big money bin, then the second they try to move it have them run into an imperial interdictor checkpoint :devil:

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Nah, never just take money away through fiat. In most RPGs, I've always seen excessive amounts of cash as excessive amounts of rope for the players to hang themselves with. They WILL find a way to get themselves into huge trouble using it without you needing to intentionally set up a screw job.

cptn_dr
Sep 7, 2011

Seven for beauty that blossoms and dies


I ran the first session of my soon-to-be-post-Order-66 F&D game last week, and I just got round to typing up my handwritten notes.
The session included:
- the party Shadow rolling badly on a stealth roll but really well on a deception, convincing a battle droid patrol that she was a bounty hunter, and getting paid a decent bounty on one of the other PCs.

-The artisan jury rigging a Super Battle Droid's arm missile to shoot at an Anzati assassin, getting a critical success, and blowing off the assassin's arm.

-The warrior, started out so he could excel at lightsaber combat not succeeding a lot, but getting a bunch of advantages and triumphs, so it ended up balancing in the end.

-The shadow deciding to keep and reprogramme one of the battle droids, because it seemed harmless and surrendered pretty quickly when threatened.

Man I love this game. It might be my new favourite system, too. It flows so well.

Krysmphoenix
Jul 29, 2010

Commissar Canuck posted:

Thanks! One more question, I assume the deeper parts of a Force power tree only become worth taking once I have more Force levels? Since many of them require using pips that would otherwise be used doing the power? Or do you still roll your Force level in dice even if you have a die dedicated to a power already?

If a die is dedicated elsewhere (talent or power) you don't roll it until it's undedicated. Force powers honestly feel really underwhelming by how hard it is to get them to work consistently. It's a whole different feel than in the movies where every use of the Force carries risk. More like Luke in episode V where he struggles to get his lightsaber.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Early Empire Luke has one Force die. Early Jedi Luke is up to 2 or 3. Jedi in the heyday of the prequels have 4+

Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!

jivjov posted:

Early Empire Luke has one Force die. Early Jedi Luke is up to 2 or 3. Jedi in the heyday of the prequels have 4+

I agree by F&D standards Kenobi and Skywalker in AotC and RotS have spend massive amounts of XP, and by massive i mean most of the way down at least 4 talent trees with the skills and force powers to match it. Either PC's that played every week for a couple of years or were getting 30-40 xp a session.

homullus
Mar 27, 2009

It is not my experience that XP is that hard to come by in this game, using the guidelines presented in the book (10-20 per session, +5 for story arcs, +5 for playing to your motivation, +a few for good RP). Luke in particular had very few Talents prior to becoming a neoPadawan.

Beach
Dec 13, 2004

No sign of intelligent life on this planet.
I think from a lore and story standpoint it is also worth it to consider that prequel era jedi were trained from toddlers and spent their entire lives dedicated to learning the force, while our civil war era jedi come from broken backgrounds or are late emergents. Knight level play is +150 exp, but I think if I was running a campaign at knight level in the clone wars or old republic era I would consider giving even more exp for force powers, or at the very least handing out certain powers like move, sense, and enhance for free.

It is a sign of the Anakin's inherent power that he was able to catch up so quickly to the other jedi after starting ten years late, and even more so Luke maturing into a jedi in just a few years between IV and VI. That's how I would explain it to my players! :eng101:

In other news, I am anxiously awaiting the start of game night in 30 minutes, where act 1 will begin with the recently acquired pirate vessel spiraling out of control towards the planet surface while four padawans with minimal skills in piloting and mechanics try to save her from a grim fate.

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Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
Is Force and Destiny officially out now?

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