|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Sorry, bad mood earlier and just took that post by Dime completely wrong. Back into the conversation we go :) General_Grievous wrote: spoilers maybe to those that never played: Emotional Burden (each time this character activates make a save of 11, on a success or failure any allied character within 6 squares has to stop and help Carth work through his issues. Allied characters affected in this way are considered activated and have -4 defense because they just don't care anymore) Poor Babysitter (whenever mission Vao is targeted, this character immediatly flees the battlefield leaving her to die)
Actually, at one point I was looking for R2PO GA to have some kind of representation of the fact that all they did throughout the NR was baby sit the twins. I had a flavor text that was something like, "R2 - 'Bleep, bleep, whirl...' C3PO - 'Yes Artoo, Babysitting again. Tis our lot in life... Sigh'. :) Back to the question about the Luck idea. I agree with Dread, the Luck Points idea is one I had long ago, and did consider adding it to the game. But it was unnecessary and added a level of complication that the game doesn't really need. (Any new Special Ability or force power is an additional level of complication). Further, I wasn't convinced it would really be different enough to merit a new system (which is the critical question about adding it, not flavor). Flavor additions only really come into play when there is literally nothing that fits. When we have a pretty close approximation we will almost always use it. Now, perhaps I misspoke a bit calling it "luck". It wasn't completely luck, it was also skill. Let me quote from Wookieepedia (and please not reliability of wookiee comments). Onasi was a dedicated soldier and a cunning tactician, able to efficiently and expertly handle a variety of weapons, but blaster pistols were his specialty. He was a quick draw, and also skilled in dual weapon fighting.[2]
Trask Ulgo described Onasi as "one of the Republic's best pilots."[16] During his travels with Revan, Onasi proved his skill in flying when he flew the Ebon Hawk across the galaxy.This is just from the "Abilities" section, but it's a nice short summary. If you look at the original carth, you will see that he already has all of this (there's a line about his mechanical skill later on). So I wanted to do something different with him, without removing the flavor of what he did best. So instead of doing the same old same old "double twin GMA" which fits him by the way, I went with a combination. He has twin and cunning, can get extra attack from the Exile and benefits from Soldier and Pilot CEs. Then I had a choice, stick with intution (cost in the upper 30s or low 40s) limited intution via SM and 2 FPS, or make up some new way to represent his knack for getting out of tough spots. Since this was the "pilot" set, it made sense to try to represent him as the Pilot of the Ebon Hawk. As that character, he repeatedly got out of tough spots just in the knick of time, and had a knack for surprise. So in short, he represents almost every critical flavor of Carth in this part of his story. Sure, the FPs are an abstraction, but for game play purposes he works perfectly - and I mean perfectly. And when you get a character to work and play exactly how you wanted it to, with the right cost, you don't go changing it. I considered a version of everything posted so far and much preferred this version. As for gambler's luck, not the right ability, and not the character I was trying to represent in this set. BTW, it's totally canon to say in Star Wars that the best Star Pilots have "force like reactions". It's not a short leap to suggest that they might be using the force latently to do so. Actually, it's one of the most commonly said things in Star Wars lol.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
billiv15 wrote:Sorry, bad mood earlier and just took that post by Dime completely wrong. Back into the conversation we go :) You have nothing to say to my counters or statements that you asked for?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
|
Dimetrodon wrote:billiv15 wrote:Sorry, bad mood earlier and just took that post by Dime completely wrong. Back into the conversation we go :) You have nothing to say to my counters or statements that you asked for? I have something to say about all of this........ Let it go. They obviously put a lot of testing into this and of course this was the best way to go with Carth. Should he have force points probably not, but WHO CARES? should Han solo have force points no, but does he? yes. They gave him force points and surprise move as a way to keep him as a mid cost shooter. They could of created a whole new system such as luck points or whatever but why? why do it, because you do not want someone to have force points? The way they used force points in this case was completely acceptable and accomplished what they set out to do, make a fun, good mid cost shooter.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
I care.
And its not a matter of letting it go. I already accept it and am absolutely willing to play Carth in a squad. In fact I never was planning not to. But it doesn't mean I love it, and I'd like to finish up with comments, statements, and points brought up by myself, Bill, and whoever else.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
|
Dimetrodon wrote:I care.
And its not a matter of letting it go. I already accept it and am absolutely willing to play Carth in a squad. In fact I never was planning not to. But it doesn't mean I love it, and I'd like to finish up with comments, statements, and points brought up by myself, Bill, and whoever else. This a community game man, so I think you should have to finish this up by anyone that wants to comment. Anyways, just because you feel like giving him force points was the easy thing to do does not make it the easy thing to do, it just makes the most sense. Why create a new system that you will have to make sure works with everything else, and doesn't unbalance this, or that when there is already a system that is set up to accomplish what you want to accomplish in other words, Why fix what isn't broken?
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
Deaths_Baine wrote:Dimetrodon wrote:I care.
And its not a matter of letting it go. I already accept it and am absolutely willing to play Carth in a squad. In fact I never was planning not to. But it doesn't mean I love it, and I'd like to finish up with comments, statements, and points brought up by myself, Bill, and whoever else. This a community game man, so I think you should have to finish this up by anyone that wants to comment. Anyways, just because you feel like giving him force points was the easy thing to do does not make it the easy thing to do, it just makes the most sense. Why create a new system that you will have to make sure works with everything else, and doesn't unbalance this, or that when there is already a system that is set up to accomplish what you want to accomplish in other words, Why fix what isn't broken? Pretty sure I already covered what you are asking. And I never asked for a new system, just an ability to better reflect luck/skill than giving force points out. And its not a matter of broken or not, it's a matter of making it right going forward, instead of continuing on in what I believe is a poor reflection of character design (The Force Point use only)
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Dimetrodon wrote:Deaths_Baine wrote:Dimetrodon wrote:I care.
And its not a matter of letting it go. I already accept it and am absolutely willing to play Carth in a squad. In fact I never was planning not to. But it doesn't mean I love it, and I'd like to finish up with comments, statements, and points brought up by myself, Bill, and whoever else. This a community game man, so I think you should have to finish this up by anyone that wants to comment. Anyways, just because you feel like giving him force points was the easy thing to do does not make it the easy thing to do, it just makes the most sense. Why create a new system that you will have to make sure works with everything else, and doesn't unbalance this, or that when there is already a system that is set up to accomplish what you want to accomplish in other words, Why fix what isn't broken? Pretty sure I already covered what you are asking. And I never asked for a new system, just an ability to better reflect luck/skill than giving force points out. And its not a matter of broken or not, it's a matter of making it right going forward, instead of continuing on in what I believe is a poor reflection of character design (The Force Point use only) I think its quite fair to say that Force Points represent additional skill/luck in this game already, not just in the characters we've talked about, but on all characters that have them or can get them. Force Powers are really the abstraction of using the force. Think about it. When you reroll a missed attack, you are not really using any kind of force power at all from the RPG. You are simply upping your odds of hitting the attack. I'd say move faster is close to an actual force power, but even that can be up for debate I think. When a jedi uses a Force point to reroll, is he really using the force to do it, or is he/she simply showing additional skill? When an ugnaught uses a force point from Holo Sid to move 2 extra squares to blow a door, is he really using the force, or is he simply using extra skill gained from Palpatine's influence? Point is, force points are different than force powers. And in the case of surprise move, it's just a more limited intuition, not really a force power at all.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
billiv15 wrote:
I think its quite fair to say that Force Points represent additional skill/luck in this game already
As you've said already. But will you be replying to my post on the second page of this thread that answered all the questions you asked, as well as the ones I asked you?
|
|
Rank: Moderator Groups: Member
, Moderator, Rules Guy
Joined: 8/24/2008 Posts: 5,201
|
Dimetrodon wrote: I believe I have responded to everything accordingly, and I look forward to your responses to my comments. Also as I said, I don't mean to rude or hostile, but definitely confrontational as I want to speak my mind on the matter.
Which can easily lead to baiting and other CoC violations. There are already some posts that are extemely close. Debate is always good, but not if it degenerates. I will be keeping on eye on the thread, and I would hate to have lock itt.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Dimetrodon wrote:billiv15 wrote:
I think its quite fair to say that Force Points represent additional skill/luck in this game already
As you've said already. But will you be replying to my post on the second page of this thread that answered all the questions you asked, as well as the ones I asked you? I answered them in my discussion of me getting you all thinking of it only in terms of luck. If you want me to discuss each one on its own I suppose I can, but they are both fine ideas, just not flavorful particularly for Carth. And I realized that my use of "luck" had led you to that so I went in another direction. Asking me more than once to address something without carefully reading what I've already written will get me to quite discussing it however.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,029
|
To address Force points as luck/skill points why not just add in a new SA "Luck Points"(This character does not count as having a force rating for SAs or CE). Then the only biggest odd interaction would probably be light tutor which counts the character as having a force rating.
Things like Force Absorb/no rerolling again Force immunity would still apply but to me those are far more minor issues than Jedi Hunter/Force User CEs.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
|
Lord_Ball wrote:To address Force points as luck/skill points why not just add in a new SA "Luck Points"(This character does not count as having a force rating for SAs or CE). Then the only biggest odd interaction would probably be light tutor which counts the character as having a force rating.
Things like Force Absorb/no rerolling again Force immunity would still apply but to me those are far more minor issues than Jedi Hunter/Force User CEs.
I'd be all for it if this had been done at the beginning of the game. Adding it now, would leave tons of characters who should have had it out of it. And while I'm aware that making retroactive changes could do some nice things for the game, we all agreed early on not to go down that road, but rather only to add to the game - so that anyone anywhere can still play with us using WotC only pieces if they want to.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/19/2010 Posts: 1,029
|
I meant for future characters that you want the Force points not really working like force points. WOTC certainly changed things up whenever they added new powers (adding Species/Pilot/Trooper, etc. being prime examples). Just a thought for future reference.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
I'll just ask my questions again Bill. What methods were tested other than Intuition and Force Points? I'd like to know if you had actually tried creating and testing new abilities. Because it sounds like you guys only test Intuition and the Force in everyone's responses. You had said similar abilities make the game complicated. with your example being a fix to Lightsaber by making a new ability that does the same thing except that it counts as melee attack now. So I countered that with this Are people confused between Force Push 2 and Force Push 3? Are all the other damaging force powers that are similar, such as all the Lightnings or burst, thrust and so on complicating the game?? All similar in design, but with a different mechanic to each one. (single target, multiple targets, varying damage and damage over time and so on) If we already have so many similar special abilities and Force powers, most with multiple ranks . How exactly is creating new abilities going to complicate the game?Lord_Ball wrote:I meant for future characters that you want the Force points not really working like force points. WOTC certainly changed things up whenever they added new powers (adding Species/Pilot/Trooper, etc. being prime examples). Just a thought for future reference. WOTC added new special abilities and force powers, and the occasional errata, but they never changed the basework and frame of the games mechanics. Movement, Turns, Targeting, Attacks, LOS, Rolls, Base Stats, Commander Effects and so on were never really changed. Just Defined properly as needed. The only mechanic I can recall issue with is Beveled Corners because it seemed to always have multiple methods on using them until a final answer was given. Otherwise everything has remained as is. correct me if I am wrong, or forgetting something. It has been a long time since the Fall of 2004.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/4/2009 Posts: 518 Location: Hobart, Tasmania, Australia
|
I think your question has been answered.
If you don't like the way a few figures turned out from R&R, why not get involved and help playtest for set 3 rather than lobbing rocks in from the outside.
|
|
Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
|
Sashlon wrote:I think your question has been answered.
If you don't like the way a few figures turned out from R&R, why not get involved and help playtest for set 3 rather than lobbing rocks in from the outside.
I agree that participating in playesting of future sets would be a more productive use of time and energy.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/31/2009 Posts: 1,701
|
swinefeld wrote:Sashlon wrote:I think your question has been answered.
If you don't like the way a few figures turned out from R&R, why not get involved and help playtest for set 3 rather than lobbing rocks in from the outside.
I agree that participating in playesting of future sets would be a more productive use of time and energy. And you'll get cool spoilers before anyone else gets them :D
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
I extensively tested the Sith Faction, and everything that had affinity to it within R&R only. I did give in a real large share of feedback for it too, and to be honest I got to see a few changes made to pieces. I can't be sure if that was do to my feedback alone, but I am glad to have contributed in some way towards it. There were also plenty of things left unchanged from suggestions, but honestly it all came out very well there. I really enjoyed that experience.
And my question were not answered at all. Best I can tell no attempt was made to create an actually new ability for Carth or future figures in his situation and they went right to force points. So I was trying to ask and find out about that out of curiosity. But the question was never answered. You can point me to where they have that explained if I am wrong.
And in regards to me asking how creating new Special Abilities complicates the game. That hasn't been addressed in the slightest. Why they chose not to make a new point system however, has been discussed with solid reasoning. There is a difference between the Games basic foundation and special abilities.
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/4/2009 Posts: 518 Location: Hobart, Tasmania, Australia
|
billiv15 wrote: Nothing we do is "easy". It takes a ton of time, lots of play testing, lots of writing and rewriting, and what you call the "Easy way" is that we identified very early that this issue would come up. It came up with the first play testors to see the stats (David and Daniel). We went through the possibilities then and stuck with this. Then it came up again with the secondary PT. We went through it again, and again for the 3rd time, everyone more or less agreed this was the best way to handle it. So please, nothing was the "easy way". We chose what we believe to be the "Best way".
Answered there I believe
|
|
Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/23/2009 Posts: 388
|
Sashlon wrote:billiv15 wrote: Nothing we do is "easy". It takes a ton of time, lots of play testing, lots of writing and rewriting, and what you call the "Easy way" is that we identified very early that this issue would come up. It came up with the first play testors to see the stats (David and Daniel). We went through the possibilities then and stuck with this. Then it came up again with the secondary PT. We went through it again, and again for the 3rd time, everyone more or less agreed this was the best way to handle it. So please, nothing was the "easy way". We chose what we believe to be the "Best way".
Answered there I believe That sounded like it was in reference to the V-Set as a whole. That first part anyway to portray the hard work that goes into it all. And I am aware that it is serious business, not to be taken lightly. The only issue I have is the Force points dealie, and one way or another I'd like to hear more about the actual process involved with it specifically
|
|
Guest |