Talk:Star Wars: Game Mechanics

From The Whereabouts

Force Balance

It appears that Force Balance is a RP-ing dictated trait, but I think it would be cool if we made a few (I stress few) things harness the stat - I always like it when acting in-character can give mechanical benefit, even if small. I was thinking about Akea's rating for this trait, I think he's a pretty legitimate 8. I figured 9 might be too high, since we still want to have room for upward development in these characters despite their starting power. This is probably the trait that Akea, in-character, considers the most important - he spends a great deal of time meditating on the light side of the Force that he may act in accordance with its will.

As far as mechanics go, I am considering having it somehow benefit Morichiro, which I'm currently devising a system for (it's what got me thinking about Akea's FB rating). Akea doesn't even like to prove that he knows it, but I figure I may need to use it eventually, so it'd be good to work out. Of course, there should also be powers that are hindered by a high Force balance and aided by a low one. Similar to how Morichiro is a rare light side ability, a low Force balance could benefit rare dark side abilities like Sith alchemy or Force storm?

Just brainstorming here. What about requiring a minimum Force Balance value in order to use it? In this example, it's a rare light side ability, and perhaps Jedi with FB 8 or above can eben attempt to use it. if the Jedi were to slip toward the dark side, they would lose the morichiro ability. And perhaps for every value above 8 would grant an extra automatic success (9 = 1 automatic success, 10 = 2 automatic successes). Kirkland 00:47, 22 December 2009 (EST)

Wild Die

I wanted to revive the wild die concept. I'm considering limiting the presence of a wild die to rolls of 3 dice or more, for a few reasons. Firstly, consider a dice pool of 1: it is now impossible to get 2 successes and impossible to botch - every botch is a complication. Similar situation with 2 dice, the chances of a complication are much higher than normal. From 3 dice on out, it's pretty good. What do you think? Kirkland 00:49, 16 June 2009 (EDT)