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Okay, cool that we're on the same page.
mouthymerc said:
Increasing the viewing area and decreasing the FP cost were what I had in mind. Or maybe drop range and change it to Magnitude Upgrade where magnitude means you get more accurate information, at least in the first two.
As I said, it was just off the top of my head and I used the info on the wookieepedia site. Always room for improvement or suggestions.
Yeah, sounds like Range Upgrade should be Magnitude Upgrade if we're going with "more accurate info." If Strength Upgrade were to reduce the cost of activating the power, then I definitely think that it should only show up once, though perhaps put that one Upgrade in Row 4 and have it cost 20 XP. Might also need a caveat that it doesn't reduce the cost below a single LS point, even if trying to view present-time events. Otherwise, you run the risk of characters trying to spam Farseeing to short-circuit any mystery elements that an adventure might have.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
If you're coming up with this many further upgrades (and I'm seeing a full range of them being proposed here: control, range, magnitude), you may want to consider making this a separate power, not even a branch of the sense tree, despite it's similarities. I think adding the upgrades makes the power become needlessly complicated. The power should be as vague or as specific as the GM needs it to be, not based on upgrades. This should remain a narrative ability that shows as much or as little as GM desires. The character should not even be given the option to impose any increased demands on what is seen. The restrictions on this ability must be fundamentally different than other skill and ability restrictions because of the nature of the power. This means any upgrades to this power/upgrade become really meaningless because of how frequently GM fiat would override them.
I think it makes the most sense to keep a simple set of rules for activation. I think what MouthyMerc offered was perfect: Different activation difficulties for different time frames. I would allow the skill check to direct what the character can learn. Using vigilance, a successful check indicates you are able to view the event you were aiming for, and follow the symbols and cues in the vision. Advantages can be used to discover useful bits of information, and Triumphs for major insight as to what happened/is happening/will happen.
This is similar to move's use: A successful force roll activates the power (Moves the object vs have a vision) and then the skill check allows the power to be effective (Strike the target vs see the event).
To keep things simple, allow psychometry to increase detail available or decrease the difficulty of the skill roll or Force power activation. Or decrease the cost and require the character has the object to attempt far seeing (More roleplaying than balance, though).
-WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
Hey, my suggestion was just a single Control Upgrade to Sense and that was it, leaving it fairly nebulous (and thus in the GM's hands) as to what's seen.
If mouthymerc thinks that making a separate and distinct tree off the Sense power is the way to go that adds a bit more definition to what is and isn't seen, I say go for it. If nothing else, it's an interesting thought exercise.
Given the Upgrade Outlines I listed above based upon mouthymerc's notion (even with the proposed "spirit projection" upgrade), I don't see how this is overly complicated in comparison to the other Force Powers. And for all we know, FFG may do a similar tact with adding more Force abilities, simply doing more branches off one of the existing base powers, such as Force Grip/Choke/Crush being an extension off the Move basic power.
Contributing Author of the GSA at http://gsa.thegamernation.org/
"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard
Donovan Morningfire said:
Hey, my suggestion was just a single Control Upgrade to Sense and that was it, leaving it fairly nebulous (and thus in the GM's hands) as to what's seen.
If mouthymerc thinks that making a separate and distinct tree off the Sense power is the way to go that adds a bit more definition to what is and isn't seen, I say go for it. If nothing else, it's an interesting thought exercise.
Given the Upgrade Outlines I listed above based upon mouthymerc's notion (even with the proposed "spirit projection" upgrade), I don't see how this is overly complicated in comparison to the other Force Powers. And for all we know, FFG may do a similar tact with adding more Force abilities, simply doing more branches off one of the existing base powers, such as Force Grip/Choke/Crush being an extension off the Move basic power.
Yeah I most definitely see this as a Control Upgrade of the Sense tree rather than a separate ability tree altogether. The more I think about it, the only upgrade that really seems to fit is the Strength Upgrade. This ability is pretty much a GM fiat. It can be used to lead or help or red herring the characters. Other upgrades don't really add anything of value because of GM fiat. I think I would have Farsight as a 5 xp Control Upgrade, a couple of Strength Upgrades to reduce FP cost (minimum one of course), and the Spirit Projection Control Upgrade. An argument could be made for a Strength Upgrade to reduce the difficulty of remaining in spirit form. I wouldn't want to reduce the Force Dice ongoing cost, though, at least not without some major investment.
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