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Hi everyone,
Here's the week 7 update for the beta. I'd like to direct your attention to a final revision to pricing for talents and specializations.
Without Signature
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Excellent clarifications on maintaining Move and I think it's a good call to make the base Move power short (but I have a question).
One thing. It says:
Force Power: Move, Control Upgrade (pages 184-185):
Increase the range of the Move Basic Power to Short.
So is this only with the Control Upgrade or is Basic move going from engaged to short even if you don't have the control upgrade?
usgrandprix said:
Excellent clarifications on maintaining Move and I think it's a good call to make the base Move power short (but I have a question).
One thing. It says:
Force Power: Move, Control Upgrade (pages 184-185):
Increase the range of the Move Basic Power to Short.
So is this only with the Control Upgrade or is Basic move going from engaged to short even if you don't have the control upgrade?
Yeah, that's confusing. Is it the Basic power that's being upgraded? And if so, are we losing a Control upgrade /slash/ does the missing Control upgrade do something different now?
Also: now specializations are too expensive :( I felt like before they were just accessible enough to get two, maybe 3, specializations at the expensive of increasing characteristics. Now I feel that they've been put out of reach in terms of pricing, and now it only makes sense to pump characteristics at character creation, ignoring extra specializations until you start playing.
I'm confused, with the droids, were they supposed to get the Durable talent? I can't seem to find an Enduring talent. I like the skill change, but I feel that the new cost of specializations is really restrictive to characters who want to be more than one trick ponies. It also doesn't address the issue of having to choose your specializations in a certain order so as to get the most out of your points.
I'm also confused about the change to the Control Upgrade that makes the Move Basic Power short range, which upgrade was this added to?
Without Signature
Hi Testers,
The Enduring Talent used to be named "Resilient." This was changed in an earlier update and this change can also be found in the errata document on page 4.
We apologize about the confusion with the Move basic power change. Yes, this has nothing to do with its control upgrade, and is simply a change to the basic power.
Without Signature
awayputurwpn said:
Also: now specializations are too expensive :(
I agree with you on this. I still think the original cost of specializations (# of specs x 5) with a +10XP kicker would be the optimal solution, particularly with non-career skills going back to their original pricing, which was one of the big draws of choosing non-career specs, to get those skills as career skills.
I certainly applaud the updates to the Move Basic Power, both in terms of its range and being able to maintain the powers' effects.
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
FFG_Sam Stewart said:
Hi Testers,
The Enduring Talent used to be named "Resilient." This was changed in an earlier update and this change can also be found in the errata document on page 4.
We apologize about the confusion with the Move basic power change. Yes, this has nothing to do with its control upgrade, and is simply a change to the basic power.
Cool. Also, what do we do now with the range upgrades? Leave them be?
Week 7 update is awesome. I whole-heartedly agree with all changes made. I especially like the force move update, for totally ego-centric reasons.
The devs still need to address the following issues, in order of decreasing priority:
Proposed solutions, respective to list above:
But again, great work on this update. Keep this up and it'll be ready to ship in short order!
-WJL
PS Thank you again for fixing the forum's text editing bug.
"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.
Donovan Morningfire said:
… with non-career skills going back to their original pricing, which was one of the big draws of choosing non-career specs, to get those skills as career skills.
That was the exact reason it had to be changed. New specs should be taken to represent substantial character growth and change, not for a discount on skill prices.
Besides, the OOC cost of skills is back to it's original, and really pretty dirt cheap, price.
-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.
awayputurwpn said:
FFG_Sam Stewart said:
We apologize about the confusion with the Move basic power change. Yes, this has nothing to do with its control upgrade, and is simply a change to the basic power.
Cool. Also, what do we do now with the range upgrades? Leave them be?
Curious about that myself, unless the intent is for Move to be viable in vehicle/space combat, which has an added range category that character-scale ranges don't 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
LethalDose said:
That was the exact reason it had to be changed. New specs should be taken to represent substantial character growth and change, not for a discount on skill prices.
Besides, the OOC cost of skills is back to it's original, and really pretty dirt cheap, price.
-WJL
And what of those character concepts best served by blending two specializations at the start, even if they're from the same career? Given how little I've seem folks jump into multiple careers at character creation (with the noted exception of power-gamers trying to exploit the system), I really don't see how this most recent revision is needed, behind shoehorning players into staying within certain career boundaries.
This current update also really screws over anyone wanting to play a Force-Sensitive character, as they now have to pay 30 XP to get a trait that does them zero good without spending even more starting XP.
Granted, I've deep-sixed the official rules on official specialization costs when it comes to becoming Force-Sensitive (as well as constructing additional Force specializations), but not everyone's gone that route.
After this, I'm starting to see why Venkelos feels there's a definite anti-Jedi bias in this game. It's one thing to want Force-sensitives to be rare, which is already covered by the bit of text that says "ask your GM's permission before making a Force-Sensitive PC, it's something a bit different to be forced to spend nearly a third of your starting XP (closer to a fourth of it if you're Human) for a trait that provides no real benefit unless you spend even more XP. At least with a regular non-career spec, you get a few new career skills which will generally be far more useful than the basic ability of a Force Power.
The upgrade to the Move Basic Power does counteract this, as it's gone from "nifty party trick" to marginally useful, only requiring a minimum of 2 FPs to be useful in combat (1 to activate, 1 for a Strength Upgrade) rather than three that were needed previously (1 to activate, 1 for Strength, 1 for Range), as well as the sidebar on maintaining the power. Nice to see that the developers agreed with my sentiment that under most circumstances, the power lasts as long as it's needed within reason (several minutes is as good a guideline as any for "Jedi Boy is getting carried away with carrying stuff along"), with the Ongoing Effect option for combat encounters.
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:
LethalDose said:
That was the exact reason it had to be changed. New specs should be taken to represent substantial character growth and change, not for a discount on skill prices.
Besides, the OOC cost of skills is back to it's original, and really pretty dirt cheap, price.
-WJL
And what of those character concepts best served by blending two specializations at the start, even if they're from the same career? And what of those character concepts best served by blending two specializations at the start, even if they're from the same career? Given how little I've seem folks jump into multiple careers at character creation (with the noted exception of power-gamers trying to exploit the system), I really don't see how this most recent revision is needed, behind shoehorning players into staying within certain career boundaries.
This current update also really screws over anyone wanting to play a Force-Sensitive character, as they now have to pay 30 XP to get a trait that does them zero good without spending even more starting XP.
Granted, I've deep-sixed the official rules on official specialization costs when it comes to becoming Force-Sensitive (as well as constructing additional Force specializations), but not everyone's gone that route.
After this, I'm starting to see why Venkelos feels there's a definite anti-Jedi bias in this game. It's one thing to want Force-sensitives to be rare, which is already covered by the bit of text that says "ask your GM's permission before making a Force-Sensitive PC, it's something a bit different to be forced to spend nearly a third of your starting XP (closer to a fourth of it if you're Human) for a trait that provides no real benefit unless you spend even more XP. At least with a regular non-career spec, you get a few new career skills which will generally be far more useful than the basic ability of a Force Power.
Well, 3 points:
Honestly, I preferred the original system with a 3-spec limit, ability to drop old specs, permanent talents, and set spec costs; It just needed a way to improve attributes that didn't require goofy spec buying methods. But I think that this is final system is pretty damned good, too.
If you need to piss and moan about how Force users are getting shafted and you're right and the devs don't get it, there are plenty of threads for that. But as far as these numbers are concerned?
It's Done.
It's Final.
Do what you have to do to live with the facts.
Game over, man, GAME OVER!
-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.
LethalDose said:
If you need to piss and moan about how Force users are getting shafted and you're right and the devs don't get it, there are plenty of threads for that. But as far as these numbers are concerned?
It's Done.
It's Final.
Do what you have to do to live with the facts.
Game over, man, GAME OVER!
-WJL
Sorry you feel that bringing up a possible concern of the potential consumer base, on that has been mentioned quite often, counts as "pissing and moaning," but the fact remains that it is just as much a concern as your own about how the dice math regarding Proficiency dice doesn't quite work out or how powerful Autofire currently is.
The fact that FFG is still accepting comments and suggestions regarding this Beta would be a pretty strong indication that any of the topics under discussion are "done and final." But if you want to be defeatist about it, then you're certainly welcome to do so. Just because you don't have an issue with a particular aspect of the Beta or the upgrades doesn't mean everybody else feels the same way.
Hell, the simple fact that non-career skills went back to their original, pre-update cost after extensive feedback from the playtesters regarding the escalated costs says that things are far from being "done and final" where the Beta is concerned.
So until the December 1st deadline passes, I fully intend to keep providing FFG my feedback, thoughts, and suggestions both here, on the D20 Radio Forums, and via direct e-mail, both on the existing rules and the updates made to said rules, and probably long after that point as well. After all, there are numerous game systems that have errata issued based upon player feedback, so why should EotE be any different?
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
LethalDose said:
If you need to piss and moan about how Force users are getting shafted and you're right and the devs don't get it, there are plenty of threads for that. But as far as these numbers are concerned?
It's Done.
It's Final.
Do what you have to do to live with the facts.
Game over, man, GAME OVER!
That's fairly dismissive for someone posting this:
LethalDose said:
The first especially. That ship has already sailed. The starter set is at the printer, so there is no going back now. They aren't going to have one set of dice for the starter set and another for the final EotE book.
As far as the Specialization Cost is concerned, this is a change for the better. I can understand the thought that it is too expensive, but I think it works as is (now you can look at a character and know how many XP it is built with). I agree that it is still dirt cheap for that 2nd and even 3rd spec.
An easy houserule fix would be to change it to 10 x current number of specs. That would keep the same rising cost for 3rd, 4th,5th, etc that a x5 multiplier lacks.
Previous games: Buried, but not Forgotten and Underworld Rising.
Check out both podcasts at Reckless Dice.
Let's not turn this thread into a intarwebz flamewar… that's probably when the devs stop reading the thread, and we all lose. 
I think the rules, as they stand now, provide an excellent framework for GM's to expand upon, if they really want to dive deeper. I'm not saying there isn't room for improvement, but the Jedi side of the house hasn't been neglected either - and the devs were pretty clear that Jedi weren't going to be the primary focus of this particular installment of the RPG.
Regardless, I have neutral feelings about this weeks update. The costs for extra specializations would be much more manageable with a "n-1" approach… that is to say, reword the update on page 2 to say something like:
"Purchasing an additional specialization within a character’s career costs ten times the total number of specializations he would possess with this new specialization, not including the first specialization purchased at character creation." or just "… minus one."
… such that "a character with one specialization could purchase a second career specialization for 10 experience. If he wished to purchase a third career
specialization, it would cost 20 experience…" and "a character with one specialization could purchase a second–non-career–specialization for 20 experience. If he had two specializations already, a third specialization that was also a non-career specialization would cost 30 experience."
The update to droids is helpful, but I'm not sure it completely offsets their XP deficiet.
NEXT UP
LethalDose said:
The devs still need to address the following issues, in order of decreasing priority:
All of this - especially the top 4 you listed - are great suggestions and I'm onboard. Although I would probably make some minor changes to include more space combat updates as my #5… the remaining ones (scaling, jedi stuff) are less critical but still worth looking at.
1. Fix the dice mechanics >> triumph counts at 3 successes; despair counts as 3 failures
2. Auto-fire is too powerful >> increase cost to 2 advantage
3. Mild skill update >> some consolidation, some additions (i.e. demolitions)
4. Droids still need a boost >> more starting XP or can train up to rank 3 skills at creation
5. Gain the Advantage is too powerful >> specify a one-round duration, and allow for choice of defense zone OR mitigating evasive manuevers
6. Damage scaling between characters, vehicles, and starships >> 1/5/10 ratio
7. Provide a use for vigilance for force powers >> "yes, you packed your lightsaber" jkjk
8. Add specialization career skills for Force Exiles >> discipline, vigilance, perception, lightsaber(!?!??!?/1111?//1?)
I'm also feeling twice-weekly updates on Tuesday and Friday from here on out to December 1st. :)
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