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Telekinesis Pack?

Posted: Mon Jan 24, 2011 12:54 pm
by Baelin Raddyx
I was discussing this with Simus the otherday-game mechanics greatly cripples our actions when it comes to Force powers we know but the xp system prevents us from using.

For example, all of Baelin's telekinetic abilities are (rp-wise) at level two at least, and because of mechanics he must be emped (when there is a knight on that would do it) to use powers he already knows.

Would it be possible to combine Force power purchases for things that are linked such as telekinesis purchases? I wouldn't make this a default option, but rather toggleable by a padawan's Master depending on his skill level with Telekinesis. Further, could it be implemented in a way that wouldn't affect XP amounts (so it wouldn't throw the level system out of wack)??

Posted: Mon Jan 24, 2011 1:00 pm
by Aslyn Denethorn
Absolutely not going to agree with that one.

Re: Telekinesis Pack?

Posted: Mon Jan 24, 2011 1:01 pm
by Vantus
Baelin Raddyx wrote: because of mechanics he must be emped (when there is a knight on that would do it) to use powers he already knows.
Baelin Raddyx wrote: I wouldn't make this a default option, but rather toggleable by a padawan's Master
Aren't these the EXACT same things only worded differently?

I don't see what benefit this would have.

If you're RPing having more abilities than you can actually perform, then I'd say it's a sure sign that you need to slooow things down a bit or get to practicing more in character to merit receiving XP to boost these RP'd skills. That is, if performing them as a game mechanic is really what you want.
This suggestion is kind of like asking for dessert before you've had your dinner.

Slow and steady wins the race and all that. :)

Posted: Mon Jan 24, 2011 1:01 pm
by Zeak Dystiny
Why not just save up for them?

Posted: Mon Jan 24, 2011 1:18 pm
by Azrael
Aslyn wrote:Absolutely not going to agree with that one.

Posted: Mon Jan 24, 2011 1:39 pm
by Nira'kalen'nuruodo
It sounds to me like the system isn't actually broken, you're just letting yourself become a slave to the system instead of making it work for you.

Some of your options:
  • Save up your XP,
  • Speak very nicely to your Master about tweaking your template so it reflects your character's strengths,
  • Do a heck of a lot more action-ing.

Posted: Mon Jan 24, 2011 1:58 pm
by Tomoran
Azrael wrote:
Aslyn wrote:Absolutely not going to agree with that one.

Posted: Mon Jan 24, 2011 2:00 pm
by Sasha Raven
I'm not on board with this.

Posted: Mon Jan 24, 2011 2:16 pm
by Mortael Toronous
Aslyn wrote:Absolutely not going to agree with that one.
I believe that having push/pull/hold combined would make the system worse. As everybody would be throwing people around using hold and abusing the powers much more often. Push is perhaps the most basic of them all and pull takes slightly more concentration and hold is advanced; I reckon. Also, it would ruin the aspect of learning the powers and having this nice feeling that one day you'll learn to use them. Other than getting them instantly and just ruining the sense of reward.

Posted: Mon Jan 24, 2011 2:40 pm
by Tomoran
It's not an issue of abuse.

Not at all.

Your template dictates your roleplay.

Not the other way around.

If I only have mind trick one, I can't dominate the minds of individuals or hide in the Force.

If I have Jump one, I can't clear a 75 foot gap in a single leap.

If I have push 1, I can't throw a room full of jerks onto their backsides.

Which isn't to say that individuals are confined within their template. Many of us have 'roleplay' powers that aren't governed by the mechanics of the game and are acted out. These powers are often ancillary, non-combat oriented powers that give our characters flavor.

Not an excuse to make us exceptionally strong or promote us far beyond what our capacity would be according to our training and/or template.

Posted: Mon Jan 24, 2011 4:17 pm
by Aurien Uriah
Tomoran wrote:It's not an issue of abuse.

Not at all.

Your template dictates your roleplay.

Not the other way around.

If I only have mind trick one, I can't dominate the minds of individuals or hide in the Force.

If I have Jump one, I can't clear a 75 foot gap in a single leap.

If I have push 1, I can't throw a room full of jerks onto their backsides.

Which isn't to say that individuals are confined within their template. Many of us have 'roleplay' powers that aren't governed by the mechanics of the game and are acted out. These powers are often ancillary, non-combat oriented powers that give our characters flavor.

Not an excuse to make us exceptionally strong or promote us far beyond what our capacity would be according to our training and/or template.
I agree with most of that.

It's cool if you just want to Role play your template, but if you'd be happy with Role playing a template, then maybe you should stick with pen and paper Role Play like D&D. I don't see the point in having a template if you are going to ignore it and say you have an "invisible force field" or little Jimmy didn't tag you because your on base. People need to work on short comings more. Seems like everyone is focused on strengths. EVERYONE makes mistakes. That's my two cents though.

Posted: Mon Jan 24, 2011 4:28 pm
by Vantus
Aurien Uriah wrote: People need to work on short comings more. Seems like everyone is focused on strengths. EVERYONE makes mistakes.
Clap clap clap clap clap!! :)
+10 points.

Posted: Mon Jan 24, 2011 4:35 pm
by Tomoran
Aurien Uriah wrote:
Tomoran wrote:It's not an issue of abuse.

Not at all.

Your template dictates your roleplay.

Not the other way around.

If I only have mind trick one, I can't dominate the minds of individuals or hide in the Force.

If I have Jump one, I can't clear a 75 foot gap in a single leap.

If I have push 1, I can't throw a room full of jerks onto their backsides.

Which isn't to say that individuals are confined within their template. Many of us have 'roleplay' powers that aren't governed by the mechanics of the game and are acted out. These powers are often ancillary, non-combat oriented powers that give our characters flavor.

Not an excuse to make us exceptionally strong or promote us far beyond what our capacity would be according to our training and/or template.
I agree with most of that.

It's cool if you just want to Role play your template, but if you'd be happy with Role playing a template, then maybe you should stick with pen and paper Role Play like D&D. I don't see the point in having a template if you are going to ignore it and say you have an "invisible force field" or little Jimmy didn't tag you because your on base. People need to work on short comings more. Seems like everyone is focused on strengths. EVERYONE makes mistakes. That's my two cents though.
I don't see where I advocated only using a template and/or not promoting character weaknesses.

Posted: Mon Jan 24, 2011 5:07 pm
by Aurien Uriah
Me either. Notice there's an extra line separating the two trains of thought.

Posted: Mon Jan 24, 2011 5:09 pm
by Tomoran
I figured the 'agree with most of that' segued into the next part. No matter.

Character Flaws are important. Without them, you can't relate to the individuals and they become boring.