Monthly Archives: December 2010

New Talents

A smaller update today, but I just wanted to get these out there. Here’s a few new talents that I came up with at work last night. Mind you that none of these have been playtested in any sense of the word, but if you like the thought, feel free to plop ’em into your games and let me know what they do for ya. This will probably become a slightly more regular thing as I look at the existing rules and attempt to fill in some cracks that may or may not actually be there.

Force Talent

    Control Talent Tree

Force Wellspring: The Force flows through you in mysterious, strong ways, allowing you to perform feats that would greatly tax others more easily. Once per encounter, you can activate a Force Power as if you had spent a Force Point to modify it without spending a Force Point. This only affects powers that can have their effects modified by spending a Force Point, such as Force thrust and move object.
Prerequisites: Force Harmony (JATM 16), Force Point Recovery Force technique.

Noble Talent

    Influence Talent Tree

Parlay: Once per encounter, you may use the Change Attitude application of the Persuasion skill against a target a second time.
Prerequisites: Presence, Silver Tongue feat

Jedi Talent

    Lightsaber Combat Talent Tree

Rapid Riposte: You can use the Riposte talent a number of times equal to your Dexterity modifier (minimum 1) an encounter. You may still only use this talent once per round.
Prerequisites: Riposte, Combat Reflexes feat

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The Assault Skill Challenge

A while back, while doing some design brainstorming for the rewrite of my Hard Contact Clone Wars module. I knew that I wanted to insert a scene that involved the characters storming an enemy fortress. The question then became, how best to model the scene in a short amount of time, without bogging things down with numerous weak enemies that wouldn’t represent a major danger to the party.

Then, I hit on it: a modification of the basic skill challenge rules as presented in Galaxy of Intrigue. This is what I’ve modeled for a new Challenge Effect to fit the situation:

Assault

In a skill challenge modified by this challenge effect, characters cannot accrue failures by failing a skill check. The only way the characters can accrue a failure is by the enemies making a successful “attack” against them. The enemy side makes two attack rolls, calculating the attack bonus as if it were a hazard (equal to the CL of the challenge +2). If the attack roll beats the DC of the Medium difficulty of the challenge (shown on Table 2-1, GoI 43) then they have successfully hit the party, and they have accrued a failure.

However, a PC can also choose to make an attack roll on their turn in the skill challenge instead of making a skill check. This attack roll is made at the PC’s attack bonus against the same DC as the enemies attacks (Medium). If they are successful, instead of accruing a success, they erase one failure from their total, giving them more breathing room.

Other than that, the normal rules apply. Determine complexity as normal to decide the number of successes necessary for completion and if the enemy makes three successful attack rolls before the requisite number of successes are met, the challenge is failed.

I ran this challenge in a recent session, where the PCs had to storm a fortress occupied by an invading force and reestablish command. It worked very well, giving the combat heavy characters a chance to shine while also still playing into their skill strengths (plenty of uses for Climb, Jump, and Initiative checks in a combat situation) without taking anything away from the characters who are more skill focused. There’s also plenty of uses for the characters to make use of their feats and talents in a situation like this on a case by case basis.

As a note, this challenge effect should work very well in an “approaching enemy horde” situation, be they waves of stormtroopers, battle droids, or dark side zombies, putting the PCs into a heavy combat situation without putting them through what could be a really tedious combat grind if not handled carefully, not to mention putting a scenario that could potentially take an entire session if handled the “traditional” way into something that can be handled in less than an hour, thereby keeping any player interest and tension levels high, which can make or break any table situation like this.

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Filed under Roleplaying, Star Wars Saga Edition