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Older D&D/AD&D and Other Systems The forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).

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Old 10-16-2012, 03:20 PM   Top  -  End  -  #1
Strormer
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Default [SAGA] The Red Knights [PEACH]

This is my first attempt at building an alternate force tradition and it is filling in a plot hole for my upcoming legacy era game. What I'm looking for is critiques on if this is balanced with similar force traditions. Thanks in advance!

Red Knight

Species:
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Force Tradition:
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Last edited by Strormer : 10-16-2012 at 03:27 PM.
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Old 10-18-2012, 08:51 AM   Top  -  End  -  #2
IdleMuse
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Default Re: [SAGA] The Red Knights [PEACH]

It all seems balanced to me; although it's all on the _good_ end of balanced. I'd be careful with the movement on the race, that's pretty good on what's already a good species. I would however add another (unrelated) ability to them; at the moment, they just feel (mechanically) like they're... We are good at talking... and also Very good at talking! Most species have, like, some unrelated ability as flavour, it rounds them out and makes them feel less like an optimiser's design.

The talent tree is again pretty generic; I like Sith Practitioner, as this is a pretty unique ability, but the rest do feel a bit, like, meh. The only character who will take these is one who takes all of them, and I think it's good to encourage variance in build options.

So, overall, there's nothing wrong with it, mechanically, but it's all just a bit generic. See if you can't find a little bit of sparkle to add to the whole thing, a bit of uniqueness.
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Old 10-18-2012, 10:44 AM   Top  -  End  -  #3
Seatbelt
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Default Re: [SAGA] The Red Knights [PEACH]

You describe them as larger than stock humans but don't do anything to reflect that mechanically. Maybe the force tradition prefers to use two-handed sabers because it reflects a more passionate use of the weapon and give them some kind of bonus.

Or maybe something like..

[Strength of Ego]
Red Knights delight in personal success and use that joy to catapult them to new levels of strength.

1/encounter if an attack would miss the Red Knight they may gain 2x the difference between the attack roll and the Red Knight's relevant defense score.
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Old 10-18-2012, 08:55 PM   Top  -  End  -  #4
Sith_Happens
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Default Re: [SAGA] The Red Knights [PEACH]

I don't know much about SAGA, but I can comment on the fluff side of things.

First off, if this is Legacy era, then the Sith species has been all but extinct for much, much longer than "centuries ago," and their bloodline has long since been diluted to the point of insignificance. So that's already a huge problem with the Red Knights as a species. It can still work, but they'll need to have existed for at least 4000 years or so and been completely isolated from the rest of the galaxy until right around the time of the campaign (think the Lost Tribe of Sith, but with more red).

On the Red Knights as a Force tradition, from your brief description so far it sounds like you're just taking all the "cool" parts of the Dark Side and Sith Order and leaving out all the "Usually [X] Evil" bits. Altogether it comes off as rather bland and uncreative, not to mention that you're just begging for your players to call "Drizz't clones IN SPACE" on the whole species/order.

Basically, the concept as a whole needs reworking. If these guys are supposed to be Sith, then call them Sith and they need to act at least somewhat like Sith. If they're supposed to be anything other than Sith (or Jedi), they need to be turned into something much more unique/distinct than any existing Force traditions. I'd also stay away from the "Light Side and Dark Side together" thing. That's Revan's shtick, and let's just say it didn't end well even for him.
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Old 10-20-2012, 01:27 AM   Top  -  End  -  #5
Strormer
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Default Re: [SAGA] The Red Knights [PEACH]

Yes, perhaps you're right about everything being a little too samey. The big gist of their abilities is that they can call on the dark side of the force and the light side of the force through something of a neutral mechanic. They lose the light and dark side descriptors in order to show that they utilize the force as a singular entity, not as one of two options, but I broke it into two because I felt that losing the dark side descriptor (and thus the associated dark side score increase) was far more powerful than losing the light side descriptor which really has little attached to it that I've found. I like the two handed saber thing though. I might toy with that a little more.

They are larger than stock humans, but not so much as to have a serious effect. Perhaps a variation on DND's powerful build mechanic?

As to the fluff:
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Old 10-20-2012, 12:17 PM   Top  -  End  -  #6
Mando Knight
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Default Re: [SAGA] The Red Knights [PEACH]

From a lore standpoint, it doesn't fit. To date, there have been no Force users who have dedicated themselves to passion and not turned evil. It is difficult when pursuing passion to not be controlled by it, which is one of the major pitfalls for the "tragic hero" type of fallen Jedi.
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They are larger than stock humans, but not so much as to have a serious effect. Perhaps a variation on DND's powerful build mechanic?
Powerful Build is a serious effect.
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Old 10-20-2012, 10:16 PM   Top  -  End  -  #7
Seatbelt
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Default Re: [SAGA] The Red Knights [PEACH]

I'd have to agree -using D&D alignment anyone who persues pleasure for pleasure's sake is chaotic neutral at best. Someone who pursues pleasure for pleasure's sake and ignores the means to achieve pleasure is probably chaotic evil.
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