>Well, I wrote a few "templates" for the Star Wars game (even though
I'm still not sure the players will want to try Heroquest since they
seem to really enjoy D&D 3.5).
Could go either way. One player in my game is also enjoying a 3.5 campaign (The Return to Temple of Elemental Evil - which has been going on for 2 years, I think). The other is playing a C&C/first edition D&D style game right now. Sometimes one just likes different parts of your brain used.
I have found some people who love d20 and the like are actually most fond of the "clear path to develop cool powers which are expressly defined" so sometimes you can get a long way by agreeing to lay that path out in advance.
> Here is an easy template. I must admit, one of the main reasons I
would like to try Heroquest is the balancing problems with Jedi and
non-Jedi. With Heroquest's "all abilities are equal" philosophy, it
means >that a soldier character with Blaster Rifle of 18, a Jedi with
Lightsaber of 18, and a smuggler with a Blaster pistol of 18 will all
have the same capability of taking down battle droids! I really like
that about >the system.
And there are people who will be really annoyed that they have the same chance because they feel it will break genre. I find narration and situational modifiers help there.
> Anyway, to get back on topic:
What on earth for? ^_^
>Republic Soldier
>You are a soldier in the Army of the Grand Republic and have received
formal military training and the best equipment available.
Abilities
Blaster Rifle
Military Discipline
Hand Held Explosives
Physical Conditioning
Trench Warfare
(Community) Grand Army of the Republic
First Aid
Squad Tactics
Knowledge: Military equipment
Survival
>Now, would you suggest I make "soldier" a keyword with all of those
abilities, or maybe only give the soldier keyword Blaster Rifle,
Military Discipline, (Community) Grand Army of the Republic?
I'd leave them all in. (Well, maybe I'd get rid of survival, but I'm not super-familiar with the Extended Universe.) I would also point out that with the "Umbrella" mindset in particular, you wouldn't even have to list all of these and could assume there are more abilities in there.
>Another question, say a player takes the solider keyword with the 3
abilities listed above and puts their 17 ability score into it, that
player than has 17 in 3 abilities. Where as another solider like player
puts >17 into squad tactics, and then 13 into his Soldier keyword. Seems
like putting 17 into soldier is more beneficial.
Yes.
And no.
Since you have a one-augment limit, the advantage for having this
constellation of linked abilities is reduced. The other way to think on
it is that these are actually all one ability - Rebel Soldier. It's more
a list of where that ability applies. I personally think of it this way,
and thus never allow augmenting withing the keyword. No using Physical
Conditioning to augment a Squad Tactics roll. I don't think everyone
does it that way and even I might allow it if the player had put points
into them separately from the keyword.
LC
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