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Messages - armyman_83

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1
The Senate / Re: Ask a simple question, get a simple answer
« on: July 01, 2016, 04:13:03 pm »
 I hope this is simple enough for this thread. As StevenO pointed out normal non-heroics have about a 15 Point Buy (something the Saga folks should have made MORE clear). But I am wondering what would the CL adjustment be--if any for increasing the Point Buy of an NPC. Like if you had NPCs who were all non-heroic that had 25 PB would that adjust their CL, and if so by how much?

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Anyone else not really care for the Force Awakens?

These are my thoughts. Star Wars The Force Awakens fails to take so much great leads from the Extended Universe. There was plenty of chances for them to also explain the situation in the galaxy more. This leaves the viewer guessing. Their minor head nods to the EU is encouraging but fails to really deliver. The lack of history and mystery left by the story might allow some EU elements to be filled.

Even without the EU (which I know is "dead") the Force Awakens is essentially a rehashing of story. A "feel good" nostalgic warm and fuzzy. The film takes the elements of the original trilogy (and some from the new) to create  the same story--not its own. The grand son of Vader, Ben Solo (now Kylo Ren) is the literal Vader fanboy. His master Snopes is ala emperor (ugly and all).

A return to a super weapon like a Death Star shows a lack of ideas. Two were enough. How it is taken down is literally episode 4 and 6 combined. Small vital area, trench run, third party ground support, flying inside the weak spot. You could just splice film from the OT and say you've seen the force awakens. Luke is the new Yoda character whose attempt at restoring the NJO fails when his own Vader wrecks that.

They fail to even follow the pseudo science of the lore: hyperspace jump from inside hangers and coming out of light speed in the atmosphere (no mass gravity wells? )?
Rey is just a Mary Sue. Finn is dead weight. Poe has character at least. So much stuff is left unanswered leaving you shaking your head.

Ren meets a similar fate of Vader when Rey slashes him with a lightsaber scaring his face (no limbs missing). (Episode 3).
Rey must go find Luke who is in exile. Like Luke must go find Yoda.
The Resistance replaces the Rebellion, the First Order replaces the Empire.
The Force Awakens is a mash up of the best parts of the Star Wars story-- But complete hack writing that fails to deliver its own compelling new tale. If I wanted a nostalgia trip I would watch Episode IV.

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Do research on the Tapani Sector.  You'll find some startling similarities.

I tried to do a Robin Hood-style campaign in the Tapani Sector.  It didn't quite work out, but there is a lot of potential in the Tapani Sector.

This. This is by far the best bet. There is a "Travelers Guide to Tapani Sector" book or two out there. I considered doing this with my group--but we are doing some other campaigns at the moment. Also look at "Lords of the Expanse" its a d6 thing I believe and is a good one for DMs who want to run a game in the Tapani sector. Only the Lore and stories would help of course since it isn't Saga edition.

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The Senate / Re: NPC Builds
« on: June 23, 2016, 12:32:43 am »

I know I've mentioned some views on non-heroic lately although I'm not sure if they were in one of your treads or another new board member.  When you build with NH the game assumes you start with NH which should be "average galactic citizen" level stats which equate to PB 15.  Non-heroic may not default to a lot of trained skills but Skill Training is available as a starting feat as is Skill Focus.  While fewer trained skills may seem detrimental you need to remember that you can pack a lot more levels of NH into a give CL providing a nice boost to skills even if they aren't trained skills.  If we look at a CL 4 NH8/Jedi1/Scoundrel1 it has a base +5 in all skills due to level where heroic 4 is just +2 despite having more trained skills.  You may not get a lot of trained skills but you get a lot of ranks.


Yeah that was one of my threads.  ;D I do wish that the core book would have specified the PB for non-heroics instead of making it like esoteric knowledge ha ha.



@Luke Styer:  If you are building NPCs I highly highly highly recommend you look for Saga Sheet 1.4 (just google it). It is an excel file that makes crafting NPCs (or even PCs) a wonderful experience and crazy easy.

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The Senate / Re: Ask a simple question, get a simple answer
« on: April 12, 2016, 10:34:28 pm »
The PCs are getting ambushed. So I'm initiating with Adhesive grenades. Also have people with carbonate rifles to immobilize. All but one PC is melee only. So only have to worry about one shooter. So 6 square stun range won't be a problem. Baddies also have a level of Enforcer. So +1 stun die damage (non-lethal tactics talent. ). With repeating carbines (KOTOR) that's 4d10+7 damage (Targeted Area+PBS -and half heroic level).  Oh plus there is an officer doing assault tactics. The carbine allows for AoOs. Officer also doing Heavy Fire Zone which grants AoOs. Every other round a stun grenade will be fired. Alternating with Adhesive grenades. I will use more stun grenades(thrown or launcher) though. My thing is the PCs are pretty high on Ref defense. And I can throw tons of mooks to aid. But I'm normally a less is more kind of guy when it comes to moving parts.

For clarification. My logic behind shooters instead of as many grenades is-all the melee guys are force users. Meaning they can ready actions to counter grenades. They will be able to negate much of the stun damage. But it will be resource heavy. Only one can deflect. One does have DR10. Fml.

Or should I just buff the hell out of a few Burst fire guys? (Rapport, Coordinated attack)?
That is not a simple question, I even doubt it has a simple answer.

Grenades against force users are generally a bad idea, they tend to come back and bite you. Auto-fire and Burst Fire are generally good ideas though.

I don't know what you are trying to accomplish here. You want them to capture your PCs?

They have enemies trying to capture them. I'm just gonna go with burst fire methinks!

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The Senate / Re: Ask a simple question, get a simple answer
« on: April 12, 2016, 11:08:05 am »
Question(s): Any weapon with an autofire setting and a stun setting can make an autofire attack that deals stun damage correct?

If they then attack but miss (yet make the autofire DC) they would half the damage (from missing reflex), calculate if the damage beats the targets DT, then half the damage.
Just making sure cause I may use some autofire baddies with stun weapons soon (normally they wouldn't do a ton of damage but with Coordinated barrage and Targeted Area combined with Devastating Attacks--I think it will be a decent challenge).

There is an official clarification that states a weapon can only be set to one alternative mode at a time.  This means that if your weapon has a Stun setting and an Autofire setting you are NOT allowed to use both at the same time.  If a weapon is autofire ONLY and has a Stun setting then you could use the two together.

If your autofire doesn't hit the targets directly (misses their REF) but does hit REF 10 (I use this as any penalties to your attack roll would still apply so I believe it is easier to remember) you may deal half damage to targets caught in the area.  With your Stun Weapon it is that half damage you would check against the target's DT to see if you can move them down the CT.  You then subtract half of that from the target's hitpoints leaving you effectively 1/4 of the original damage.

Note that Stun attack has a maximum range of 6 squares unless explicitly noted.  This means that your autofire use of Stun is not going to reach very far.  If you want to make the tactic nasty I'd suggest switching to Stun Grenades (and possibly a grenade launcher) as it gets you use your full attack bonus, has a higher damage base, lets you reach out further (the burst has a range limit but the grenade can still travel more than six squares first, and it may allow you to avoid some Cover bonus those you want to hit may have which would otherwise block/reduce the effect of Autofire.

The PCs are getting ambushed. So I'm initiating with Adhesive grenades. Also have people with carbonate rifles to immobilize. All but one PC is melee only. So only have to worry about one shooter. So 6 square stun range won't be a problem. Baddies also have a level of Enforcer. So +1 stun die damage (non-lethal tactics talent. ). With repeating carbines (KOTOR) that's 4d10+7 damage (Targeted Area+PBS -and half heroic level).  Oh plus there is an officer doing assault tactics. The carbine allows for AoOs. Officer also doing Heavy Fire Zone which grants AoOs. Every other round a stun grenade will be fired. Alternating with Adhesive grenades. I will use more stun grenades(thrown or launcher) though. My thing is the PCs are pretty high on Ref defense. And I can throw tons of mooks to aid. But I'm normally a less is more kind of guy when it comes to moving parts.

For clarification. My logic behind shooters instead of as many grenades is-all the melee guys are force users. Meaning they can ready actions to counter grenades. They will be able to negate much of the stun damage. But it will be resource heavy. Only one can deflect. One does have DR10. Fml.

Or should I just buff the hell out of a few Burst fire guys? (Rapport, Coordinated attack)?

7
The Senate / Re: Ask a simple question, get a simple answer
« on: April 11, 2016, 09:30:16 pm »
Question(s): Any weapon with an autofire setting and a stun setting can make an autofire attack that deals stun damage correct?

If they then attack but miss (yet make the autofire DC) they would half the damage (from missing reflex), calculate if the damage beats the targets DT, then half the damage.
Just making sure cause I may use some autofire baddies with stun weapons soon (normally they wouldn't do a ton of damage but with Coordinated barrage and Targeted Area combined with Devastating Attacks--I think it will be a decent challenge).


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Star Wars Saga Edition General / Re: DM cheat sheet
« on: April 10, 2016, 06:14:00 pm »
There are similar (identical) tables in GaW and UR where one is talking about "Battlestations" while the other is addressing Hazards more specifically.  In GaW it mentions that 'hazards' should deal an average damage of 10+ (station CL/2) which equates to your basic hero (heroic level/2) firing a blaster pistol (3d6 averages 10.5).  It list the bonus on the attack roll at 2+CL.

Much obliged!

9
Star Wars Saga Edition General / DM cheat sheet
« on: April 10, 2016, 05:24:05 pm »
So I know plenty of fellow DMs game on fly (how can you not!) and I absolutely love the Galaxy of Intrigue chart for skill challenges as it makes creating DCs on the fly very very easy. However, what about enemies and appropriate damage from enemies or hazards on the fly? I could certainly compile something in time but am currently interning with my graduate school stuff and am swamped. Just wondering if anyone has created or could create a chart similar to this: http://gneech.com/wp-content/uploads/2010/04/Pathfinder_42.html This chart was made for Pathfinder and is a very useful tool. I would love to see one made for Saga. If one is out there--do you mind pointing me to it? Anything to make a DMs job easier is always appreciated.

Edit: I should specify that I would love a chart like the first table found in the link--the second one we have in GOI.

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The Senate / Re: Guardian Spirit Talent
« on: April 10, 2016, 03:58:48 pm »
Possession is essentially the same "problem" that you'd run into when you allow a droid to transfer its "personality" from on chassis to a different chassis.  Things are fine and dandy when the chassis are the same but it's almost amazing how often someone want to take a high mental stat droid and have it transferred into thug of a body where all the ability points when into STR and DEX.

Droids can be such a problem even without transferring their personalities to other chassis.  I've already detailed how crappy (or awesome if it's your PC) it is when you get a Droid with Droid Shield Mastery and two subprocessors for recharging it's shields.  Then it gets to recharge it's shields as a free action with no endurance roll.  Even if it's small having SR 10 every turn with no action penalty for only one feat is insane. 

subprocessors might be one of the more broken accessories in the game.  There's no rule limiting how many you can have, or even a rule limiting it to one per that particular action, so you can get two for recharging your shields, two more for aiming, and while you're at it three more for moving up the CT so you basically get Equilibrium + Force Harmony except you get unlimited uses of Force Harmony cause the Recover action becomes a free action when you've got three sub processors for it.

I've literally played in games where there is a droid PC who would make the Terminator look like a budget astromech

I believe you can only have 1 special subprocessor (it says you can have only 1) ALSO it can't be used to aiming as it specifies s that it must be used to enhance a "skill" aiming isn't a skill but an action. I made this mistake when I played as a droid before. Gotta really look at some of that stuff in the droid books or else you will break droids even more.

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The Senate / Re: What CL should this be?
« on: April 10, 2016, 03:48:32 pm »
However you're using heroic stats to begin with so I'd be bumping that the CL3 because you have PB 25 for stats instead of the PB 15 you should have for starting as a non-heroic character.

It says non-heroics only get a 15 PB? I am just curious as to where it says that-doesn't seem to say that in the section about non-heroics though I could certainly be overlooking something!

It may not say it directly but you would look at page 17 and should infer that connection.
Your "typical galactic citizen" should indicate Non-heroic as the starting class.  If this connection can not be made then I don't know what class a typical citizen should have.
Now with this you should see "The average ability score for the typical galactic citizen is 10 or 11.  If you fill a stat block with 10x3,11x3 you end up with PB 15.

I would also point out to you the ability scores for the non-heroics listed in the SECR.  Most of them are around a PB 15 equivalent once you consider level boosts with the bounty hunter and crimelord listed being the big exception although note that WotC wasn't too good about double checking stat blocks.

Having a "normal" character be PB 15 stems from way back when the 3-18 ability score range was created for DnD.  You rolled 3d6 for stats which averages 10.5.  Now over the years heroes have undergone some severe ability score inflation but that 3d6 is what is assumed to be the 'normal' range and what you would use for an NPC.

Figured it was something like that. I will admit I don't give them a 15 PB but stick to 25 (though I give my players and Big Bads 28 PB).

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The Senate / Re: What CL should this be?
« on: April 10, 2016, 03:18:41 pm »
However you're using heroic stats to begin with so I'd be bumping that the CL3 because you have PB 25 for stats instead of the PB 15 you should have for starting as a non-heroic character.

It says non-heroics only get a 15 PB? I am just curious as to where it says that-doesn't seem to say that in the section about non-heroics though I could certainly be overlooking something!

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The Senate / Re: Force Shield as a Reaction--even when suprised? FF?
« on: April 10, 2016, 03:01:27 pm »
When Surprised I'm going to say No. 

If you want some text to cling to I'd point out how Unaware Combatants "do not get to act in the surprise round."  Here I'll say that a Reaction in an act that is not allowed.  Free Actions and Reactions both fall under the "Actions in Combat" section on pg 144 of the SECR and when being caught unaware prevents actions (pg 150) that will include those.  This points to NOT being able to take that reaction as being the RAW answer especially when you already acknowledge all of those other reactions you can't take when caught unaware.

When you see this, and assuming there is no debate, I'd merge this topic with the "ask a simple question" thread.

Right, I almost asked it there. But wanted to see how other folks played it. I actually let my players use it as a Reaction though I should probably not allow it given how you can't take most defensive reactions when FF/surprised. Feel free to merge this if no one else pipes in.

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The Senate / Force Shield as a Reaction--even when suprised? FF?
« on: April 10, 2016, 02:17:47 pm »
Just making sure that you can use Force Shield while Flat footed or surprised? I believe RAW you can--just wondering if other people agree or disagree with this. You can't negate, block, or deflect while flat footed but you can shield. Was this simply oversight or intentional? Or did I miss an errata about it?

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The Senate / Re: Ask a simple question, get a simple answer
« on: March 06, 2016, 04:42:54 pm »

A Merc aims and shoots at a PC (to make use of deadeye and carefulshot).
Crime Lord takes his turn after said Merc. Crime Lord Impel Ally 2.
Said Merc uses standard action to shoot the same PC he was aiming (and shot) at.
Said Merc gets benefits of still aiming?
Or no?

No.

Note the use of "make a ranged attack" which is pointing to a singular attack.  Also specifically note the text describing AIM where is says you get the benefit for your NEXT attack.  If you want to make things work you're going to need to aim again.
Cool cool. That is what I thought, but wanted to make sure.

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