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Messages - kaitoujuliet

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 27, 2020, 02:08:34 pm »
If you know of a better form-fillable character sheet, please point me to it.  I tried two different ones, and the first one (which had skills on the front) was completely unusable.  Whoever made the sheet had not formatted the fields correctly, so the number boxes for skill bonuses were unusable.

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This is great, and I'd love to run it!  But is there now no way to download the whole final version for non-electronic use?  I spend all day looking at screens, so I like my gaming time to be a break from that.  I typically use actual pencils and paper when running.

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 26, 2020, 09:27:29 am »
Cool--now we have multiple options for anyone else who wants to run this adventure, especially at a con.

Meanwhile, and also for anyone else who wants to run this adventure, here's a link to the folder where I have the maps resized for printing.  I used Waifu2X to increase the DPI, so they look good when printed.  Each is 24x36:

https://drive.google.com/open?id=1ZwuICV_Apk1WRUhRDH5nj2nAAfwIY71z

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 25, 2020, 11:28:41 am »
Please keep in mind that these characters are intended for use at a con.  Players are not going to have books to look things up in; the references are just for me, in case they have questions, and I know what "Military training" refers to in the case of the scout.  As long as it doesn't confuse me (the GM), it's more important to me to keep the proper era's flavor for the benefit of the players.  I had enough to do explaining that Mandalorians take their helmets off all the time and there are more than two Sith; explaining why the character sheet says "rebel" would just slow things down further.

As for the wookie, and as I've said previously, I think the reason he never did any melee was because the player was inexperienced.  He probably missed the potential benefits of going into rage.  The lightsaber Jedi ended up being the main melee combatant in this case, but the wookiee still did very respectable damage with his bowcaster.  If/when I use these characters again, I'll just be sure to describe the wookiee as primarily a melee combatant and encourage the player to try raging.

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 25, 2020, 10:17:05 am »
Thanks for the feedback.  I'll look over the sheets before the next time I use them and make sure the feats, etc., are right.  (Probably not going to change any of them to multiclass, though, sorry!)

Keep in mind that this adventure takes place during the Old Republic era.  That is why we have pulse wave weapons instead of blaster pistols--blaster pistols haven't been invented yet.

This is also why the Human Scout's feat is listed as simply "military training."  Mechanically, it is in fact Rebel Military Training, but I left that off the sheet because in the era when the game is set, there is no Rebel Alliance.

Likewise, the "WP Bowcaster" on the wookiee stat block is for simplicity's sake.  As a wookie, he automatically gets proficiency in bowcasters as long as he has proficiency in rifles, and he gets proficiency in rifles as a starting feat for being a soldier.  I just wrote "bowcaster" because the character HAS a bowcaster and not a rifle, and also because that form-fillable character sheet I used has extremely limited space for notes.

(Also, that Wookiee is the revised version.  As you guessed, the original had Melee Smash and Stunning Strike in place of WP Advanced Melee and Stinging Assault: https://drive.google.com/open?id=1wBwdh88pqThFHq1_BAF6zBSwxfV_3amp and that was so powerful that it was actually making the fights un-fun.)

Limitations of the character sheet are also the reason why the Noble only has four languages.  The sheet would not allow me to enter more than that, so the only option to get more is to write some of them in by hand.

How are you getting four additional feats for a level 5 Noble?  The class starts with three (Linguist, WP Pistols, and WP Simple Weapons) and then gets one additional feat at level 2 and one at level 4.  There are no feats for being a Cerean.  What am I missing?

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 24, 2020, 03:57:31 pm »
Sorry, I wasn't really sure what level of detail you wanted!  Probably the simplest thing is just for me to link to the character sheets:

https://drive.google.com/open?id=1jlLUDwtidHkaZeVggc7z_uFm6zGUp5W1

I did make them all single-class characters, mostly because I didn't have a lot of time to create them.  While I agree with your point about the flexibility of multiclassing in Saga Edition, I was also painting the minis, getting the maps resized, and learning the enemy stat blocks at the same time and just wanted to keep things simple.  I'm also not sure a level 5 one-shot con game is really the best venue for showing off subtle build-fu, especially to players who aren't familiar with the system already--and those who are familiar with the system will already know what can be done with multiclassing.

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 18, 2020, 04:19:55 pm »
They were level 5 characters; I started them all with the standard array.  I made them to match the minis I happened to have:

Human Jedi (2--force wizard and lightsaber specialist)
Human Scout
Twi'lek Scoundrel
Wookiee Soldier
Cerean Noble

As the con date approached, I ran low on time, so I enlisted some of my group to help level up the characters.  One of them did the Scoundrel and Scout, one did the two Jedi and the Soldier, and I did the Noble on my own.  I didn't limit them on sourcebooks, so they have abilities drawn from all over.  The only one who has a stat higher than 16 is the wookiee, with 18 STR--although some of the other characters did have more than one stat at 16.

The force wizard jedi has Skill Focus UTF, Force Training x3, and Strong in the Force.  Force Powers include Move Object, Force Shield, Force Slam, Force Thrust, Kinetic Combat, Force Disarm, Force Grip, and Ballistakinesis, with multiple uses of some of them.  I was actually planning to keep that character in reserve, but a couple who showed up mentioned that they'd played all through Dawn of Defiance at their home table, so I didn't have a problem when one of them said he wanted to play the force wizard.  His wife played the lightsaber Jedi.

The wookiee was originally built around knocking opponents down the condition track as fast as possible.  This is why I said he could practically have soloed some of those encounters--I'm sure I don't have to tell you how much the Condition Track is a death spiral.  I ran a test combat with the pregens a few days before the con and felt that the wookiee was overshadowing everyone else.  The guy who statted him then reworked the character before the con so that he did less CT stuff and more straight damage.  Ironically, the guy who played the character at the con never even raged and wouldn't bring him into melee range, preferring to stand back and just have him use his bowcaster, which made him seem a bit underpowered.  (The wookie is named Tabacca, btw!)

The scout was built for run-and-gun mobility.

The scoundrel (who wasn't played at the con) used the Luck talent tree and had Deception-based feats.

The noble was a buffer in combat, using the Inspiration talent tree.

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: February 13, 2020, 01:52:35 pm »
I just thought I'd let everyone know how the adventure went.

I had five players, and I think the players really had a good time.  The pregens worked well; all classes except Scoundrel were represented, with two Jedi.  Fortunately, the force wizard Jedi was taken by someone who was familiar with the system.  The wookiee soldier had to be scaled back a bit or else he would have won all the encounters by himself thanks to his Condition Track attrition abilities; but the player who took him was not familiar with the system and never even had him rage.  Oh well!  At least the player had fun making wookiee noises.

They did their best to talk Duqua Dar out of turning to the Dark Side, but just couldn't make the rolls.  They took him prisoner instead of killing him, though, and decided to ship him off to "Jedi re-education" at the end.  Along with the lightsaber specialist Jedi, who earned a DSP by carving up enemies with just a little too much glee.

Regarding Iridonian accents, someone reminded me of the character Sugi in The Clone Wars, so I based the voice on her.

As it turned out, the Mandalorian Neo-Crusaders' stat blocks were immaterial because they got picked off from the air and never got to use charging fire.

The skill challenge was a big hit, giving the players a chance to do some roleplay with their characters.

For the starfighters and shuttles, I did some quick and dirty math and determined that each could take 2-3 hits from the other if the weapons did average damage.  However, the players chose to revive the admiral and have him take care of it anyway.

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Star Wars Saga Edition General / Re: Running "Iridonian Darkness"
« on: January 19, 2020, 10:00:43 am »
5.  What you're seeing here is likely the opportunity to create and run a skill challenge (GoI) concurrently with a combat challenge.  Some PCs will be "working the skill challenge" to save the ship while others are battling the hostiles that are already here.  Remember that this was written long before GoI came out so it doesn't include those options.
I suppose pilot would be the appropriate skill, but what would you do about DCs and consequences?  (Looking for hard numbers, if anyone has suggestions for those.)  I only have a week, and I don't have time to design another full skill challenge between now and then, unfortunately.

7.  Just have them take Charging Fire which is almost all of what they'd take Mandalorian Training for anyway except it doesn't "sound" as cool.  The WILL bonus isn't going to make a difference
The +2 to attack might, though.  Do you think the encounter becomes too easy if the mercenaries are nerfed in this way? There are only 4 of them against 6 PCs.

I could also point out that the character does NOT have two talents available to take Improved Trajectory after taking Jet-Pack training.
Oh yeah, I meant to check that.  Honestly, I'm wondering if I should just bump up their CL to the proper level to have all this stuff, since they'll be outnumbered anyway.

When it comes to specific thoughts are you going to be doing some level of "pre-con" for heroes?  By this I mean make 4-8 "templates" for 5th-level characters where a player could then drop a name, possibly even a species as those often leave "builds" mostly unchanged, and then maybe make one or two character ability selections
No, I'm providing fully-created pregen characters with minis.

I know you were worried/wondering about the two "pickup" characters in the adventure but a reason to keep them it could be if you were to "pick up" a new player after things start.  The late comer doesn't get the choices those who started did but having a character would enable more participation.
I considered that, but I don't have appropriate minis for the two pickup characters, so I decided to just make extra pregens instead.  I'll have one more pregen than I have players, so I can still accommodate an unexpected player.

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The Senate / Re: Ask a simple question, get a simple answer
« on: January 17, 2020, 02:53:45 pm »
Why? It should be obvious. What Jedi WOULDN’T take training in Use the Force?
What you may be forgetting is that not everyone who takes a level in Jedi is going to be connected with the Jedi order (or any other group of Force users).

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Star Wars Saga Edition General / Re: Successfully hosted my first game!
« on: January 17, 2020, 02:25:58 pm »
Furthermore, are there any house rules that you've found that are objectively an improvement over the base rules?
Congrats on running your first game!

I use two houserules:

1.  I combine Jump, Climb, and Swim into Athletics.  One of the game's authors mentioned on a podcast after a few books came out that he would do that if he could go back and rewrite the core book, so that's good enough for me!

2.  I use the Skill Attack Modifier houserule:
http://thesagacontinues.createaforum.com/the-senate-8/the-skill-attack-modifier-or-sam-for-short/

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Star Wars Saga Edition General / Running "Iridonian Darkness"
« on: January 17, 2020, 02:20:07 pm »
I'm due to run "Iridonian Darkness" at a con in about a week, and I would appreciate any tips anyone has for running the adventure.  Specific thoughts and concerns are below.

1. The main villain, Acaadi, is described as having a "distinctly Iridonian accent."  Is there any source on what this sounds like?

2. How would a Mandalorian Neo-Crusader suit need to be "modified for Zabrak use"?  Just leave space inside the helmet for the horns?

3.  I don't like the two Force-using travelers who show up in Part 2.  They seem to serve no purpose except to introduce the PCs to their respective non-Jedi Force traditions, and they hang around until the end of the adventure, requiring the GM to run them.  It also makes no sense for them to know where Acaadi's hidden underground hangar is.  I am planning to cut out these two characters and substitute a skill challenge to find the hangar.

a. Have I missed any reason why the travelers should be kept?

b.  I've got some ideas for encounters for the skill challenge, but I would welcome any suggestions for more.  Also, what would be good success/failure consequences for the skill challenge?

c. Do the next two combats (especially Acaadi) need to be nerfed to reflect the fact that these characters won't be present?  I am expecting 6 players for the game, including potentially two Force-using PCs.

4. In Part 3, as the heroes take their transport ship to rendezvous with the Champion of Iridonia, the text says, "Allow the heroes to make Use Computer checks to identify the incoming ships as Sith capital ships and starfighters," but no DC is given.  What would be an appropriate DC?  Also, why would Use Computer be the relevant skill (i.e., what is this representing in the fiction)?  It seems like Knowledge: Galactic Lore would make more sense.

5. After Acaadi's sabotage, the PCs are supposed to divide their attention between fighting off the Sith boarding party and saving the Champion of Iridonia.  The text mentions "issuing course corrections to the helm to avoid debris" as one of the possible actions, but no skill or difficulty is given, and there is no suggestion of how much damage debris will do if not avoided.  Any ideas?  Is this covered in the books somewhere?

6. Similarly, the text suggests that the PCs may target the incoming Sith shuttles themselves using the Champion's bridge guns, OR they may order either the batteries or the Republic starfighters to attack the shuttles.  How would you resolve the latter two cases, to keep combat moving along smoothly?  Would you just use the stats for the various vehicles as presented in the book, or can you suggest a way to abstract it?

7. The Mandalorian Neo-Crusader Mercenary stat block lists Mandalorian Training under feats, but that feat has the prerequisite of Charging Fire, which the stat block does not have.  How would you fix this?

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The Senate / Re: Starship Weapons = Heavy Weapons?
« on: December 18, 2019, 11:02:21 am »
Ah, thanks, Steven!  I'd missed the Weapon Proficiency information.  That explains it.

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The Senate / Starship Weapons = Heavy Weapons?
« on: December 17, 2019, 04:41:17 pm »
One of my players insists that starship weapons are heavy weapons and that PCs have to be trained in heavy weapons or take a -5 penalty when using starship weapons. I think he's confusing the shoulder-mounted blaster cannon (which is a heavy weapon) with starship-mounted blaster cannons. The starship weapon attack formula on p. 167 of the core rulebook doesn't say anything about a training bonus or penalty. Am I missing something, or am I right in saying starship gunners don't require special weapons training?

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Star Wars Saga Edition General / Re: The old DoD enhancement threads
« on: November 30, 2018, 02:22:36 pm »
Late to the party, I know, but I have most if not all of them backed up in PDF format on my home computer.  I've been trying to figure out how to make them available to people.  For now, send me a private message if you'd like to get copies of any of them.  I may have a more public solution eventually, if I can find a place to store them.

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