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Messages - msaffin

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1
The Senate / Re: Cloaking During a Dogfight
« on: February 01, 2015, 09:40:26 am »
If two fighters are engaged in a dofight (let's say A-wing vs TIE phantom as an example), what happens if the TIE engages its cloaking device?

Is it reasonable to assume that the dogfight goes on regardless, but possibly with a concealment modifier?  Or must the A-wing make a perception check to see the TIE first, and the dogfight proceeds as normal?  Does the dogfight just end?

What do you guys think?  I really could see every way.  When I say dogfight, I am referring to the actual (potentially broken) dogfighting rule from the book.

well, a dogfight implies the 2 fighters are quite near from each other so I would do a perception check with the A-wing pilot as a reaction to the cloak activation to maintain the dogfight (with concealment bonus for the cloaked one...)

in my head a cloaking device would make you undetectable for ship systems but while moving the outlines of the cloaked ship could be seen by the eyes of a pilot near it.
So you could shoot at it with your blasters but not lock a missile on it.

2
Star Wars Saga Edition General / Re: Min-maxed Force Wizard
« on: November 20, 2014, 10:53:51 pm »
So you manipulated the Multi-class rules with the bonus Skill Training house rule to have a bunch of skills? How useful or silly did that end up being? It's something I know StevenO mentioned as a possible rules abuse with the Skill Training house rule. It does highlight an issue I have with the Force Adept PrC, in that needing 3 Force Talents overrides class selection, so you could do something as silly as multi-classing all the classes without it really mattering. But since it's skills, I don't know how 'game-breaking' that would be.

Is it really game-breaking ?
let's compare a build 1 (jedi3/noble1/scoundrel1/scout1/soldier1) and a build 2 (jedi7)
build 1 has BAB+4, 6 talents, 1 class feat and 4 character feats
build 2 has BAB+7, 4 talents, 3 class feat and 4 character feats

you lose two feats and 3 of BAB for two talents, and still need to use some remaining feats for skill training.
With that cost it is not my idea of game-breaking...

3
We're Jedi trying to end a very bloody war. (see my other threads).

If we would murder the leaders of both groups to end the war and save millions of lives, would that be evil and how much of a Dark Side transgression would it be?

Yes, our GM is making things interesting...
for me it would be naive before being evil.

the problem is that if at least one of the two groups knows the jedi implication the two groups will end up in war with the jedi, and with no real reason to stop the war between each other (the jedi are not enough of a threat).

and if you succeed in killing those leaders without having jedis being implicated then their successors will be chosen among the most fanatic leaders still alive.

P.S: if you like those of stories on the limit between good and evil I recommend you "watchmen" (the comic or the movie)

4
Star Wars Saga Edition General / Re: Defensive Jedi
« on: September 30, 2014, 05:54:02 pm »
In an upcoming campaign I'm looking to build a Jedi with a defensive mindset. Flavorly he'll be a Soresu practitioner. I was wondering if you guys had any talents/feats suggestions. I'm looking to build it around the counterpunch talent, so anything that would go along with that would be great. And if at all possible a book/pg# would be awesome. Tia

I found on my computer the build of old campaign bosses (insane twins but with the same stats) that the GM gave me after the party:

Gen'Dai Defender            CL 20
Large Gen'Dai Jedi 7/soldier 3/Jedi Knight 10
Destiny 1; Force 7
Init +21; Senses Perception +11
Languages Basic, Gen'Dai; language absorption

Defenses Ref 37 (flat-footed 32), Fort 40, Will 34; Block, Deflect, Shii-Cho, Soresu
hp 322, Fortifying Recovery; second wind +80/161, move +2 steps up condition track; Threshold 50; resilient physiology

Speed  8 squares
Melee great lightsaber +25 (2d10+15) or
Melee great lightsaber +25 (2d10+20) with both hands
Ranged  by weapon +25
Fighting Space 2x2; Reach 1 square
Base Atk +20; Grp +30
Atk Options Counterpunch, Defensive Acuity, Withdrawal Strike (lightsabers)
Special Actions Combat Reflexes, Damage Reduction 10, Force Intuition, Quick Draw
Force Powers Known (Use The Force +21) surge, vital transfer, contentious opportunity (may take 10 even when distracted or threatened) (2)
Force Techniques Advanced Vital Transfer, Force Point Recovery, Force Power Mastery (), Improved Vital Transfer, Language Absorption

Abilities Str 8, Dex 20, Con 24, Int 10, Wis 12, Cha 12
Special Qualities build lightsaber, hibernation, regeneration
Talents Ataru, Block, Counterpunch, Damage Reduction 10, Defensive Acuity, Deflect, Force Harmony, Force Intuition, Shii-Cho, Soresu, Tested in Battle
Feats Armor Proficiency (light), Combat Reflexes, Force Sensitivity, Force Training (2), Fortifying Recovery, Improved Damage Threshold, Improved Defenses, Quick Draw, Skill Focus (Use the Force), Toughness, Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons), Withdrawal Strike (lightsabers)
Primary Skills Acrobatics +20, Initiative +15 (may Use the Force +21 instead), Stealth +10, Use the Force +21 (may reroll to use Block or Deflect but must keep the result of the reroll even if worse)
Secondary Skills Climb +9, Deception +11, Endurance +17, Gather Information +11, Jump +9, Knowledge (bureaucracy) +10, Knowledge (galactic lore) +10, Knowledge (life sciences) +10, Knowledge (physical sciences) +10, Knowledge (social sciences) +10, Knowledge (tactics) +10, Knowledge (technology) +10, Mechanics +10, Perception +11, Persuasion +11, Pilot +15, Ride +15, Survival +11, Swim +9, Treat Injury +11, Use Computer +10
Possessions great lightsaber, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, encrypted long-range comlink, liquid cable dispenser)

I don't know if it is what you search but damn they where not easy to kill  ;D.


5
The Senate / Re: Scripted Routines talent
« on: September 20, 2014, 07:43:34 am »
Is it just me or any shot made with Point blank shot qualifies for Attack Script ? (it modifies your attack roll, and it's a feat...)

Attack Script and Accelerated Strike seem really broken combo.


I mean AS's once/encounter turning a full-round attack into a standard action, then with Attack Script, it seems it would then turn that now-standard action full-round attack action into a single move action. This seem completely broken if I'm understand the talent correctly.
So a full round attack and a standard attack in one turn

if you want broken there is worse:
if you have teras kasi mastery you can make 2 unarmed full round attacks in only one turn
one of them as move action (teras kasi mastery+scripted attack) and another as standard (teras kasi mastery, wich is not limited to once per encounter)

6
The Senate / Re: Player Wants To Live Forever
« on: August 28, 2014, 10:25:40 am »
Yes but why bother going out after 1000 years when every single guy you knew outside is dead, just to start over a life as a nobody.

Even on Iego 1000 years is a long time, way more than enough to find a good job and have a family you would just leave behind.

to tell you the truth if I wanted a non-force sensitive to live forever (at least as a npc) I would chose another way to do so, like saying he found a way to transfer or copy his consciousness in a droid, which can stay active as long as he is kept in a good state.

7
The Senate / Re: Player Wants To Live Forever
« on: August 27, 2014, 05:36:48 pm »
What's so bad about a character finding out about Iego?  If they put in the work....

the only problem I have with Iego is that it is way too isolated and difficult to find if you want to stay in touch with the rest of the galaxy for missions.
It is almost impossible to find even for the rare pilot who ever visited Iego without crashing, and it seems to be quite a feat to not crash.
So if someone from outside of Iego wanted your help it would be very costly to find you and need a very long time to do so... I would just engage someone else.
And if he managed to reach you, leaving Iego for a mission would probably mean to be unable to find it back later.

For me Iego can only be used one time between 2 eras, and you would not know the state of the galaxy during your stay on the planet...

8
The Senate / Re: Cargo Weight
« on: August 27, 2014, 05:08:11 pm »
to be realistic when you want to manage cargo you need to take into account the implied costs for your cargo:

_with living beasts you would need food and a huge cage, ect.
_with perishable food you would need refrigerated containers and those are quite heavy
...




9
The Senate / Re: Cargo Weight
« on: August 27, 2014, 11:46:56 am »
I agree.  Cargo space should be listed by volume, and all craft and other cargo should have a "cargo volume" rating, making it easy to approximate how much could fit into a hold.

On that I disagree because with flying vehicules (like planes) the number 1 problem is the weight, if you fill in too much cargo you can't fly straight anymore, and if your cargo is in any way more dense than clothes you can be sure the cargo weight limit will be hit very very long before the cargo volume limit.

In game I would just let the gm make his decision if you have a cargo of feathers or anything like that but if a change to the stats for cargo was needed I would want the size of the door to see if the cargo can enter (ex: a YT1300 probably has enough cargo space to hold a living Rancor but I don't see the door beeing big enough for the rancor and his cage...)

10
It is probably not what you search but just for fun I wanted to play an Ewok sith since the day I saw this: http://31.media.tumblr.com/tumblr_m50vipxIRa1rxy7d6o1_500.jpg
At least it will not be repetittive after playing a miraluka  ;D

P.s: if not an ewok, perhaps a Jawa http://fc02.deviantart.net/fs70/f/2010/318/6/5/jawa_jedi_by_talonfoxtrot-d32vukx.png  ;)

11
I just looked the personality description of the miraluka in the kotor book and I think it could perfectly fit what you want (and they are not more ugly that humans with glasses).

predictive defence would compensate the DEX malus and the use of a feat would be compensated by the free force training your force user would have.


12
The Senate / Re: Star Waters or Underwater Vehicles, anyone?
« on: August 14, 2014, 12:58:37 am »
Amphibious seals.  Easy way to make submarines.  Do lasers work underwater?

I would say yes but the water would slightly decrease the heat of the shots, as a gm I would decrease the die by one step, or their number.

13
The Senate / Re: Star Waters or Underwater Vehicles, anyone?
« on: August 13, 2014, 06:02:11 pm »
If you want to use it as an escape ship I would chose an amphibious starship because it would be more useful

14
Star Wars Saga Edition General / Re: Dark Side Campaigns?
« on: August 10, 2014, 09:07:54 pm »
Much worse things can enter a story, like ****, torture and things even worse.

The **** would without a doubt be out of limits for any rpg game but the torture (if not really graphic) would not be dark characters like sith for example

15
The Senate / Re: Player Wants To Live Forever
« on: August 10, 2014, 08:48:13 pm »
One of our players wants their character to be a recurring NPC.  I asked what he would do if our next game was set in a different era.

They suggested that they would retire on Iego.

So, does the character just stop physically aging for as long as they are on-world?  Pick up age bonuses to Int, Wis, and Cha?  Does aging just resume normally after they leave?

I took a look at the wookiepedia page and I think there is a little problem with Iego: isn't it awfully isolated and difficult to reach, and even then to land without a crash ?
If so going to Iego would pretty much mean to disconnect himself from the rest of the galaxy and to be way too difficult to reach to ask for your help in time if needed.

The real questions are:
1) What Species ?
Gen'Dai and Neti can naturally reach more than 4 or 5 thousand years, otherwise the "quick healing" trait of a "near-human" could (with gm permission) be interpreted as stopping or slowing you aging (like wolverine).
2) Is the character a force sensitive trained in the use of the Force ?
If so you could Say that he discovered how to slow aging (like Jedi master Fay did).
3) If force sensitive, Is he dark enough to perform prohibited rituals to extend his life (life energy absorbtion, essence transfer...) ?

4) How long between 2 of those eras?
As a GM I would not let the "quick healing" trait alone be sufficient to live more than a few hundred years and I would not see the force sensitivity as a way to live more than 10 times your normal lifespan.
For the dark ritual(s) way I don't really see a limit but most of them have notable drawbacks that I would not hesitate to use.

In short if you are just a non force sensitive human travelling the galaxy 4000BBY I will not let you be alive and/or available 130 ABY even going to Iego

My take is that if you don't suffer the aging penalties then you don't get the aging benefits


+1

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