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Messages - MERC_1

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1
The Senate / Re: Substituted rolls and their modifications
« on: September 23, 2023, 04:54:28 pm »
Force Persuasion is a great example. Here you roll Use the Force instead of Perception.  It clearly states that: "If you are entitled to a Persuasion check reroll, you may reroll your Use the Force check instead (subject to the same circumstances and limitations)". From this I understand that it's the re-rolls of the substituted skill that applies. Any re-roll for UtF should not apply. To permit both could lead to redidculous situations, especially when A replace B that replace C.

For the rest it's common sense and using the rules for stacking bonuses. So, any penalties do apply. Any untyped bonus stack and so should any circumstance bonuses as well. Any equipment bonus for the substituting skill like UtF above should apply. Any equipment that gives a bonus to the substituted skill (Perception above) probably should not apply. No sense in using a sensor when you are using the Force to make observations. This logic should be good for other substitutions as well.

If more feats and talents get involved it becomes even more convoluted. But using this logic should be helpful.

2
The Senate / Re: Ask a simple question, get a simple answer
« on: September 23, 2023, 03:26:34 pm »
If we go way back to Star Wars D6 it was pretty useless to use handheld weapons against anything bigger than a speeder. That was due to the rules when attacking something of a different scale. But that's a different game in a different millenia.

3
The Senate / Re: Force Shield Protection
« on: July 16, 2023, 04:50:15 am »
I meant that it's not covered by Force Use. There are of course several ways to survive vacuum using technology.

I did not think of Force Regimens. Great find on Oxygen Bottle. I confess I have never actually used those Force Regimens. The first time I read them I thought that they required a lot of strange items and then mostly forgot about them. Having the cargo hold filled with wax cylinders may draw some attention...

4
The Senate / Re: Force Shield Protection
« on: July 13, 2023, 06:03:48 am »
As for surviving in space that is just not covered well by the rules in SAGA. She probably survived the initial exposure and went into a Force Trance. That would possibly extend the time she survive by a factor of 10. The rest is mostly how it is presented.

5
The Senate / Re: MERC_1's conversions of Exotic Weapons
« on: June 13, 2023, 02:22:06 pm »
Next object to be converted is this

"Kashyyyk Long-Gun
Weapon Type: Long-gun
Proficiency Group: Exotic (long-gun)
Cost: 2,000
Damage: 3d12
Critical: 20
Range Increment: 10 m
Weight: 8 kg
Fort DC: —
Type: Energy
Multifire/Autofire: —
Size: Large
Hardness: 5
WP: 10
Break DC: 2
Availability: Specialized, restricted
Era: Rise of the Empire, Rebellion
Special: This weapon fires 10 shots before needing to be reloaded. It uses a 10-shot clip of ammunition (cost150).

This weapon, devastating in stopping power, is used almost exclusively by the Wookiees of Kashyyyk. Its bronzium alloy
barrel lacks sights or a scope, limiting it to relatively short range fighting, much like a bowcaster. Because of the
weapon’s size, weight, and powerful recoil, you must have a Strength of 15 or greater to gain the Exotic Weapon Proficiency (long-gun) feat."

This probably don't need much changes.

I guess it would use rifle ranges but be inaccurate? Using Pistol ranges would be an alternative. But that is a bit too restrictive in my opinion. The Weapon itself may be too powerful for SAGA. As always, all input is welcome.

6
The Senate / Re: MERC_1's conversions of Exotic Weapons
« on: June 13, 2023, 01:00:17 pm »
You know that I agree with you on the Tehk'la Blade. It either needs to be bigger in size or deal a bit less damage. We had that discussion about 2 years ago on this forum I think. But I had to bring it up as that's one of only two weapons of the right size.

If we ignore the Amphistaff, there is no exotic weapon that does only 1d4 damage. We are ignoring that one as it has poison and reach and can pin targets and so on. Damage is really not the most important thing there.

The Tehk'la Blade and Shyarn are not the only Exotic weapons that have exaggerated damage. Allmost every one has it. The only ones that do single dice damage are Fira (1d8) and Dark Sticks (1d6/2d8). The Fira can deal half as much damage next turn if it hits Fortitude Defense as well, something that is often likely to be lower than Reflex Defense. That is probably even worse than the Tehk'la Blade. You get to double dip in level based damage and other increases as well as the 1d8. Dark Sticks may do 1d6 when thrown, but you are supposed to wield more than one in a hand and do 2d8 damage.

My conclusions is that 1d4 would be fine if it was a Simple Weapon. For an Exotic Weapon 1d6 is pretty much as low as it goes. That is still only half of what a Shyarn or Tehk'la Blade do.

But as always, we don't have to agree. I just think that most Exotic Weapons are having a damage dice one step bigger than we would otherwise expect. If that is they way it's supposed to be is a different question. But that is the way it is.

7
The Senate / Re: MERC_1's conversions of Exotic Weapons
« on: June 12, 2023, 09:26:59 pm »
Thank you both for your response to my question.

I do like the write up by Sienn Sconn a lot. I will have to read up the rules for concealing a weapon or object. But having the weapon hide in plain sight is an attractive feature.

I may like StevenO's idea of having it be easy to draw more than enhancing Rapid Shot. Both are certainly worth considering.

To answer StevenO's question, the Weapon comes from Heroes Guide (RCR). While I see your point about the damage, Exotic Weapons in SAGA generally do one or two points of damage more than a similar Simple Weapon on average. The best comparison would be with other Tiny Exotic weapons. There are only two of those: Shyarn (3d4) and the Tehk'la Blade (2d6). In light of that 1d4 is just too low.



8
The Senate / MERC_1's conversions of Exotic Weapons
« on: June 12, 2023, 01:17:10 pm »
So, I have considered converting  some interesting Exotic weapons from RCR for some time. Some will be very straightforward and others may be more complicated. Please help out with suggestions and balance issues. If you have a suggestion for what to cover next, that would also be excellent.

My first attempt will be the:

Zenji Needle
Damage 1d4 (19-20) Piercing
Range increment 4 meters
Tiny, 0.1kg

I'm thinking that 1d4 is a bit low for an exotic weapon balance wise. Possibly 1d6 is a bit more reasonable.

The 40 meter range falls in the middle between Trown Weapons and Simple Weapons. Possibly making it an accurate Thrown Weapon would work.

Any ideas?

9
The Senate / Re: Fear Force Power Question
« on: May 31, 2023, 05:15:48 am »
I agree with StevenO that this only affekt the target on his round. It should not affect reactions and other free actions taken out of turn. But if you manage to create a surprise round, hitting an opponent with Fear can be very strong. Either you prevent him from acting in the surprise round, or the round after that. This can give you allies plenty of time to deal with the threat.

10
The Senate / Re: Ask a simple question, get a simple answer
« on: May 25, 2023, 02:15:27 am »
Yes, I was cut short somehow.

If you get a license for a heavy weapon, buying one is still not that easy. Manufacturers write contracts with planetary governments or other large companies. As a private citizen they may not give you the time of day. This all depends on the company in question, how tightly they are controlled by the Empire or some other organisation.

- So, you have a license you say? We will send a copy of the safety code to the ISB for good measure! We will get back to you when they tell us it's OK and that you are working for the Empire. Not working for the Empire AND have a license? That is very suspicious!

- Sure, we can sell you grenade launchers, but we sell in bulk. They come in boxes of 12.

- Sorry, we ONLY sell to government agencies. Have a nice day!

- Well, with your Connections we DO want to make things go smoothly. I'm sure one grenade launcher could have been scrapped du to faulty materials... Come right this way!

This are all examples of how things may go when trying to buy Military or Illegal equipment. If you have the right Connections things are much more likely to go smoothly, no matter if you have a license or not. You can "always" get a license later, you see? At least as long as you don't get caught with a restricted item before you do...

I base this on the Fluff text on page 118 of SECR:
Quote
Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above). except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals.
   
So, even with a license finding a seller can be difficult. Not everything in the books are available on every planet either, this goes double for Rare items.

11
Ss the requirement to enter Force Adept are steep but pretty general, any three Force Talents, the requirement for Force Disciple should also be general but steep. That is my opinion. This means that any two talents from the Force Adept class should be fine. By that I'm not counting the Force Talents that they already have, any force user can get those. No, I'm talking about the talent trees available only to Force Adapts and possibly some other PrC. We could of course exclude the Inquisition talents, but why should we?

12
The Senate / Re: Ask a simple question, get a simple answer
« on: May 24, 2023, 10:56:36 am »
I see a different reason to go to the black market. You may have a license for a Lightsaber (during the dark rimes) if you are working with the Inquisition. But no one in their right mind would sell you one.

If you get a license for a heavy weapon, buying one is still not that easy. Manufacturers write contracts with planetary governments or other large companies. As a private citizen

13
The Arena / Re: Kaiju Alert!
« on: May 24, 2023, 10:27:47 am »
Please tell me he is a Force User with the right talents. Otherwise I don't see how he could tame such a beast.

It can lead to interesting roleplaying or it's just a big power grab.

14
The Senate / Re: Ask a simple question, get a simple answer
« on: April 22, 2023, 01:59:08 am »
Under several martial art prestige class talents such as Tae-Jitsu Expertise it says, Once per turn, when you damage a creature or Droid with an Unarmed attack and then you get to take a special action. My question is if you attack with the feat whirlwind attack would you be able to apply the action every target that you do damage or just one?

While esch of those feats only trigger this special action oce per tyrn, if you have more than one Martial Arts feats you could potentially trigger several different special actions in one turn.

15
The Senate / Re: Moving someone who is grabbed or grappled
« on: April 21, 2023, 08:02:01 am »
Even untrained people can drag you along, especially if two people grab an arm each. This is a perfect time to use the Intimidation rules from the Persuasion skill.

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