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Messages - YIDM

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1
Star Wars Saga Edition General / Re: Age modifiers
« on: December 15, 2015, 06:23:10 am »
I see what your doing there, for the new low-level game...   ::)

"The Force is strong with you, a powerful Sith you will become."
-Darth Sidious

2
The Senate / Re: Houserule Armor Talents question
« on: December 08, 2015, 09:31:17 am »
I’ve honestly never had a problem with the SAGA armor system as written, provided you used the Jedi in Amor optional rule from JATM.
You’ll note, the optional rule says “…any suit of light armor with no armor check penalty even when not possessing the Armor Proficiency (light) feat. However, the hero must also forfeit the armor’s bonus to Reflex Defense in addition to the armor’s equipment bonus to Fortitude Defense.”

Jedi in Amor optional rule and no Armor Proficiency (light) feat. Benefit: just the inherent properties of the armor, like vacuum seals, built-in equipment; no equipment bonuses of any kind (not to Ref, Fort, or other types like skill checks); this only works for light armor
 • Jedi in Amor optional rule WITH Armor Proficiency (light) feat. Benefit: gain the inherent properties of the armor, like vacuum seals, built-in equipment; AND equipment bonuses to skill checks (but forfeit the Reflex and Fort bonus, per the text of the optional rule); this only works for light armor
Armor Proficiency feat. Benefit: per SWSE rules – use armor bonus in place of Reflex defense; at higher level, forgo armor bonus with “Jedi in Armor” optional rule (provided the armor is light)
Armored Defense talent. Benefit: per SWSE rules – use armor bonus or heroic level
Improved Armored Defense talent. Benefit: per SWSE rules – use heroic level + ˝ armor bonus
Armor Mastery (Imperial Knight). Benefit: per LE rules – use heroic level + ˝ armor bonus

These are the RAW (Rules As Written), and I think they're good enough. Armor Check Penalty doesn't apply to most skills you'd be worried about out in space unless your in combat with it, and your not proficient, and it's armor heavier than light (cause otherwise you could just use the Jedi in Armor, JATM optional rule).

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I find it interesting how StevenO is so adamant against Armor Mastery (Imperial Knight). I mean, one prestige class talent, for a specific era, vs. two talents? (who cares?)  Yes, yes, I know, it's effectively 1 talent for +6 bonus, or more to Reflex defense...so is Block or Deflect depending on how you look at it (with Skill Focus UtF and below 10th level; most PC levels).

I have way more issue with a common core talent like Evasion than that specific prestige class talent. Evasion is damn-near busted at higher level, especially when you factor in high Reflex defense and making AoE attacks (i.e. ALL squad attacks) nearly worthless.

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The Dark Side is Strong, I would not be in support of a houserule as you have suggested, because I don’t feel it’s necessary for the reasons others have mentioned, and my above rationale.
Just my two cents.

3
Star Wars Saga Edition General / Re: Mindtrick
« on: December 03, 2015, 09:09:28 am »
Kaleesh also have +5 vs. mind-affecting (in addition to Toydarian and Hutts); you can also stack on Unstoppable Force feat (Clone Wars, 31) for another +5 (making it +10)

However, any NPC of any race, with 1 scoundrel level can just have Labyrinthine Mind talent (Scum and Villainy, page 15), or 1 soldier level with Warriors Determination talent (Unknown Regions, page 23). That's more than +5, it's complete immunity...that's what I use to thwart my PC's when I'm worried about a social RP encounter being ruined by mind trick.

YIDM

4
Star Wars Saga Edition General / Re: Mindtrick
« on: December 02, 2015, 10:09:25 am »
I think it's only that the "fear for 1 minute" application of mind trick breaks on damage, not all applications.

Yes, and the suggestions are just that, suggestions, but they CAN make a very unreasonable suggestion seem reasonable.

Also, per the designers FAQ response, it's not like it's permanent mind control. The influenced NPC might initially surrender, see their NPC friends still attacking the PC's (and their buddies cursing at them asking what in the heck their doing), then 'snap out of it' and resume attacking (realizing they'd somehow been tricked; and be even more angry).

YIDM

5
Glad to help Jedi Ronin.

I'm actually pretty surprised that others like the Foundry Droid as much as I did. It was such an epic fight each time I used it, that's for sure...and as I said, my PC's went into the Foundry on more than one occasion to try and steal Rakatan technology, so I got to use the Foundry Droid more than once. It definitely made the PC's think on how to handle it, each time they had to fight it.

I'll be curious if any other GM's use it, how their party handles it. Even other vehicles aren't safe from it's 3 attacks per round. My PC's didn't have that luxury, and had to face it without other vehicles, just PC on Tri-droid action. I did have a few PC's get blasted to death due to mis-calculated movement, AoE effect, and initiative order, but were revived within 1 round. 

So lets hear it - more "shock and awe" - - what else have those of you used out there? 
...More Darth Vornskr's, more Duelists, more Titans, etc. etc. I want more!!!   ;D

YIDM

6
Vehicles publish their weapon stat blocks differently than individual PC's do, because each person on the vehicle has it's own set of actions. A pilot can fight defensively (standard action), move (move action), and increase vehicle speed (swift action); meanwhile the gunner can aim (2 swift actions), and attack (standard action).

The Tri-Droid is a "vehicle", so follows the vehicle rules (which are different). The Tri-droid has separate droid brains allowing it to perform what it's stat block says it can do (3 "gunner" droid brains doing the shooting for 3 ordinance launchers; 1 droid brain doing the piloting). Each brain has it's own action, just like crew would on another Gargantuan vehicle. The rules are the same, it's just using droid brains instead of a crew of 4 (1 pilot and 3 gunners).

Does that make sense now?

YIDM


7
yeah well there are some Game Master's out there who were the only child's that didn't like to share, and you know what they say about the dark path, and once you start down it...

they grew up to be killer-DMs.

Better than strangling a h00ker or shooting up a movie theatre I suppose.  I guess he doesn't have a max Dark Side Score yet
Hahahahahaha... yeah, you're probably right on that one. I've run across a number of not-by-the-rules only to the players detriment "killer-DMs".

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I find vehicles to be great higher level challenges. It saves time as a GM to use a few published vehicles vs. 2-3 homebrew higher level NPCs to challenge the PC's EACH week...
So an occasional AT-AT variant, or a starfighter or airspeeder doing strafing runs can put a hurtin' on the higher level PC's without too much difficulty.

Keep it coming - - what else has anyone got for "shock and awe"?  The AT-WF variant definitely qualifies. That thing would be a beast to actually fight.

YIDM

8
The Senate / Re: Rakatan Force Saber
« on: November 28, 2015, 02:13:41 pm »
pretty sure increasing the size of a guard shoto does not increase it's damage.  The weapon should only deal 2d6 for being Rakatan, 2d8 when dialed up.

I could be wrong though.
Increasing or decreasing a melee weapons size category does affect it's damage dice. This defaults back to the core d20 mechanic which SAGA is based on and can be seen from the changes to unarmed damage based on size (i.e. 1d3 small, 1d4 medium, and 1d6 large). So a large-sized war-sword would do 1d10 (just like a Dire Sword), a miniaturized war-sword would do a d6 (just like a short sword; see Scum and Villainy, page 41 on Miniaturization upgrade to support this view). However, this is not necessarily the case if you "strip" a weapon up in size for an extra upgrade slot (per Scum and Villainy, page 39).

and I'm pretty sure it has to be either a guard shoto OR a retrosaber, unless you dual-gear it or something.
So...are you saying you can't make a guard shoto "retrosaber"? Correct me if I'm wrong, but isn't a "retrosaber" just replacing the old power pack with modern power pack technology? (per the sidebar in Jedi Academy, page 50) And, sure, I could dual gear it...that'd be an easy fix also if one ruled against the former.

Add the Rakatan Template if you must, but now you do realize you can't use block or deflect or Form powers or anything else that effects lightsabers, cause it's not a lightsaber anymore, it's an exotic weapon...
Not if used by a Rakatan NPC...which was how I was using it.  8)
A Force adept with Primitive Block talent could also use it...

YIDM


9
The Senate / Re: Stats for Coruscanti Airspeeders
« on: November 28, 2015, 01:45:51 pm »
I just use the SoroSuub Twin 228-Airspeeder from KotOR, page 95. It even looks like the airspeeders than we see in the films.

YIDM

10
I think StevenO already covered the best, official ways to get it and it's never bothered me to take a level in another class (and boost Intelligence), or take a talent, race, or background to get a trained skill. There are so so so many ways to get non-class skills into a build by the books (or replace one skill with another skill). Look at soldiers and Commanding Presence talent (gaining Persuasion skill of all things) or the Hot Wire talent (replacing Use Computer with Mechanics), etc. etc.. IMO, with all the official ways to do it, you don't need any homebrew way to do it.

Just my two cents.

YIDM

11
Starfighter speeds are definitely affected by atmosphere and drag. Their atmospheric thrusters are WAY WAY slower than their sublight drives in space.

Take for example an X-wing published maximum speed at 1,050 km/h (about ~650 mph) or mach 1, in atmospheric conditions.
 
Now, an X-wings (starship scale) speed 4
See SWSE page 168, Table 10-2. Each (starship scale) square = 150 normal squares.

Translating that = speed 4 (starship scale) x 150 normal squares x 1.5 meters per normal square x full-round “all out x4” movement x 10 rounds per minute x 60 minutes in an hour / 1000 meters per kilometer =  2,160 km/h

So, an X-wing in atmosphere is moving about half speed as compared to its starship scale movement (by the book published speeds)

During the Black Fleet Crisis, Luke Skywalker met up with Akanah on Coruscant, which was under a hyperspace interdiction web, and it took their freighter (the Mud Sloth) about two weeks to reach the edge of the Coruscant System so they could engage the hyperdrive, so at least we have one source of consistency.

I think that is an excellent point Sienn_sconn...and a EU cannon reference to boot. That's enough to sell me on it.

YIDM

12
Star Wars Saga Edition General / Re: AT-AT attack
« on: November 28, 2015, 01:09:52 pm »
You could also have a Jedi PC using Deflect (for someone else) like a cannon emplacement. They Jedi PC defends, while the other PCs operate the cannon and do other ranged attacks to bring it down (slowly). It could be a long range encounter like 100+ squares away, so the PC's have to save the day and defend the small base/outpost from the attacking AT-AT.

Just another thought I had...

YIDM

13
Well, I haven't GM'd much at all but the worst thing on the player end a GM has unleashed on us by far...


Emperor Palpatine.

And he didn't use the official write-up.  This dude was like 96 pointbuy, Draco's uber power from DoD 9 SotE, topped off with a +38 UtF or something ridiculous.

total TPK in like 7 rounds
Maybe I'm just getting soft in my old age, but that seems kinda uncool to TPK the party with a way way over-the-top homebrew version of Palpatine...even if it was a campaign ender.

Now if the PC's did willingly choose (and were not led by the GM) to go after Palpatine, and choose to go try and fight/kill him, I wouldn't feel bad TPK-ing them.

I'd probably use something a little more "by the book" than that thou (IMO that would "feel" better to the players, even if they lost). As player, I'd feel kinda cheated by a uber homebrew creation and loss like that.  Palpatine has the Visions talent, so he really doesn't need all that. He could foresee the PC's coming attack, prepare, have Vader and the 501st there, with Veteran Imperial Officers with the "Trust" talent (for extra standard actions), etc. Either that, or just lay a trap and have them all killed in a massive explosion, or whatever.  Just my opinion
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Sparx MacGyver, cool AT-WF walker!  I like it.  8)
The heavy turbo lasers make it a vehicle only fight (or PC's with Improved Cover or Evasion). One shot like that and its game over for most PCs.

YIDM


14
Z33B - here is another 'epic' story from my past:
http://thesagacontinues.createaforum.com/general-discussion/at-at-attack/?message=22294

I think I even have a picture of the battle on my cel phone somewhere...

YIDM

15
Star Wars Saga Edition General / Re: AT-AT attack
« on: November 25, 2015, 08:19:34 am »
Oh yeah, I've thrown an AT-AT at the party. It was a mass combat of NPC mooks and NPC allies. They PC's had to bring it down before it killed all the NPC allies. They fought it straight up. The PC's used Deflect, Evasion, and Cover to get close enough, then assaulted it with ranged weapons and melee. In the end, a Jedi PC managed to get inside and kill the bridge crew.

Later, when the Sith Lord in charge of the mass battle came down to confront the PC's, I used each half of the destroyed AT-AT as a jack hammer with Multitarget Power move object (10d6 twice) to beat the tar out of the Jedi PC and leave him pinned underneath it. It was another of my high level epic fights (at the climax and ending of a campaign).

YIDM

PS - 10+ level PC's with Cover or Evasion, and/or a Jedi with Deflect should have no problem with this sort of thing.

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