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Messages - StevenO

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1
The Senate / Re: Lightsaber form feats?
« on: September 12, 2026, 08:14:47 pm »
Impressive someone finding that list and reposting it a year later.

2
Why do the players need a ship?  How do you want them to use the ship?

You may not have easy access to it but Starships of the Galaxy does mention the ways PCs might acquire a starship.  When you're looking at starships take a look at the Challenge Level (CL) listed for them after removing the crew component (+0 for normal, +1 for skilled, +2 for expert crew qualities) and remember that it is suggested that you take half that value off of the effective CL of any opponents faced using the vehicle.

For a "group's ship" I'd really suggest keeping the CL of the ship down.  Your stock YT-1300 is already CL6.  You want one that can hold everyone between crew+passengers.  If you plan on using it for vehicle combat you may want to check ship roles and ask what you'd have each character doing during a fight.

3
Star Wars Saga Edition General / Re: Saga Index
« on: May 28, 2026, 09:38:40 pm »
Not sure how many visitors this enough to get the exposure and possibly the answer you seek regarding the RCR.

Now all an "index" would really do is just point you to where you need to go to find it in the books.  I know there have been time when things were still "new" it was always so much help when someone would post the reference along with a question.  Finding something like the SWSE Index which also has descriptions isn't anything I remember seeing for the RCR.  Don't know how much help it'd be but have you tried the SWd20 subreddit assuming you're on Reddit?  https://www.reddit.com/r/starwarsd20/

4
The Senate / Re: Rule Question for Sniper Shot Feat
« on: May 09, 2026, 02:19:00 pm »
Some may not agree but when it comes to a Redirected Shot I treat it as if the Force User was making an attack with that weapon.  I feel redirect shot shouldn't be a license to turn some nearly impossible to use weapon into a precise counter attack.

When it comes to Sniper Shot I believe you need to activate it on your turn while making a Ranged Attack either as a standard action or as part of a full attack*.  If the clarification is that it applies to further attacks until the start of your next turn then the +2 and -5 carry on just like if you'd used something like Power Attack to get a boost to damage at the expense of attack.  The warning here is that if you're just using Redirect Shot then you haven't performed the action needed to activate Sniper Shot unless you'd earlier used your actions to make a ranged attack.

5
The Senate / Re: New Prestige Class - The Sovereign Administrator
« on: May 06, 2026, 06:08:53 pm »
Still can't see any need for it.

6
The Senate / Re: New Prestige Class - The Sovereign Administrator
« on: April 23, 2026, 07:06:44 pm »
This forum is pretty dead so you're not likely to get nearly as many responses as you might somewhere else.  A lot of the time I'd expect to see something like this on Reddit:  https://www.reddit.com/r/SagaEdition/new/

Now when I start looking at the first things I see is a VERY mistaken idea that taking levels in "Crime Lord" means the character has done anything shade.  Sure Crime Lord may ask you train in Deception but you're already asking for Persuasion with this class and your talent requirements (Lineage) already lines up with Crime Lord.  Officer may ask for training in Tactics (and a special which really is just an "ask the GM" type requirement) but uses the Leadership talent.  You mention this being created early; have you considered that Charlatan or Corporate Agent might also fit the needs for your character instead of needing a whole new PrC?  Corporate Agent in particular may be appropriate seeing how it has Gather Information and Knowledge (Bureaucracy) (and SF-in that as well) as entry requirements and it's "special" could easily be translated to include the things mentioned in yours.  Classes are just the frames and boxes pick things out of to create a character; what they are called does NOT need to influence just who they are.  I'd use Crimelord all the time for a great many "social" characters and find its many feats work very well for characters from politicians to entertainers.

As for your formatting there are no PrCs that require "7 HEROIC level" and maybe that isn't what you mean when you say "Hero of level 7 or higher" but it might be seen that way.  Having any talent as a class requirement already means the character will need at least one level in a heroic class but NH6/hero1 (to NH8/hero1) can often be a valid PrC entry point for many PrCs.

The class basics are pretty much what we already see with Crime Lord, Corporate Agent, and Charlatan only making the question of "why" that much bigger.  I certainly wouldn't make "any talent tree available to the Noble class" available; pick one or two and if a character wants access to more then they can just take more levels in Noble.  To look at your "new" talent tree I see so much overlap with things that you should already have available:

Resource Access:  This SCREAMS of the Wealth Talent (which would continue to improve because you're giving this class access to Lineage talents) and because it's "once per month" does this mean if I can convince the group "we need to take a break to make BANK" you can gain infinite* credits by just waiting. 

Loyal Servants:  This sure looks like Attract Minions from Crime Lord...  Just take levels in Crime Lord instead.

--Aura of Influence:  Notorious but FAR better.  Why doesn't this also require Renowned?

Helpful Contacts:  I think this looks more like the feats Friends in High/Low Places.  I'd need to double check.

--Might Contacts:  Another thing I'm pretty sure is available in some other form.

Renowned:  Making Intimidation checks easier..  pretty sure this is covers in other place.

Transport:  You get a ship that can be replaced!  What were you using/saving all your wealth for before this?  If you utilize Organizations from the Force Unleashed book I'd be putting this type of benefit on the list of perks for being higher up without needing to spend a talent on it.

Now looking at your two characters that Khommite Noble sure looks like a character Corporate Agent may be disigned for.  As for your Noble/Pilot I fail to see just where/how this PrC would benefit it when you might just be taking levels in Ace Pilot for "Pilot stuff" but I don't know what else you were looking for.

7
The Senate / Re: How to delete files from your upload folder?
« on: April 02, 2026, 03:27:46 pm »
"Decently sized pics" have different meaning to different people and in different places.

I seem to remember something about an image purge at some point to reduce space requirements that various attachments used.

8
The Senate / Re: How to delete files from your upload folder?
« on: April 02, 2026, 02:19:36 pm »
I'm not sure how things work on the back end but I'm wondering if there isn't some folder that is either assigned to you, or perhaps the forum as a whole, for your uploads.  I guess I've never really added pictures and other things to my posts to know for sure.

9
The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« on: February 08, 2026, 12:48:01 pm »
The Acclamator II's "heavy proton torpedoes" just look like "Heavy CONCUSSION MISSILES" in much the same way the medium concussion missiles look like proton torpedoes.  Most likely I'd just say they are misnamed/refluffed missiles and treat them as such.

The "Super heavy" Concussion missiles dealing 11d10x5 instead of the normal 9d10x5 for the heavies could be an error they never bothered to correct (figure KotOR and SotG plus some of the other early books were all being worked on at the same time and the left hand didn't always know what the right was doing) but if keeping the 11d10x5 I'd likely be treating things as a refluff of a fire-linked (4) heavy missile system regarding prices and EP requirements.  Either that or the take it out and add a Proton torpedo launcher for more damage but taking up even less space.


Quote
And yes I have noticed that the damage stats on ships seem to be off, though it seems that some include fire-linked bonuses, and there's a ship with Heavy Concussion Missiles that has the damage and capacity for medium concussion missiles.

If the "optional firelink" isn't installed then maybe the listed damage would reflect that although it then confuses ammunition when each "shot" needs multiple missiles.  The naming of missile systems is just obscene and I think it's even worse when people go and use that as an excuse to abuse the modification rules.  You wouldn't believe how often I've seen someone say they're going to start with the A-Wing and then Strip off the "Medium Concussion Missile Launcher" for 5EP but then install a light concussion missile launcher for3EP netting them 2 EP in the process but not altering the ships stats one bit otherwise.



10
The Senate / Re: Starship Skills
« on: February 07, 2026, 07:01:24 pm »
So the ship's stats don't contribute to skills except for DX-related skills?  Mechanics, Perception, and Use Computer are totally character based, whether they be PC or NPC?
Pretty much.

You might find some that give special allowances but the tools (in this case the starship) rarely gives direct modifiers to skills.

11
The Senate / Re: Super-heavy concussion missiles and heavy proton torpedoes
« on: February 07, 2026, 06:59:52 pm »
I'd ask just which ships you are looking at?

The Codex ships aren't exactly consistent with things and that is especially true for naming things as there are plenty of "concussion missiles" on ships that conform to LIGHT CM stats and then you have the 8d10x2 damage instead of 9d10x2.

If the "Super Heavy Missiles" are the 11d10x5 ones they do have a heavy missile launcher in Starships of the Galaxy.  No idea about the "heavy proton torpedoes" although I've considered a version that deals 4d10x5 but has the -20 attack against smaller ships.

12
The Senate / Re: Starship Skills
« on: February 06, 2026, 11:31:31 pm »
So basically the non-DX skills only determine for NPC crews/players?  Even though I think the IQ mod should not only apply on attack rolls but skills as well.

I'm not sure I completely understand that question.

A vehicle's INT modifier applies to attacks with the vehicle weapons instead of any ability modifiers a character may have.  You see this in (most) stat blocks with the BAB being contributed by the given crew quality, another +2 if it is a pilot controlled weapon (where it's assumed the pilot is trained in Pilot), and perhaps the bonus extra gunners in a weapon battery will provide.

A ship's computer probably should be "helpful" to its designated crew and give the INT bonus on Use Computer checks but you do not see that in any official stat blocks.

13
The Senate / Re: Starship Skills
« on: February 06, 2026, 11:33:34 am »
For the most part the vehicle they're on doesn't alter those skills.  Now if a vehicle is down the CT I'm likely applying that penalty to anyone trying to do something with the ship but generally the ship wouldn't alter your Mechanics skill.

I did mention that Use Computer is something of a sore spot.  When it talks about computers it mentions getting to add the INT modifier of a helpful computer to your Use Computer Rolls but apprently default stats do NOT include that although you'd think they should.

In Starship Scale Perception checks take -5 PER SQUARE instead of every 10.  Using Sensors is an application of Use Computer and has the standard modifiers for distance and thus is often used for actual "Perception" when using starship scale.

14
The Senate / Re: Starship Skills
« on: February 03, 2026, 02:30:10 pm »
If you understand what crew quality adds to the skill modifiers you see the dirty way of figuring out how a ship modifies those skills is to remove the generic crew's contribution (like the +6 of a skilled crew) and then add the PC's modifier for that skill.

You'll often find that Initiative and Pilot are the same as Pilot can be used as Initiative.  A LOT of things you do with a vehicle are modified by what I sometimes call "maneuverability" which is essentially the size penalty you see plus the vehicle's DEX modifier.  Maneuverability factors into Pilot, Initiative, and if you look in Starships of the Galaxy it will also apply to some uses of Deception and Stealth.

A lot of the time a vehicle will be "using Sensor" in place of an actual "Perception" value as the distance penalties in Starship scale are massive.

One thing you do NOT see but may argue should be included on rolls is the ship's INT when making Use Computer checks under the assumption that the ship should be helpful to its own crew.

15
The Senate / Re: Vehicular Combat Entry
« on: December 23, 2025, 10:36:40 pm »
Two things.  When they came out and then the crew quality.

In the earlier releases you wouldn't find it on any ships as it is NOT really part of any vehicle's stat block.  In later books they would give some ships VC based on crew quality (at least skilled) but when I go looking even that seems spotty especially when the ship's net Pilot modifier is very low to start with.

If you look at the X-Wing stats in the SECR you don't see "Vehicular Combat" mentioned anywhere but you DO see in mentioned in SotG for the same exact ship!  The same is true for the Y-Wing and TIE Fighters where skilled crew get that.  You don't see it added to the YT-1300 which has a "normal" crew rating.  Perhaps ironically you do see it with the ISD (ok, SotG is the ISDII) and Corvette both of which get skilled crew but have low net Pilot skills.  I'm thinking a "Skilled Crew" (which I figure is NH 3) are normally assumed to have a pilot with Vehicular Combat (doesn't apply to PCs) running them.  If not there is probably an editing error somewhere as that certainly wasn't one of the things that really gets caught in SWSE quality control.

SHORT:  The quality of the pilot would determine if a vehicle should get to use Vehicular Combat or not.  The books just weren't very consistent with its application.


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