Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - StevenO

Pages: [1] 2 3 ... 331
1
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.



2
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.

3
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.

4
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.

5
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.

6
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.

7
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.


8
The Senate / Re: Ask a simple question, get a simple answer
« on: September 13, 2025, 08:11:58 pm »
Reading Rebuke, it would seem it only works against powers that target you directly (Force Lightning, Force Grip) and not AOE powers (Force Storm, Hatred).  ¿So if you use a Force Technique/Secret/feat/talent that changes the target to an AOE like Improved Mind Trick would this get make it immune to Rebuke?

Earlier in this thread I asked if you use Redirect Shot to send an attack back at an attacker would any properties added by the attacker be applied to the redirected attack and the answer was no.  ¿Does this also apply to Rebuke?

For the first point I think you may see some house rules/interpretations that would allow you to Rebuke (Negate) the part of an AoE Power that is "targeting" you even if you couldn't stop the whole thing.  I probably wouldn't allow that sliver of an AoE to be sent back.  AoE can be a tricky thing when determining targeting.

As for the second part you might want to find the errata: 
p. 100 – Rebuke
Change the end of the second paragraph to say, “…who suffers the effect based on the creator’s original Use the Force check.”
This would make me think that it turns the power in full.

9
The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« on: September 01, 2025, 10:25:01 pm »
The Jedi Order  (WIP)
Type:  Force Tradition + additional roles.
Allies:  Vary depending on Era but ofter Galactic Republic, Antarian Rangers, and other.
Enemies:  Sith, Various Force Traditions associated with the Darkside, Empire.
Scale:  Varies depending on era:  Peak 17 (partial galactic), "Extinct" 7

Positive Criteria:
Experience      +1/2 level
BAB +8 or greater   +2
CHA 13+              +1
Trained (UtF)      +2
Skill Focus (UtF)      +2
WP-Lightsaber      +1
Build and attune saber w/UtF   +2
Force Training                      +1
  Knows 10+ different powers   +2
  Know 20+ dif powers      +3
Knows Force Technique      +1
Force Secret Known      +1 each
Serenity or Prophet Ability       +2
Successfully trained Padawan      +1
Successfully completes trials*     +1

Negative Criteria
Is NOT Force Sensitive   -5
Darksider                      -1/3 DSS
Fallen to Darkside      -5  (remains if redeemed)
Violates Rules of the Order  -1
"Failed" Padawan                -1
Padawan falls to darkside    -2
Knows any darkside power  -1
Any darkside or sith talent   -1


Ranks/Duties/Benefits:

0 - Initiate; none
1 - Youngling;  Provided housing by Order and education.  Duty to learn force and provide upkeep and service to temple.
2 - Padawan; Perform assigned missions.  Provided a basic lightsaber by your master or the order.
3 - Jedi Knight; Perform assigned missions, train padawan.  Provided transport within sphere of influence for self and additional number equal to rank.
4 - Master; Undertake missions for the order.  Oversee Knight and lower ranks.  Access to Jedi Archives allowing Knowledge checks as if trained with modifier equal to organization score.  Oversee Jedi holdings.
5 - Master of the Order/Council; Help set policy for the order and oversee recruitment and training.  Can gain audience with equal rank members of other organizations.
6 - Grandmaster; head of the order.

Note:  Although the Jedi may appear to lead a simple life they have access to resources as per the Requisition system in GaW to supplement a small amount of personal equipment.  Requisitions can take the form of calling in Favors and such (as per "optional wealth by level guidelines")

Note:  Class names don't matter so I do NOT use them in criteria assignments.  Instead you see things that would be gained with those classes but Jedi can come from many backgrounds and thus may gain these things through various means.

I haven't assigned organization scores to ranks at this time.  May add more levels (as seen in the Rank and Privlege section in GaW) but the intent will be that a Jedi 1 can qualify for the Padawan level to account for starting lightsaber and that a character who has taken levels in Jedi Knight should qualify for the rank of Jedi.   A similar association with someone who could take levels in Master having that title available.

10
The Arena / Re: Saga Edition Revived Build Contest #5: Organizations
« on: August 30, 2025, 02:58:00 pm »
Extension request to Tuesday.  "End of summer"/Labor Day weekend here in the USA.

11
The Senate / Re: Lightsaber form feats?
« on: August 26, 2025, 12:26:19 pm »
Good on you for finding it although I'm not getting it to load to see what it's about.

12
The Senate / Re: Lightsaber form feats?
« on: August 25, 2025, 08:24:02 pm »
What's Ataru without Weapon Finesse?

I'm maybe not the biggest fan of "forms" to begin with but when you want to use them and can describe how they are supposed to work I usually wouldn't find it too hard to figure out what mechanics I could interpret to fill that definition.  Sometimes you might even fluff the same feat/talent in different ways to interpret different forms.

If you knew where they were on the WotC board you might find them on the waybackmachine.  It's possible but maybe not probable.  I know people have worked on a wiki for this game that's on a couple different places.  I'd generally have to find them from thesagaedition subreddit or a discord page which is where it seems one needs to go to find SWSE discussion these days.


13
I'll throw one on the Tenloss Pirate.

I'll throw the other on lil_literalist's generic crew progression at is something that people should be very aware of.



PS.  I'm thinking organizations.

14
E.R.I.C.:  Every regularly included Crewman.

Unspecified species* Nonheroic 7 (CL2 - Expert Vehicle Crew)
STR 12, DEX 10, CON 12, INT 10, WIS 10, CHA 10 (PB15)
Trained Skills:  Pilot +8, Use Computer +8, Mechanics +8
Feats:  Skill Training (Use Computer, Mechanics), WP-Heavy, AP-light, Vehicular Combat, WP-Pistol

Defenses:  REF 10 (ff 10), FORT 11(DT 11), WILL 10
HP 24; Init +3, Perception +3,
Languages:  Basic*
Ranged Attack (Pistol or heavy):  +5 (damage by weapon)
BAB +5, GRAP +6
Special Combat Actions:  Vehicular Combat

Who is Eric?  Eric is a representation of every regularly included crewman in basic codex stats.  More specifically, at this point Eric is an "ELITE" crewman having become a Skilled crewman at 3rd-level where he gained additional training in vehicular combat to expand his possible roles.  His basic training (NH1) includes the basic skills needed for starship operations (Pilot, Use Computer, and Mechanics) plus training on starship weapons.  Training in protective gear (AP-light) can increase is survival chances when donned is an elective as it the later weapon training in small arms (Pistols) that could be utilized to help repel any hostile takeover of the ship; some may elect other feats in place of these but uniform operations does NOT require them to be things that improve actual ship operations.  Certain species may have additional things they bring to the table but again, in the interest of uniformity, they are not mentioned.

15
Koridan, Trandoshan Chief Security Officer
Soldier7/Jedi1/EliteTrooper1/Gladiator1/Officer1  (CL11)
STR 18, DEX 14, CON 14, INT 14, WIS 12, CHA 8 (PB28)
Trained Skills:  Pilot +12, Perception +11, Use Computer +12, Mechanics +12, Knowledge (Tactics) +12
Feats:  Toughness, WP (Simple, Pistol, Rifle, AMW`, lightsaber, Heavy), AP (light, medium), Martial Arts I, Point Blank Shot, Improved Damage Threshold, Double Attack-Heavy, Combat Reflexes;
Talents:  Melee Smash, Unrelenting Assault, Armored Defense, Hold the Line*, Indomitable, Improved Armored Defense, MAP (heavy), Stalwart Subordinates (allies w/in 12 sq and LoS and have WILL targeted force enemy to reroll and take lowest)

Equipment: Battle Armor (16 kg, 7000 cr) w/ Vacuum seals (2k, 2kg), Concealed Weapon Mounts (3 mounts 3k) +  Miniaturized Jetpack (15kg, 800)  (Net w/ Jetpack +8 REF, +2 FOR, +2 MAX DEX, 12,800 cr, 33kg); Accurate Lightsaber Pike (4000 credits +2k TS, 2kg)*, Accurate Blaster Cannon w/Extra Power Source (3200cr +2kTS, 18kg), Grenade Launcher (500 cr, 5kg); Grenades: Concussion x3 (8d6 2sq burst), Gas (vs Fort -2 CT w/4sq burst); Merr-Sonn Model 434 w/Rangefinder (850 cr. 1.2kg), Utility Belt (500 cr), Bracer Computer 1300 cr .5kg, Earbud Comlink 200, Binder Cuffs X3 (150 cr,1.5kg), more power packs (x2) 50 cr, 1000 credits left.
 


Defenses:  REF 33 (ff 30), FORT 29 (DT 34), WILL 26
HP 111;  Second Wind 55/+27;  Init +12, Perception +11, Darkvision
Force Points: 11;    Languages:  Basic, Dosh, Huttese, Binary
Melee Attack:  +16 accurate lightsaber pike (2d8+14) Reach 2;  Miss still deals 8 damage via Unrelenting Assault
Ranged Attack:  +14 or +11/+11 armor mount Blaster Cannon (3d12+5) splash 1
Ranged Attack:  +13 or +10/+10 armor mount Grenade Launcher (by grenade +5)
Ranged Attack:  +13 Merr-Sonn pistol (3d8+5)
Unarmed:  +15 (1d6+10); Miss still deals 4 damage via Unrelenting Assault
BAB +11, GRAP +15
Special Combat Options:  PBS, Combat Reflexes (3 AoO) stop opponent's movement, Indomitable, Double Attack-heavy, Delay Damage,

Koridan is the rough and tumble chief security officer who most wouldn't want to mess around with.  He is competent in all of essential ship skills and double-attack (heavy) can really let him put hurt on opposing ships using ship weapons.  When it comes to boarding actions he is very much a force; he used an "acquired" lightsaber Pike (this could be an AMW if there was something that did 2d8 damage with reach) and with Combat Reflexes and Hold the Line can do a very effective job of slowing the progress of anyone who would want to rush by him.  His Officer training helps his allies keep their heads in the game if affected my mind affecting things or similar that target WILL.


Design Notes:  Originally concepted as part of a command crew for a CIS communications frigate that turns pirate/privateer after surviving the shut down order and other events around the time Order 66 was carried out.  The original plan had the starting Soldier feat WP-Rifle replaced with AMW at that time which IICR saved a feat and let me get in most of this in 10th-level.  I played a version of this character in the "War's Inferno" pbp on this site where he successfully held off two higher level Sith Lords with a little bit of help; this was without the Officer level and it's +4 WILL boost which would have been HUGE!  Alternative takes could easily see his species changed.  Maybe shouldn't mix IPs but I do think a bit "Warf" with this character.


edit note: added CL for clarity

Pages: [1] 2 3 ... 331