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Messages - Ulic Qel-Droma

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1
Star Wars Saga Edition General / Behavioral inhibitors in combat
« on: November 14, 2023, 03:08:06 am »
One of my players will be playing a 3rd-degree droid, and I need to understand behavioral inhibitors better. What exactly can such droids do in combat, and what can they not do?

-Can they blast someone with a blaster set on stun? I assume it hurts, but it won't cause permanent harm.
-Can they be as violent as they wish against other droids?
-Can they defend themselves or their friends against beasts, who are living but non-sentient? Can they use lethal force against them?
-Can they shoot vechiles with sentinents inside with ion cannons?
-Can they shoot vechiles with sentients inside with blasters/lasers if it seems likely that the shot will only stop (disable) the vechile and not harm those inside?
-etc!


2
The Senate / Smuggling and inspections
« on: November 09, 2023, 03:01:04 am »
This is about smugglers surviving a customs inspection, which I am not sure is very probable!

I'm doing a couple of adventures and perhaps even a whole campaign centered around smuggling and a debt from a loan shark, taking place during the Dark Times. Scum & Villainy has good descriptions on the topic on pages 91-93. Taking into account descriptions on all the Imperial intrusiveness from the Force Unleashed Campaign Guide, it seems to me that the Empire is doing all the cargo inspections that it possibly can. No problem there. There's a lot of inspections, then.

S&V p. 92 mentions bribery, and FUCG 31 gives nice rules for it (even if I don't have any idea what a "going rate" for a bribe would be!). I think that most Imperial officers are into the whole Empire thing for their personal gain, not for ideological reasons, so bribery certainly seems possible. But they wouldn't want to ruin their carreer or risk their life, so it seems probable that they draw the line somewhere. In my first adventure here, there is a possibility that the PC's will choose a cargo of highly illegal weapons (disruptors) and smuggle them to dissident military groups. I'm sure that even the most jaded Imperial officers take THAT seriously. In this case (and in many others, I think), the only option is to survive the inspection by keeping the inspectors from finding the illicit cargo.

There seems to be two options for that. S&V p. 59 introduces a Hidden Cargo Hold, which can be found with Perception DC 15 (the fact that it exists) followed by Perception DC 25 (finding the exact access). The text explicitly says: "This makes such holds useful for smugglers who can bribe their way past formal inspections, depending only on their concealment to keep their goods hidden from casual eyes.". That's exactly how it is. This modification keeps the goods out of sight, but almost any thorough investigation will find them. The key is to bribe the head official so that a thorough inspection never takes place, and the Hidden Cargo Hold keeps the stuff hidden so that a quick walkthrough in the ship doesn't give anything away. All well and good here. The Hidden Cargo Hold is for bribers.

Another option exists in Starships of the Galaxy, page 52. Smuggler's Compartments. They are smaller than a Hidden Cargo Hold, but much harder to spot - Perception DC 30! Now, this seems more suitable for a smuggler who is trafficking some really hot stuff. It's even mentioned that the Millennium Falcon itself has Smuggler's Compartments (SOTG p. 156), rather than a Hidden Cargo Hold. So that's where Han, Luke and Ben were hiding! But then...

...there's the question of the inspecting officials. No problem, S&V lists three types of officials on pages 122-123, namely "Security Officer", "Security Specialist", and "Inspector". These have Perception modifiers of +7, +8 and +16 with reroll, respectively. Combining the bit on inspections from page 92 with the description of the officials on pages 122-123 gives a clear picture. It seems to me that a typical customs inspection has an Inspector checking the cargo manifest and talking with the captain, two Security Officers inspecting the ship, and two Security Specialists standing guard. The problem here is that the Security Officers will never find the Smuggler's Compartments (Perception +7 vs. DC 30, no Force Points). What if the slightly more capable Security Specialists are doing the inspection? Without using their Force Points, impossible, but with a Force Point (they have 3), unlikely but possible. When would they use a precious Force Point? Not during a routine inspection, certainly. More likely if they are suspecting something serious going on. So, Security Specialists will never catch smugglers during a routine inspection, while they have a slight chance if they are suspecting something. Now, what if the boss himself, the Inspector, is inspecting the ship? This means that the smugglers are in serious trouble. With a Perception modifier of +16, the possibility of reroll, and 4 Force Points, it is much more likely that this guy will find the Smuggler's Compartments than not. If he does a routine inspection and does not use Force Points, if I remember my math correcly, he has more than 57% chance of finding them. Scary. Especially since the smugglers can't do anything about the DC, it's just a fixed thing. If he uses Force Points, it will get even more scary.

So my problem is: with the given customs officials, two are not scary at all, almost completely safe, and the third is extremely hard to beat, especially because the PC's can't use their skills in the contest, the Smuggler's Compartments are universally DC 30.

My question is: how do I make a balanced and interesting customs inspection encounter without the PC's resorting to bribery? There has to be risk involved, but there should be a good possibility of surviving. Otherwise, there wouldn't be much smuggling going on in the galaxy, now would it?

It's essentially a problem of a Perception modifier reaching DC 30. Any less than +10 will not make it without Force Points, and +16 with reroll and Force Points seems much too good.

Now that I've written this long post, I've pondered this some more and some possible solutions have come to my mind. Maybe I'll be solving my own problem here? There is the option of AID ANOTHER. With two Security Officers and one aiding another we'd have +7+2 = +9, still not making it. A Security Officer aiding a Security Specialist, +8+2 = +10, now there's a possibility! Or two Security Specialists, again +10. I could even use regular Stormtroopers, +9+2 = +11! Or a Heavy Stormtrooper, a Scout Trooper, or an Imperial Officer, even without Aid Another, they all have Perception +10. Also, I could use FAVORABLE or UNFAVORABLE CIRCUMSTANCES. That would give the smuggler PC's some agency. A good Deception roll when talking to the main officer might give an impression of innocent spacers, prompting the officer to hurry the inspectors up, giving them Unfavorable Circumstances (-2). Or a failed such roll would do the exact opposite, with the main officer urging the inspectors to be thorough. An Aid Another combined with a Favorable Circumstances would give any of these chumps a chance of finding the Smuggler's Compartements. So yeah, I think I did answer my own question there!

Any comments? :)

3
The Senate / Re: Full Attacks: What options and what penalty?
« on: November 09, 2023, 01:28:06 am »
One thing I've noticed is that multiple attacks seem a good option when fighting against big monster type opponents like rancors. These usually have huge piles of HP and perhaps even regeneration abilities, but they typically have low Ref. You can usually hit them even with all the penalties, and take down large chunks of their HP quickly.

Against high-Ref opponents it seems foolish to attack with big hit penalties, unless one indeed takes the crit fishing route that you described.

4
The Senate / Substituted rolls and their modifications
« on: September 18, 2023, 02:57:37 am »
The game we all love has a lot of abilities that call for what could collectively be called "substituted rolls". I could go as far as to say it's one of the core mechanisms in building a character, along with rerolls and bonuses to rolls.

There are so many abilities for this that I cannot list them all as examples, but some that immediately come to my mind are Force Persuasion that substitutes a Use the Force roll for a Persuasion roll (Jedi Talent, SWSE 40), Engage the Enemy that substitutes a Pilot roll for an Initiative roll (application of the Pilot skill, SWSE 72), and Elder's Knowledge that substitutes a Knowledge (social sciences) or a Knowledge (galactic lore) roll for a Wisdom roll or any Wisdom-based skill roll (feat, UR 24).

There are also abilities that substitute bonuses, like the Ataru talent (SWSE 218), but let's not talk about those for simplicity's sake. This is about substituted rolls, whether they are ability checks, skill checks, attack rolls, anything. I'll just call them all "rolls" here.

Now, my question is this: what do we do when other abilities or rules call for modifications for either the thing that is being substituTED, or the thing that is doing the substituTING? How do we then modify the roll that we are making? Which modifications still apply when we are making a substituted roll? I could see a Game Master ruling for one, or the other, or even both (the case of not applying EITHER does not seem justified to me).

The modifications that I'm talking about are usually either rerolls or bonuses, but they could be penalties as well. Let's take some examples.

A Duros pilot with the Expert Pilot species feature (reroll Pilot skill, SWSE 25) and trained Pilot skill uses the Engage the Enemy ability (application of the Pilot skill, SWSE 72). He thus substitutes a Pilot roll for an Initiative roll. Do we treat this roll as an Initiative roll or as a Pilot roll when it comes to modifications? Is it an Initiative roll (no reroll) or a Pilot roll (reroll applies), or both (in which case he would get a reroll as well)? What if he had Improved Initiative (Scout talent, SWSE 49) and thus access to Initiative reroll? Would he be using the reroll for the Pilot skill, the reroll for the Initiative skill, or both? (The rerolls could even be different kinds of rerolls, if he had the Flawless Pilot feat from RECG 33, granting the ability to keep the better of two rolls.)

A gambling expert PC has the Gambler talent that gives +2 to Wisdom rolls when gambling (Scoundrel, SWSE 46) and the Elder's Knowledge feat that substitutes a Knowledge roll for a Wisdom roll (UR 24), as well as a Memory Implant that enables him to reroll Knowledge rolls (KOTOR 74). He goes gambling and uses Elder's Knowledge, and replaces a gambling roll with a Knowledge roll that has a much larger bonus. Again we are in the same situation. A Knowledge roll replaces a Wisdom roll. If this now counts as a Knowledge roll, even when it's being used for something different, he should get a reroll from Memory Implant. If this still counts as a Wisdom roll, even when it's being substituted by something else, he should get +2 from the Gambler talent. And if the roll is actually "both", he should get both a reroll and a +2.

What I dread is that this should be determined on a case by case basis, by looking carefully at each wording. I feel that the spirit of the Star Wars Saga Edition would call for a systematic approach, whichever it would be - apply the modifications for the thing that is being substituted; or apply the modifications for the thing that is doing the substituting, or apply both.

Is there a general ruling for this, or if not, how are you people doing this?


5
The Senate / Re: Ask a simple question, get a simple answer
« on: September 02, 2023, 02:05:40 pm »
Thank you StevenO, that all makes sense. Sounds like the pilot who has Vehicular Combat should take the leader position, then.

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The Senate / Re: Ask a simple question, get a simple answer
« on: September 01, 2023, 06:22:58 am »
When forming a starfighter group, you need to be trained in Pilot to join the group. Can the first starfighter, who isn't "joining" any group but rather is the one to whom the others are "joining", be piloted by someone who isn't trained in Pilot?

Edit. Another fighter groups question. Can the leader of a fighter group redirect enemy attacks to a member who has Vehicular Combat? Will that work normally?

7
The Senate / Re: The nautolan who won't die
« on: May 26, 2023, 02:11:03 am »
Thanks for reply! Your took a perspective that takes later levels much more into account, which I like!

But now I'd like to talk a little about my views on Stay Up and Never Surrender!

I love Stay Up but I absolutely love Never Surrender as well - at least the idea behind it! It's in Galaxy at War. I've toyed with it, too (giving it to NPCs in some games), and I think I would take it for this nautolan, as well, at some point. But I'd start with Stay Up (despite having to endure stockings jokes from the rest of the group...).

Stay Up is great because it does wonders to critical hits. Also, in many battles, a single PC does not take THAT many hits until it's over. Being able to halve one of them (and have the DR on top of it) just seems nice. When facing things that hit many times but don't make that much damage with each hit (like, say, Kath hounds), this nautolan handles it reasonably well with DR 2 already. Of course with Stay Up it's always an issue about when to activate it, but I'd err on the side of too soon, rather than having the battle end before having activated it at all.

Now with Never Surrender, I'll share a little story. I had given my players a NPC wookiee ally for a certain adventure. Level 9 full scout, I tried to make him very impressive, with both offensive and defensive abilities. He had Evasion and Never Surrender, for example. They were attacking an Empire-controlled Theed on Naboo. At the very beginning, the wookiee charged into the stormtroopers, hacking left and right with a two-handed vibro-ax. Then a tank appears and fires its cannon at the wookiee, rolling a critical hit that did more damage than he had HP. For a split second I was thinking, "hah, now they'll see how tough he is!" but then it dawned to me that the wookiee was doomed. The cannon was not an area attack, so Evasion was useless, and Never Surrender would only work if he could roll an Endurance check with a DC of, I don't remember, 100+? The wookiee went down, used a FP to prevent instant death, fell unconsious and was later saved, but he was unable to participate for the rest of the (very quick paced) adventure. I was left thinking, "what if I would have chosen Stay Up instead?" I learned that Never Surrender is nice but it really needs a high Endurance, and even then it won't do anything against a really big hit. Also, if I had chosen Deep Space Gambit instead of Evasion, the wookiee would have survived almost certainly.

So I think now that Stay Up and Never Surrender work best with a character who has both, and I'll take Stay Up first and Never Surrender second.

You also had a good point about getting knocked down multiple CT steps quickly. Of course good-ish Fort does something to prevent this, and that was maybe my initial thought, but now when I think about it, it only takes something like two stormtroopers with blaster rifles set on stun, and some luck with damage rolls, to take this nautolan to -10 in a single round. And he'd probably be the party's front line anyway, so it's expected that the enemies gang up on him. Hmm... starting with Soldier would give access to the Indomitable talent, which is 1/day only, but good for those special situations like the one I described... but he would lose Shake It Off, which is very reliable... maybe taking Improved Damage Threshold at level 3 would help? It's not a bonus feat for either Scout or Soldier, so I could not take it at level 2. But perhaps starting with Scout like my initial plan, and then taking Soldier 1 at level 2 -- getting Indomitable (and already having Shake It Off) AND AP Light would be good. Or: starting with Soldier with Indomitable and Stay Up, multiclassing to Scout at level 2, getting Evasion AND Shake It Off... and much higher HP from first level, and AP Light AND Medium already.

Wonder what other feats/talents are there that give something nice for a price of going one step down the CT... there's Burst of Speed, at least? Might be a good one if you're not wearing that Medium armor? You could use it to sprint to a controlling position when the battle starts, to make yourself a target for the enemies instead of your squishy friends - and to be in position to shoot any one of them.

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The Senate / Re: Ask a simple question, get a simple answer
« on: May 24, 2023, 02:18:42 pm »
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

A very good point about the lightsaber in Dark Times, MERC_1. I'm not sure I understand the second point about heavy weapons, though - it seems your sentence was cut short. But Dark Times games definitely have a feel of their own, a paranoiac and secretive feeling, because the Empire is watching you and it's everywhere! No other era does that so splendidly. If you buy strange things legally and then use them in an operation against the Empire, the ISB will be tracking the leads. It's chilling in the best possible way!

9
The Senate / The nautolan who won't die
« on: May 24, 2023, 01:47:12 pm »
I went to take a shower... that's where some of the best ideas come to me!

In the shower I got this idea about a character that sounds great on paper! I wonder how he would fare in real games... I would like to play this one!

Take nautolan with heavy CON. Start as scout and then go full soldier from level 2 on. I'm still not 100% sure on what to take for each level after 1, since this guy has all his key mechanics at level 1 already!!

Something like this...

Nautolan Scout 1

STR 14
DEX 14
CON 18
INT 9
WIS 6
CHA 8

HP 28, Threshold 16, second wind 18
Ref 15, Fort 16, Will 9, DR 2

Feats:

Shake it off (starting)
WP simple (starting)
WP pistols (starting)
WP rifles (starting)
Stay up (1.)

Talents:

Evasion

Skills:

Endurance +9, Initiative +7, Climb +7, Stealth +7

Equipment:

go for heavy blaster rifle + bayonet as soon as possible. +2 (3d10) or -3 (3d10 autofire). Bayonet +2 (1d8+4) for AoO.

Now the whole point of this character is the synergy betwen DR 2, Evasion, Stay up, and Shake it off. DR 2, Evasion and Stay up all have great synergy with each other, while Shake it off comboes with Stay up as a "motor" of sorts. High HP is a must as well, although he would have more as a Soldier, but I'd rather have Evasion and 4 skills instead of 2. From level 2 on he'll take soldier levels to build on destructive abilities, since in the beginning he's just... a guy who doesn't die.

Does this one seem fun to you? Any comments?

10
The Senate / Re: Ask a simple question, get a simple answer
« on: May 16, 2023, 01:31:16 pm »
Indeed, that came to my mind as well when I was thinking about this. That way the talent would cover both proper and improper channels.

11
The Senate / Re: Ask a simple question, get a simple answer
« on: May 16, 2023, 04:17:58 am »
Thanks, StevenO!

Hmm, so your opinion is different to mine. I need to do some thinking about this. While I think that the good thing about my interpretation is that the licenseless items it provides produce excitement - will they catch you with the item or not? - the negative aspect is that it sort of forces the noble with the talent to break the law. That's something talents perhaps shouldn't do - they should be tools that PC's can use, be it for legal or illegal purposes. And Connections is a noble talent, and it isn't noble's "schtick" to break the law, the way it could be with scoundrel. And the talent's name is "Connections". A person with "Connections" probably wouldn't use said "Connections" to break the law in a way that he can be caught by a simple policeman on the street. Someone with "Connections" might want to break the law in a way that he can't be caught (at least easily). That's what "Connections" are - means to bypass regulations so that you give an appearance that you didn't bypass them. More like bending the rules than breaking them outright. Like I said, I need to do some thinking but I'm starting to see it your way. Especially since the waiting time would still be an issue, so that the licenses need still to be taken individually. I don't want to answer a player who says "I have a 1st level noble with the Connections talent. I go to a licensing office and get licenses for every Licensed, Restricted, Military and Illegal item in the galaxy that costs 1000 credits or less. Give me a list"...

12
The Senate / Re: Ask a simple question, get a simple answer
« on: May 15, 2023, 03:25:19 am »
Does the Connections talent give you access to items but not legal licenses, or items and the licenses as well? I'm talking about the first mentioned application, not the reduced cost when buying from the black market.

I think that the talent means you have Connections to the seller, so the seller sells you the item without all the bureaucracy. But I could see someone interpreting that it means you have Connections to the bureau granting licenses, so they give you the license and you are free to buy the item afterwards. The results are quite different, especially if you are playing something like Dark Times, as my interpretation gives you just the item and the Empire can arrest you now for carrying something that you don't have permission for.

13
The Senate / Re: Force Disciple prerequisites and Force Adept talents
« on: April 28, 2023, 03:06:45 am »
Thank you for your input StevenO. Yes, I would definitely not consider those free-for-all Force Talents like the Alter, Control, Dark Side, or Sense talent trees, nor the tradition-specific trees like Jensaarai or Dathomiri Witch talent trees to qualify for Force Disciple (even though they do qualify for Force Adept). The ones that I'm considering are the Beastwarden, Mystic, Telepath and Imperial Inquisitor talent trees. They are unavailable for force sensitive types in general (like a person trying to qualify for Force Adept). Also, they are unavailable for Force Disciple. You didn't mention any errata so I think that the RAW sticks with what it says in the core book. I don't mind house ruling some other systems, but I fuss a lot over house ruling exquisitely crafted systems like Saga... it's a simple matter and may not change much like you say... I just want to be sure what I'm doing if I'm making a house rule :)

I don't have a problem with Force Adept and Force Disciple prerequisites being high. That's well intended and should be so - these are not prestige classes for anyone who dabbles a bit in the Force. These are supposed to be very difficult things to master - to be someone who masters the way of the Force without the formal training given to the Jedi or the Sith. It's like being a self-taught scholar who can stand toe to toe with people who have completed higher education. Very difficult.

My only problem is trying to imagine when would someone take talents from the Beastwarden, Mystic, Telepath or Imperial Inquisitor trees. Especially the first three. Imperial Inquisitors are more like NPC types anyway, and Darth Vader would probably dispose quietly of any Inquisitor who would be nearing the level of Force Disciple, anyway. The Empire probably wouldn't like to have people who have "transcended dogma" on their ranks! So I would guess that those Inquisitor people stay in the Force Adept class, not trying to qualify for Force Disciple.

That leaves three trees... with some really nifty effects. The only thing that makes my eyebrows rise a bit here is the multitude of mind-fortifying talents (Closed Mind and Psychic Citadel, maybe also Psychic Defenses). Because there would be little need for these when one enters Force Disciple and gains the Indomitable class feature and thus immunity to all mind-affecting effects. Hmm, maybe they provide some extra protection in the meantime, while being less useful to those who have achieved Force Disciple levels (to my understanding, Closed Mind is completely useless to them and Psychic Citadel just a bit useful, against things like applications of the Deception and Persuasion skills, as these target Will defense but are not mind-affecting effects. Psychic Defenses remains useful... if someone is stupid enough to target a Force Disciple with a mind-affecting Force power.)

Now when I think of this, it dawns to me that of course someone who is already a Force Disciple could take Force Adept levels to take those Beastwarden, Mystic of Telepath talents, just like people who are already Jedi Masters often tend to take a couple more Jedi Knight levels - for the talents. But then again, with Force Disciples taking Force Adept levels, these would be very high level people. Someone being a level 1 Force Disciple at level 13 would probably want at least another Force Disciple level, to get a Force secret. That's level 14. Then to Force Adept - but since they have 3 Force Adept levels, this is level 4 now, so no talent; level 15 now. So at level 16 they get another Force Adept level (5) to finally gain access to a single Beastwarden, Mystic or Telepath talent. Hmm. That's pretty high end stuff that way.

It might well be that I'm not seeing all cases, all characters who might take these talents. Like for example: a mid to high level Jedi or Jedi Knight, who has collected 3 Force talents along the way and now suddenly qualifies for Force Adept. They then take one level of Force Adept to represent their own soul-searching or experimenting with the Force outside the boundaries of the Jedi tradition. They can get something very nice like Charm Beast from the Beastwarden tree (this would be somebody like Tott Doneeta or Arca Jeth), Closed Mind from the Mystic tree (semi-immunity!), or the absolutely wonderful Mind Probe from the Telepath tree. These Jedi would have little intention to get more Force Adept levels, much less to try to qualify for Force Disciple... they would just augment their Jedi training with something nice and flavourful. Yeah, I now see that these kind of people would benefit from these talents. Maybe they were intended for them?

This is a lot of rambling and thinking aloud... sorry! :) With a bit of thinking, I can now see that the Beastwarden, Mystic and Telepath trees are not useless... clearly there are people who would take these talents. All in all, I might still want to include Force Adepts who are on their way to Force Disciple in this group. I don't want these to be niche talents but equal to Dark Side Devotee, Force Item and Force Adept (isn't it confusing that the talent tree has the same name as the prestige class??) talents.

Further opinions and thoughts are welcome! :)

14
The Senate / Force Disciple prerequisites and Force Adept talents
« on: April 27, 2023, 04:44:53 am »
Both the core book and SAGA Wiki say that Force Disciple needs (among other things) "Any two talents from the Dark Side Devotee, Force Adept, or Force Item talent trees." Now, with only the core book out, that would mean "any two Force Adept talents", as those were their only talent trees. But with additional books out, Force Adepts got additional talent trees, one from FUCG and three more from JATM.

Now, I would guess that the final aim of most if not all Force Adepts is to eventually gain entry to the Force Disciple prestige class. That would mean that for levels 1-3 in Force Adept, talents from the three trees that are prereqs to Force Disciple are VASTLY more desirable than talents from those additional trees from FUCG and JATM. Probably most people who are Force Adepts only aim to have 3 levels in that class anyway, from then on "graduating" to Force Disciple. So here's the problem: the Force Adept talent trees from FUCG and JATM seem almost useless from this point of view.

I would cautiously believe, that the designers intended the Force Disciple requirements to include "any two Force Adept talents" rather than two talents from only the mentioned trees (why should these trees be more desirable?), not including additional trees available for Force Adepts. I haven't seen any errata on this, though. At this point, I'm almost ready to house rule this.

How do you guys feel about this problem?

15
The Senate / Re: Buzz droids vs. Eta-2 Actis Interceptor
« on: February 14, 2023, 01:53:21 am »
Excellent advice from Mobiuszero, I really like this. It's also realistic. It's not like the buzz droids are in a melee fight with the spaceship. It's more like they are hitting the floor! My eyes are opened.

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