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Messages - lithobolos

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1
The Senate / Re: Ask a simple question, get a simple answer
« on: October 30, 2014, 03:42:49 pm »
You don't throw grenades at someone in SAGA. You throw it at a grid intersection. So if that point has cover from you, then it will increase the normal a DC 10 that you need to hit. Any targets in the affected area must have cover between them self and that point to benefit from cover.

Any target in the area take full damage on a hit and half damage on a miss. If you fail to hit DC 10 (modified by cover) they take no damage.

Any target with cover from the point of impact take half damage on a hit and no damage on a miss.

Thanks

2
The Senate / Re: Ask a simple question, get a simple answer
« on: October 30, 2014, 02:04:06 pm »
 >:(    >>>>>>>   llll  ;D X


So if someone throws a grenade at someone with cover between them do they get the bonus from cover even if the player states they are throwing  the grenade to the other side of the cover?   

3
The Senate / Re: Player Wants To Live Forever
« on: August 25, 2014, 07:16:21 pm »
One of our players wants their character to be a recurring NPC.  I asked what he would do if our next game was set in a different era.

They suggested that they would retire on Iego.

So, does the character just stop physically aging for as long as they are on-world?  Pick up age bonuses to Int, Wis, and Cha?  Does aging just resume normally after they leave?

I wouldn't let their player know about Iego or have their descendant  be in the new campaign. People die, deal with it.

4
The Senate / Re: Star Waters or Underwater Vehicles, anyone?
« on: August 25, 2014, 07:11:24 pm »
Amphibious seals.  Easy way to make submarines.  Do lasers work underwater?

I would say yes but the water would slightly decrease the heat of the shots, as a gm I would decrease the die by one step, or their number.

I would just go with half the range under water unless the weapon was adapted for that type of use.

Agreed.

In one of the old d6 stories they had a note that reduced blaster damages and made people roll to keep control of their lightsaber. As GM is decided to add a range penalty, reduce the damage die by 1 and add low DC grapple check on the lightsaber each use.

5
The Arena / Re: Ultimate Dream Builds #9: Mandalorians
« on: April 20, 2014, 10:41:07 pm »
Great builds guys! Love the progression.

6
Star Wars Saga Edition General / Re: NPC Request Thread
« on: January 21, 2014, 06:23:49 pm »
Hello, I have a NPC and adventure that I need some help with.  ??? ??? ???

Basically I need someone who is fake noble, a smuggler, and a serial killer. I'm thinking Lando Calrision mixed with the Talented Mr. Ripley, or DiCaprio's character in Catch me if you can.  He is able to blend in with rich nobles and supply them with spice or steal their valuable possessions, he is also able to impress/seduce outer and mid rim noble women with his Correlian Medallion, "As a sign of my affection," before they meet their demise. He leaves these fake heirloom coins as a sort of calling card that the players in my game will find. He also is very lucky and manipulative because he is also force sensitive, though I do not believe he should know this fact.
I’m thinking he should be level/CL 12 and be a tough opponent in any skill challenge or game of wits or cat and mouse and also in combat. He will have a few ‘bodyguards’ but I really don’t see him as an officer type that would boost their moral or anything.
The players, who already are traveling around the galaxy as part of their lives of crime should come across rumors or evidence of his crimes. One character might even be a potential victim, sort of like in the video game “Heavy Rain” if any of you have played that.

So if you have any original builds, recommended builds, skill challenge or game mechanics that would work given what I have written I would really appreciate it.

7
The Senate / Re: Ask a simple question, get a simple answer
« on: January 15, 2014, 09:11:48 pm »
Why is the standard score package for custom droids 15 14 13 12 10 when that equals a 25 point buy and droids are only supposed to get 21 points? Pg186 core is what I'm looking at.


Very curious.  Perhaps because the standard score package gives decent (but average) ability stats, while a point buy allows to you to min-max more easily, maybe that's the difference.

As a GM what do you feel should be a fair point buy for a Droid PC?


About 4 points less than an organic point buy (same as SECR suggests).  As has been pointed out in other threads, droids get a lot of nice benefits for being nonliving.  Yeah, they do have a few penalties, but those are generally outclassed by the benefits (and all their awesome accessories).

Thanks

8
The Senate / Re: Ask a simple question, get a simple answer
« on: January 15, 2014, 08:28:08 pm »
Why is the standard score package for custom droids 15 14 13 12 10 when that equals a 25 point buy and droids are only supposed to get 21 points? Pg186 core is what I'm looking at.


Very curious.  Perhaps because the standard score package gives decent (but average) ability stats, while a point buy allows to you to min-max more easily, maybe that's the difference.

As a GM what do you feel should be a fair point buy for a Droid PC?

9
The Senate / Re: Ask a simple question, get a simple answer
« on: January 15, 2014, 07:59:54 pm »
Why is the standard score package for custom droids 15 14 13 12 10 when that equals a 25 point buy and droids are only supposed to get 21 points? Pg186 core is what I'm looking at.

10
Star Wars Saga Edition General / Re: Challenges for Smuggling
« on: January 06, 2014, 10:59:54 pm »
Great, great and more great. Thanks.  I've been reading through the old d6 Platt's Smuggler Guide too. Giving myself information overload  :D

11
Star Wars Saga Edition General / Re: Challenges for Smuggling
« on: January 06, 2014, 10:26:12 pm »
Thanks for the advice. How long does it generally take to travel from the outer rim to the core. How many jumps or is it just one?


Page 237 of the SECR has the simple answer for all journeys:  a number of days equal to 1d6 x hyperdrive multiplier of the ship.


But, if you have access to the Revised Core Rules (which I use extensively), pages 206 and 207 have a much more detailed system for calculating destinations, where the trips tend to take longer, but there are more caveats allowing you to shave off travel time (according to that chart, travel from the Outer Rim to the Core Worlds take about 4 days x the hyperdrive multiplier).


As for the number of jumps, that's kind of a handwave thing.  While the books, games, and other offical sources often list certain spots along routes where ships need to recalculate their routes, Saga basically says don't worry about it.  So if you want to ambush your heroes along their route, simply say that they get attacked while they are in a spot where they have to recalculate their hyperspace vectors.

Wow, thanks again. I didn't really know how I was going to ambush or stop them if they, in theory, made just one jump.

I'm also trying to track maintenance issues with ships based on the number of jumps and times in combat etc. So I'm probably going to decide that each region counts as a new jump.

12
Star Wars Saga Edition General / Re: Challenges for Smuggling
« on: January 06, 2014, 09:47:03 pm »

This is from Edge of the Empire, but it is a good reference for average trip times.  To go long distances, generally more than one jump is required.  The longer the jump, the more complicated (difficult, time consuming) it is to calculate.  Generally, shorter jumps are preferred, as they are easier to calculate and less hazardous.  Also, established routes tend to preferable for the same reason.

For time in space (relating to consumables):

Sublight:
5-15 mins = from orbit to safe hyperspace jump distance
30-90 min = planet surface to moon/orbit
6-12 hrs = fly between close planets
12-72 hrs = fly from center of star system to edge

Hyperspace:
Within a sector: 10-24 hrs
Within a region: 10-72 hrs
Between regions: 3-8 days
Across the galaxy: 1-3 weeks (8-24 days)

These are based off of a Sublight speed of 4 and a class 1 hyperdrive.  For the actual hyperspace time, multiply the above by the hyperdrive class (.5 = half time, 8 = eight times longer).  For sublight times, multiply the above by 4 and divide by the sublight speed (work the fraction).  This is the basics, to give you an idea.

That is really helpful thanks.  ;D

13
Star Wars Saga Edition General / Re: Challenges for Smuggling
« on: January 06, 2014, 09:25:06 pm »
Bypass customs checkpoints (use Pilot to Fly Casual and appear innocent or use All-Out Movement to outrun any pursuit, use Deception to create forgeries of your credentials, use Persuasion to Bribe an offical, etc.).


Use faster but more dangerous routes (skirting past nebulae, black holes, and asteroids fields.  Don't forget to use the rules for hazards found in the SECR and SotG.  Skill challenges from GoI would fit here).


If you don't have someone already set to buy the spice, Gather Information can put you in touch with someone who will take the cargo off your hands (and you can use Persuasion to Haggle about the price).


Add complications to suit (maybe you sold out at the checkpoint, or someone is chasing you through a nebula.  Perhaps the police are preparing a sting operation to apprehend you once you make planetfall).

Thanks for the advice. How long does it generally take to travel from the outer rim to the core. How many jumps or is it just one?

14
Star Wars Saga Edition General / Challenges for Smuggling
« on: January 06, 2014, 07:09:40 pm »
Okay, so the players in the game I'm GMing are going to go on a few smuggling runs, maybe many. These are not part of a specific plot though, it is more like them playing out their character's vocation to make credits rather then lets say delivering something special.

What are the kinds of challenges, skill or other that go into flying spice from the outer rim to the core?

15
The Arena / Re: You Build The Character #42 - Lando Calrissian
« on: December 23, 2013, 06:39:34 pm »
willbaude's Lando.

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