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Messages - Darth Stardly

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The Senate / Re: Force Disciple prerequisites and Force Adept talents
« on: March 23, 2024, 03:27:55 am »
I actually wasn't trying to avoid getting a BaB of +7 when I went into Jedi Master.  I should have been.  I read your post carelessly and I have not played or run this game much in too long and I don't have the mastery of the rules I once did.  :(

What you say about sub-optimal choices is right of course.  You would have to be a bit deranged to think this exercise is about building an optimal character.

But my bonkers sounding JM/ FD is surprisingly effective.  Probably a better way of doing it is to take your scout talent as evasion, and picking up your third force talent with one of your Jedi talents with the one Jedi talent being Force Intuition.

I had a lot of trouble following your last paragraph as it is full of abreveviations I am not familiar with.  I figured it out eventually although I still don't know what CL stands for.
 

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The Senate / Re: Force Disciple prerequisites and Force Adept talents
« on: March 22, 2024, 06:08:10 am »
I can see Force Adept leading into Jedi Master in much the same way.  If you want a funny aside you could actually make a character who qualifies for Jedi MASTER but who does NOT qualify for Jedi Knight by using Force Adept and a large number of suboptimal choices along the way that kill your BAB.

While this sounds like a funny aside, it is actually possible to build an effective character like that.

In your first 7 levels you take 3 in Jedi and one in four of the other base classes.  This allows you to take 2 Jedi talents, block and deflect, 3 Force talents to qualify for Force Adept and one more talent, Exceptional Skill as a level 1 Noble in UtF of course.

It also gets you started early killing your BaB, which you continue by taking 5 levels of Force Adept.

You then spend levels 13-20 in Force Disciple and Jedi Master, 3 in one and 5 in the other.  These are the two very prestigious classes known to the game and getting all the class features of both is great, as is getting 3 levels where you get both a Force Secret and a talent.

You are certainly a freak, being the only Jedi in the galaxy who uses a light saber only for defence, which is a good thing as you can't hit the broad side of a barn with a bucket of wheat.  But you are designed to solve all the problems of the game with force powers and talents and at that you are superb.

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Star Wars Saga Edition General / Playing a Nice Hutt
« on: March 21, 2024, 02:26:23 am »
I am going to talk about playing a Hutt as a PCs.  I mostly present this as a character idea and type that is not at all obvious and is very dfferent to most PCs. 

I actually played a Hutt named Praga, who was possibly the only Hutt who was fit- he had humans sit on him while doing body curls.  Despite being hedonistic Praga was basically a nice being who championed droid rights, was elected a senator and dragged the head of one of the galaxy's worst groups of slavers to Coruscant in chains for trial. To my mind there is no reason every Hutt should be like Jabba.

Now over to my thoughts on how to build an effective Hutt character.

Obviously -6 to dex and a movement rate of 2 make this challenging.  Above all, you must take predictive defence. This makes your AC OK.  To get around you need a vehicle of some sort as with Jabba and his repulsor sled.  You take Vehicular Combat [which is an excellent feat anyway], so if you want to shoot something at range you do it from your vehicle, which isn't affected by your non existent dex. You carry a personal weapon capable of area effect attacks if you are without your vehicle.

When assigning characteristics you dump your dex, leaving it at 8-6=2.

Predictive Defence and Vehicular Combat allow you to avoid most of the negative consequences of having a useless dex and hardly being able to move. Don't get me wrong, these disadvantages will still show up at times, like when you are inside where your vehicle won't fit.

Now to the good side of being a Hutt. You get +2 to Str, Con and Int which is great. And since you are dumping Dex you can spend your remaining points on 5 attributes where you already have a total of +6.

The obvious class to start in is noble, which means you will want a good cha, say 14. You get your silver tongued re-roll on persuasion checks.

You use your +2 str to start with a 16 str making you a good melee combatant. At some point you want to get proficient with light sabers or advanced melee weapons.

How you spend your remaining points depends on what direction you want your character to go. There is nothing in the rules saying you can't be a force user, where you will want a good wisdom. If not you probably want to improve int and con.  Praga was a force user.

Your character will be an excellent "face", start with the highest number of skills as a noble, perhaps supplemented by a high int, good at melee and vehicular combat and be very resistant to some force powers.

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Star Wars Saga Edition General / Re: The best star pilot in the Galaxy
« on: March 20, 2024, 11:44:48 pm »
"This is a place you can get a lot of push back for that as Force Users are NOT "markedly more powerful" than other characters although there are certainly things that can push them that way."

I can feel the push but it isn't moving me.  :'(

The rest of the paragraph lists reasons why force users are more powerful, though some of them are mistakes.

OK, force users don't start more powerful.  You have to expend all or nearly all of your feats and talents to reach a point where you are properly set up as a force user.  Once that is accomplished, around level 7, I think the power level of force users markedly outstrips other characters.  Then they become a Jedi Master and get serenity. ::)

Other characters can get extremely good in their area of specialization- as with a dedicated ace pilot who will be much, much better than any sensible Darth Vader build at piloting.  But if you remove the 2 characters from vehicles, Vader is excellent at a whole range of other things and the specialist pilot is never going to get near matching Vader in fields beyond piloting.

Another point.  Force use opens up a large range of things a force user can do that nobody else can.  Ever.  Consider a noble character who specialises in influencing others.  They can get exceptionally good at it.  Then you have a force user who takes Jedi Mind Trick, which they can do at first level.  The one force power gives a degree of complete control of another that I don't think a noble/ prestige class diplomancer can ever match.  And if they can it is at very high level.

Most force powers worth taking do the same thing in a less dramatic way i.e. do something that non force users can't ever do.  And this is true for each force power.  The result is force users not only have more raw power but they have power in a lot of different areas.

Then you have the UtF skill substitutions which make it much easier for force users to branch out in other areas than other characters.

Well, that is my view.

And I wasn't at all offended that your earlier post "wasn't welcoming".  I was joking.

It is a pleasure to discuss saga ed. with somebody so knowledgeable.

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Star Wars Saga Edition General / Re: The best star pilot in the Galaxy
« on: March 20, 2024, 05:24:55 am »
StevenO- It seems my last post wasn't clear.  Be kind, it is my first post and we Sith lords have to stick together.

I was writing about building Darth Vader according to the rules as written [RAW] and specifically as the "best pilot in the galaxy".

Where you say, perfectly correctly:-

"I know there are people who push how "powerful" the Jedi are because they don't need trained skills as they have all of those talents available to utilize UtF with many Skills.  That can help some when you push your UtF to an extreme level and would want the same for many skills but talent slots are a little harder to come by than Trained Skills or just feats.  There's a big opportunity cost associated with dropping talents for those Skill Substitutions."

I just wanted to make him the best pilot possible by the RAW.  And I think my suggestions help that goal, even given the opportunity cost you mention.

All those talents that allow you to use UtF for most everything are another matter.

In a game where Jedi and Sith dominate the galaxy for most of it's history and the Jedi class starts with the fewest skills of all, these talents allow Jedi and Sith to get there skills and power generally up to the point where they can dominate the galaxy.  Worst of all is Insight of the Force, which is always banned in my games.

The fact force users are markedly more powerful than other PCs is great for simulating the movies but dreadful for balancing PCs against each other.

 

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Star Wars Saga Edition General / Re: The best star pilot in the Galaxy
« on: March 19, 2024, 10:20:50 am »
I am mostly on board with StevenO's views.

But can't you make Darth Vader much better game mechanically by giving him a bunch of talents that allow him to use his UTF modifier for... well most everything.  Starting with pilot for this, and initiative and perception to start.

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