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awayputurwpn

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  1. Like
    awayputurwpn got a reaction from StriderZessei in Stacking attachments   
    Also consider that the gunslinger in question, with the dual pistols, is limited to one extra hit, while the heavy blaster user would have no upper limit on how many extra hits he can inflict. 
     
     
    Advantage is Advantage. Best, IMO, not to split hairs. I wouldn't differentiate between "Advantage Generated By Dice Pips" and "Automatic Advantage," for so many reasons, not the least of which are fairness-to-the-player-who-just-bought-something-and-expects-it-to-work, and rules-adjudication-headaches-regarding-what-bonuses-came-from-where-and-do-they-apply-here-or-not. 
     
     
    EDIT: I swear I know how to play the game...really. 
    Also, an attempt at clarity. No promises. 
  2. Like
    awayputurwpn got a reaction from StriderZessei in Stacking attachments   
    The "automatic Advantage" still has to contend with Threat from the skill check. 
     
    This is very, very far from broken, especially when one considers a jury-rigged, superior Heavy Blaster Rifle
  3. Like
    awayputurwpn got a reaction from StriderZessei in Spitfire?   
    A "spitfire" is a quick-tempered person. A "Spitfire" is an iconic WWII fighter plane. The Spitfire talent, to me, connotes a sudden and ferocious attack. 
     
     
     
    This is what makes the talent so powerful. You make the check against a short range foe (Easy, +1 Difficulty die for the second weapon), and if you succeed and generate extra hits, those extra hits can go anywhere within the weapon's range (there are long-range pistols)! That includes well-defended foes and enemies with the Adversary talent.
     
    So that's one extra hit from 2 Advantages if you're fighting with the two weapons. Linked 1 will provide another hit for another 2 Advantage. Increase you difficulty by +1 to activate Autofire (if your weapons have autofire) and there's no limit to the number of hits you can make, as long as you've got enough Advantage. 
  4. Like
    awayputurwpn got a reaction from shamp in Holding your action   
    I don't think there are currently any mechanics that last "until the end of the round," are there? It's usually "until the beginning of your next turn," or something akin to that. The combat round itself would seem to be a rather squishy concept.
     
    To the OP, I would say this: I agree with PrettyHaley and the others, for general play. If a player or NPC wants to "hold his action," just have him take a later slot. This is actually better: say we have a player called Fred. In accordance with GM Jimmy's House Rules, Fred wants to take the first PC slot but then hold his action until "Event X" happens. Then "Event X" doesn't happen. The Fred has done 2 bad things: 
    1) He has bogged down the game and bloated the encounter
    2) He has stymied himself and his whole group by losing a PC action. 
     
    What is cool about the current system is that Fred can just wait until the NPC takes his turn, and THEN react to the situation. He doesn't have to try and predict what's going to happen in "the next 6 seconds." He can just take the NPC action and run with it. 
     
    No more gritty square-based tactical combat with interrupts. Just a system whose dice tell a narrative story that is continually evolving. 
     
    TL;DR held actions should be undesirable in general. I wouldn't allow them in 99% of cases. 
  5. Like
    awayputurwpn got a reaction from SavageBob in When it’s not an opposed check?   
    The Opposed Check is the base difficulty. You then increase or upgrade the difficulty, or add setbacks, based on the situations. This way, it is much more difficult to put the charm on a Disciplined pirate captain than a lowly deckhand.  
    For example: you have a high-ranking NPC businessman with 3 Willpower and 2 ranks in Discipline. You try and convince him to spill some piece of information by seducing him. The base difficulty of CCD could be modified by how closely he guards that secret (increased difficulty), how much he dislikes something about you (setbacks), and/or the proximity of his colleagues/coworkers (difficulty upgrades). It could also be modified by how intoxicated he is, or by how much he already likes you (boost dice).   In the example of stopping a fight using Charm, you would use the base (opposed) difficulty, then modify things per the situation. If the fight is in progress, that's a ton of setbacks right there, like four of them, with liberal upgrades based on how intense the fight is. You could just go straight to the "Impossible check" rules and require the players to spend a destiny point to even attempt it. Deception or Coercion, on the other hand, might have a much better chance of succeeding in stopping a fight (all things being equal). 
    In the example of the trying to obtain a ship using Charm, it would first greatly depend on the value of the ship, the attachment the NPC feels to the ship, how much the NPC likes the player characters, and what the terms are—like, if it's a permanent transfer of ownership, an indefinite loan, or a temporary lease. Or if they are part of a crew and they are trying to convince the NPC to step aside as captain but remain the owner of the ship. If they're trying to just outright convince some random NPC to give up his starship, then that sounds more like a specific mini adventure. Like a long con, rather than a single Charm check. Unless, again, you wanted to get into Impossible check territory with the right set of circumstances.
  6. Like
    awayputurwpn got a reaction from Archlyte in When it’s not an opposed check?   
    The Opposed Check is the base difficulty. You then increase or upgrade the difficulty, or add setbacks, based on the situations. This way, it is much more difficult to put the charm on a Disciplined pirate captain than a lowly deckhand.  
    For example: you have a high-ranking NPC businessman with 3 Willpower and 2 ranks in Discipline. You try and convince him to spill some piece of information by seducing him. The base difficulty of CCD could be modified by how closely he guards that secret (increased difficulty), how much he dislikes something about you (setbacks), and/or the proximity of his colleagues/coworkers (difficulty upgrades). It could also be modified by how intoxicated he is, or by how much he already likes you (boost dice).   In the example of stopping a fight using Charm, you would use the base (opposed) difficulty, then modify things per the situation. If the fight is in progress, that's a ton of setbacks right there, like four of them, with liberal upgrades based on how intense the fight is. You could just go straight to the "Impossible check" rules and require the players to spend a destiny point to even attempt it. Deception or Coercion, on the other hand, might have a much better chance of succeeding in stopping a fight (all things being equal). 
    In the example of the trying to obtain a ship using Charm, it would first greatly depend on the value of the ship, the attachment the NPC feels to the ship, how much the NPC likes the player characters, and what the terms are—like, if it's a permanent transfer of ownership, an indefinite loan, or a temporary lease. Or if they are part of a crew and they are trying to convince the NPC to step aside as captain but remain the owner of the ship. If they're trying to just outright convince some random NPC to give up his starship, then that sounds more like a specific mini adventure. Like a long con, rather than a single Charm check. Unless, again, you wanted to get into Impossible check territory with the right set of circumstances.
  7. Like
    awayputurwpn reacted to Daeglan in When it’s not an opposed check?   
    **** you could upgrade the difficulty because a charm to end a fight in combat most certainly has the potential to go hilariously wrong.
  8. Like
    awayputurwpn got a reaction from StriderZessei in Jury rigged and duel wielding   
    Uncontrollable...urge...to...conform....can't........resist....
  9. Like
    awayputurwpn got a reaction from StriderZessei in Jury rigged and duel wielding   
    Let's take a look at the talent itself. The pertinent rule is that the character can decrease the Advantage cost on weapon's critical, or any other effect by one to a minimum of one.  I'd call an "effect" anything you can do with the weapon. You wanna make a weapon that's designed to for fire support, decrease the cost of the "Add one Boost to the next action of the character of your choice" effect. You wanna make a deadlier weapon, decrease the Crit cost. You wanna make a more balanced weapon, decrease the cost to activate two-weapon fighting.
     
    Saying "dual wielding has nothing to do with the weapon"...I'm sorry, that baffles me. If you're fighting with two weapons, then you're dual-wielding. It has everything to do with the weapons. 
     
    Reading the Two-Weapon Combat rules (page 210), I see the word "weapon" all over the place. It's part and parcel. You can spend 2 Advantage or Triumph to hit with the secondary weapon on a successful hit. The Advantage/Triumph is generated by the attack with the primary weapon. Again, it baffles me that this could be read any other way. I shouldn't be surprised; after all, there are a ton of rules that have been read different ways.
      When I read Two-Weapon Combat rules and the Jury-Rigged talent, I am left with the conclusion that, yes, obviously, you can jury-rig a weapon to be easier to dual-wield. 
  10. Like
    awayputurwpn got a reaction from Absol197 in Anyone else have this problem with signature abilities?   
    Since there have been RPGs, people have had problems with feats, talents, and other "abilities that 'allow' characters to do something that they should already be able to do." 
     
    I would turn it on its head: instead of thinking that a character can't do X because they don't have Y ability, just realize that Y ability makes doing X easier than it would normally be. 
     
    For example, take the Greased Palms talent. Pay 50 credits as a bribe, upgrade your social check once. This doesn't mean you can't bribe someone without the Greased Palms talent; it just means that bribes are going to be more expensive and/or less effective without it.
     
    It's the same thing with the Signature Ability in question. It simply makes you a really effective military commander in the face of daunting opposition. 
  11. Like
    awayputurwpn got a reaction from Rithuan in Anyone else have this problem with signature abilities?   
    Since there have been RPGs, people have had problems with feats, talents, and other "abilities that 'allow' characters to do something that they should already be able to do." 
     
    I would turn it on its head: instead of thinking that a character can't do X because they don't have Y ability, just realize that Y ability makes doing X easier than it would normally be. 
     
    For example, take the Greased Palms talent. Pay 50 credits as a bribe, upgrade your social check once. This doesn't mean you can't bribe someone without the Greased Palms talent; it just means that bribes are going to be more expensive and/or less effective without it.
     
    It's the same thing with the Signature Ability in question. It simply makes you a really effective military commander in the face of daunting opposition. 
  12. Like
    awayputurwpn got a reaction from Vestij Jai Galaar in Starter Mandalorian Armor   
    Have you considered going "Knight-Level" with your game? Just give the players +150 "earned" XP to spend and 9,000 credits worth of gear on top of their starting credits. This would allow for a really cool set of armor  
  13. Like
    awayputurwpn got a reaction from StriderZessei in Spitfire Question   
    Spitfire doesn't give you extra attacks. It simply allows you to place those extra attacks on hard-to-hit targets. Its foil is twofold: 1) you've gotta be able to generate those extra hits in the first place (two-weapon fighting can only give you one extra hit, while Linked and autofire are potential other sources for extra hits), and 2) it requires the use of smaller arms, so you don't get to use it while wielding a heavy repeating blaster  
  14. Like
    awayputurwpn got a reaction from Rithuan in PBP   
    You need three things:
    Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. 
    All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. 
    All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  15. Like
    awayputurwpn got a reaction from DurosSpacer in PBP   
    You need three things:
    Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. 
    All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. 
    All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  16. Like
    awayputurwpn got a reaction from Zuldan in Anyone else have this problem with signature abilities?   
    Since there have been RPGs, people have had problems with feats, talents, and other "abilities that 'allow' characters to do something that they should already be able to do." 
     
    I would turn it on its head: instead of thinking that a character can't do X because they don't have Y ability, just realize that Y ability makes doing X easier than it would normally be. 
     
    For example, take the Greased Palms talent. Pay 50 credits as a bribe, upgrade your social check once. This doesn't mean you can't bribe someone without the Greased Palms talent; it just means that bribes are going to be more expensive and/or less effective without it.
     
    It's the same thing with the Signature Ability in question. It simply makes you a really effective military commander in the face of daunting opposition. 
  17. Like
    awayputurwpn got a reaction from kaosoe in PBP   
    You need three things:
    Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. 
    All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. 
    All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  18. Like
    awayputurwpn got a reaction from SavageBob in PBP   
    You need three things:
    Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. 
    All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. 
    All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  19. Like
    awayputurwpn got a reaction from RLogue177 in PBP   
    You need three things:
    Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. 
    All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. 
    All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  20. Like
    awayputurwpn got a reaction from Dayham in Anyone else have this problem with signature abilities?   
    Since there have been RPGs, people have had problems with feats, talents, and other "abilities that 'allow' characters to do something that they should already be able to do." 
     
    I would turn it on its head: instead of thinking that a character can't do X because they don't have Y ability, just realize that Y ability makes doing X easier than it would normally be. 
     
    For example, take the Greased Palms talent. Pay 50 credits as a bribe, upgrade your social check once. This doesn't mean you can't bribe someone without the Greased Palms talent; it just means that bribes are going to be more expensive and/or less effective without it.
     
    It's the same thing with the Signature Ability in question. It simply makes you a really effective military commander in the face of daunting opposition. 
  21. Like
    awayputurwpn got a reaction from Rithuan in Starter Mandalorian Armor   
    For Sabine's armor, I'd just take the stats for the Type III "Berethron" Personal Modular Armor (from Suns of Fortune). It's supposed to offer "a good degree of protection without severely impeding the wearer..." which makes sense with all of Sabine's acrobatics, and the fact that she took a blaster bolt to the helmet and still walked away. 
     
    It's also a little more affordable than Laminate, so if you're looking for some customizable armor that doesn't break the bank, this could be it.
  22. Like
    awayputurwpn got a reaction from Archlyte in Starter Mandalorian Armor   
    Have you considered going "Knight-Level" with your game? Just give the players +150 "earned" XP to spend and 9,000 credits worth of gear on top of their starting credits. This would allow for a really cool set of armor  
  23. Like
    awayputurwpn got a reaction from RLogue177 in Dwarf Wookiee   
    Are you going for a “Dwarf Wookiee” subspecies and looking for stats, or just looking for character ideas for Wookiee that has...whatever the Wookiee equivalent of dwarfism is?
  24. Like
    awayputurwpn got a reaction from Dayham in The Count Dooku-Yoda Conundrum   
    Perhaps Count Dooku didn't actually use Move to attack; note that Dooku didn't hurl the big object, but rather simply broke it at the base and caused it to fall.
     
    I would assume, in game language, that it was simply the GM using Dooku's action to give Yoda's player a choice: either save your friends and let Dooku get away, or chase him down and let your friends be crushed. Good roleplaying fodder, this is.
  25. Like
    awayputurwpn got a reaction from Vanahemir in Sundering/breaking/destroying a Lightsaber   
    Sounds like the group is okay with it. Are you only one that has a problem with it?
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