-
Content Count
375 -
Joined
-
Last visited
Reputation Activity
-
theclash24 got a reaction from StriderZessei in I don't always post overpowered combos, but when I do...
1000xp-- there is your problem...
If you see that scale your gunna see crazy stuff. Maybe ween the points at a certain point level...500pts maybe each game session is only 5 pts and at 700 it becomes 2xp.
-
theclash24 reacted to crashnburninc in Pay by post beta
Haven't been a GM for PbP or L5R and I'm pretty sure trying to do both at once would be a bad way to start.
-
-
theclash24 reacted to Hida Jitenno in Pay by post beta
To clarify: you mean play by post, yes?
If that's the case, I'd be interested in playing, though not in gm-ing it.
-
theclash24 reacted to emsquared in Conflict: how to give
Probably 40% of my players conflict comes from black pip use, 30% from "immoral actions" (the Table 9-2 values), maybe 10% from Fear checks, 10% from other roleplay of "strong emotions", and 10% from their Moral Weakness.
And all of that top 70% plus the Moral Weakness 10% comes from simply presenting scenarios where there's an "easy way" or a "hard way".
The easy way (taking the dark pips on that Power Check, Stealing, Lieing, Combat, etc.) will cause Conflcit.
The hard way (difficult Skill checks, compromising your degree of "success", tough roleplay, etc.) will generally avoid Conflict, or result in a lesser amount.
Its seriously all about presenting choices, and allowing them to accomplish things easily and quickly if they're willing to take Conflict for it.
-
theclash24 reacted to GroggyGolem in Conflict: how to give
There is a chart on page 324 of Force & Destiny for this.
Use it as a guideline. Add in your own ways that Conflict can be awarded. Remove things that doesn't make sense for your table. It's not an exhaustive list, it's a suggested list really. I'd personally tack on intentionally harming others when you have the option to Sunder their weapons with your lightsaber being worthy of 1 Conflict. Also using the Force aggressively. Pushing someone away is one thing but slamming them into the ground or tossing them high into the air with the intent to harm is clearly excessive. Again, do what works best for your group but don't let your players weasel their way out of ever taking Conflict. They made Force Sensitive PCs, that means they agreed to have a Morality and the associated rules that go with it. Remind them that the Morality system is actually designed for them to tell the story they want to with their Force Sensitive character... a Dark Jedi trying to redeem themself, a Jedi that falls to the Dark by doing bad things with good intentions, a character that stays in one path or the other despite the conflict within them pushing them towards the other extreme, a character that seeks to have balance and therefore tends to avoid situations where they have to participate and take a side, which can still be Conflicting as well due to seeing injustices or ways to alleviate problems quickly, etc...
The book specifically calls out that resorting to violence as the first solution to a problem is only worthy of Conflict if the Force Sensitive PC started the fight. If they were already being attacked, it falls under the "Defense" part of Yoda's line about "A Jedi uses the Force for knowledge and defense, never for attack."
-
theclash24 reacted to awayputurwpn in Conflict: how to give
Yoda can get you close: "Anger...fear...aggression...the dark side of the Force are they."
If you've seen The Last Jedi, Luke also says something that can be of help.
The following isn't very spoilerish, but just in case...
SPOILER!
The point of the above quote is to show that the dark side offers you a quick path to what you desire, if only you compromise your morals, your character, a little bit.
-
theclash24 reacted to whafrog in SENSE and DURATION
Without Sense, at Medium range it's PP to hit you.
With Sense Control, if you Commit, it's RP to hit you, but only the first attack that turn.
With Sense Duration, if you Commit, it's RP to hit you, but only the first two attacks that turn.
With Sense Strength, if you Commit, it's RR to hit you, but only the first two attacks that turn.
-
theclash24 reacted to Nightone in SENSE and DURATION
As Stan fresh pointed out:
without the duration upgrade you can only upgrade the first attack on you, so once you get attacked by more than one foe the second will be without the sense upgrade.
with the duration upgrade thefirst two will have the upgrade and the third attacker will be handled without sense.
-
theclash24 reacted to TEK in Force Sense Duration etc
The defense upgrade can be used twice provided you take the duration upgrade. You commit a force die and upgrade your defense once for two attacks in a round. If you have the strength upgrade you can upgrade defense twice two times per round. Hope this helps.
-
theclash24 reacted to whafrog in Space flight and speed increase
No actions, you need the Full Throttle talent, in the Pilot and Driver specs
-
theclash24 reacted to Kirdan Kenobi in Lightsabers and good combats
A Mandalorian Jedi hunter nemesis with an autofire weapon could be interesting, especially if it's a heavy blaster rifle and he starts at long-range. Deflecting multiple hits a round will eat through your strain really fast (be sure to back him up with some novice minions, probably using the squad rules so that the minions can take damage for the nemesis)
Another interesting encounter would be a Morgukai (sp?), the nikto warrior cult that hunt force sensitives. There are stats for a Morgukai Cortosis Staff in one of the books. You could back him up with regular nikto minions or less experienced Morgukai. As they are trained to resist the force, give him some kind of resistance, such as an automatic success on discipline checks to resist force powers, or that force powers require an additional pip to activate against him.
Imperial Sniper: give him a good sniper rifle (Perhaps a slugthrower with a suppressor) that can shoot from extreme range, a holographic ghillie suit or something else that boosts stealth, and have him take shots at the group. He should be really hard to spot. Also, remember you can't use reflect if your lightsaber isn't out yet ;-) For maximum frustration, give him a jetpack or speeder bike behind cover, so when they get too close, he can just run away to harass another day.
-
theclash24 reacted to Darth Revenant in Lightsabers and good combats
Lightsabers don't make you immune to blasters, make sure people fire at them a lot. And if they engage a minion group then at least a minion is likely to go squish per round of combat, but the rest of that squad is not likely to just stand there and get lightsabered in the face. They're going to back out to short range and shoot like maniacs, which is pretty likely to hit. And you don't send 4 or 5 guys to take down a group of jedi, you send 12 to 15 guys at them. It's also possible to use the tips of HK-47.
-
theclash24 reacted to Underachiever599 in Lightsabers and good combats
If it's set during The Old Republic, I'd give every vibrosword during that setting the cortosis quality (as this was the explanation provided in KotOR and KotOR II for why vibroswords could block lightsabers). Then when you want enemies to be a challenge, just give them a few ranks of parry and some vibroswords. Parry 2 or 3 on a rival-level opponent should be more than enough to pose a decent challenge.
-
theclash24 got a reaction from Darth Revenant in Lightsabers and good combats
Hard to really title this but I’m running a TOR game and I’m gave my players a cool trails adventure and they earned the right to make their lightsabers.
now I just don’t know what exactly is a good combat against lightsabers. They are pretty powerful even at basic level they will do 7 damage (6 damage with minimum 1 damage or the 1 success. With breach it will go through most NPCs)
so with most things becoming Swiss cheese what will Be exciting or interesting for players to fight? I know some combats will be some things for them to Swiss cheese through but what is a challenge especially against lightsabers?
-
theclash24 got a reaction from Degenerate Mind in New Databank information on lightsaber Crystals
Ew-- they changed it. That's terrible...sticking with the good canon on this one -- each their own
-
theclash24 reacted to Edgookin in Haven't played in awhile need help building force user
The inflitrator is surprisingly heavy in melee. The Commando might not be bad either.
-
theclash24 reacted to Tramp Graphics in Haven't played in awhile need help building force user
Nope. Emergent/Exile can only be taken as second specs. They can't replace your starting in-career spec. Your first specialization must be from your chosen career.
-
theclash24 reacted to Tramp Graphics in Haven't played in awhile need help building force user
Well, if your GM allows you to take an F&D career, you won't need Exile or Emergent. You could still go Ataru Striker if you take an Ancient Sword over a vibrosword. The Anciet Sword uses Lightsaber as its skill, which would allow you to use lightsaber talents, such as Ataru technique.
-
theclash24 got a reaction from Richardbuxton in Haven't played in awhile need help building force user
Need some help:
Star Wars Age of Rebellion. I'd like to make an force user-- I'd like to be melee oriented. Last character I played was --exile +marauder and she did pretty decent...I'd like to see if the GM would allow a FAD class and maybe exile.
Basically I'm looking for some good builds that are decent. I'm not expecting a lightsabers so a Vibro sword...which means my fav class Arturo striker is out as I'd take brawn for Vibro and if I got class I'd have no lightsaber (until who knows) which means striker would not work 80% of the time. Should I go back to the exile or other starter force class and marauder and just aim for a strength based LS skill tree later??? I'd like some viability without a LS to contribute to the group-- probably some piloting skill some range but heavy melee and survivability to get into melee.
-
theclash24 got a reaction from Sarone in Character optimization
stop power-gaming for 5 minutes. Sit back and play a character you want to play; make that character...hand the sheet to your GM...if they are a good GM they will make NOTE of all the players and their abilities and make sure each scenario is POSSIBLE for your band of rag-tag-spacers. They will make sure each scenario and adventure plays suit to each in their own special way making sure everyone has fun. Fun...remember that? Remember when FUN trumped adding numbers to make sure your numbers beat the other numbers?
Ok-- you can go back to power-gaming now...
-
theclash24 reacted to Gridash in NEW and sorta need help
Yeah, beautiful books on their own, but I also dislike this phenomenon...
And nobody can release a distilled version because that would essentially be rereleasing the rules. FFG won't like that.
-
theclash24 got a reaction from bonenaga in I don't always post overpowered combos, but when I do...
Adding to my original points about slowing xp at a certain point cap-- I used to LARP ...the game has been going on for 20+ years. The game never had a CAP system-- it wasn't designed with one. It assumes that campaigns would end and stories would end and new ones would begin. This chronicle had never ended. We saw characters with 1000+ xp which was about 10 years in real life time (2 -4 games a month). These characters were GODS they could not be killed unless you cheated--- literally. To kill a cheater you just cheat (that was literally told to me by a veteran player). You make characters that are gods at a certain point level. You need to know when to slow the xp and power creep. NOT ONLY because characters become gods but if you don't your plots become more and more ludicrous-- 10+ mobs with 20 guys each in it or 10 nemesis ...things you have add to make the bad guy last a round ...now your playing an entirely whacky game.
-
theclash24 reacted to bradknowles in ANY NEW games starting?
This past week, I took over for Stuart in running his F&D campaign at “Whose Turn Is It? Games” here in Austin, on South Lamar. We try to start at 7pm on Thursday nights.
I don’t know how long I’ll be running the game, but we currently have three players, and we could stand to have one or two more.
-
theclash24 reacted to Serif Marak in ANY NEW games starting?
If you're still looking, I am about to start up a campaign next Saturday. Or Sunday, depending on where you live.
I can bring in just one more person before the table starts to bend under its own weight.
Game would be on Roll20, mic is needed.
Game time is Saturday, 5:00PM Mountain Time (GMT -6).
Characters won't be made until after the first session. We'll be using pre-gens for the first one.
