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Tancradus

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  1. How many dice can you commit in one round? Is it one per action? Or can I commit two dice for "Sense" Defence and one for Suppress (if I have the ability to use it as an incidental)? Or would it take three rounds to commit them all?
  2. Trying to determine some game balance. We have a droid that is pursuing cybernetics. As a PC I remember reading that they can have 6 cybernetics. What happens if they want things like a code breaker attached to them. Does that count as a hard point (and against the six)? or if it not is the encumbrance still a factor?
  3. So, I have a question for the writers of the books. I play an Armorer. I had attempted to create armor a few games ago and was successful and had the ability to make a "schematic". Now that type of armor is permanently one less for me whilst I have that schematic. I have noticed that it says this can only be selected "ONCE", actually saying "to a minimum of Simple[-] this can only be selected once. Is that one time per attempt thereby refining schematics? The books says minimum of Simple, but all armours have Average difficulty and if chosen "once" cannot get down to simple. I then looked at the crafting from special modifications and if does not say "once"... was this overlooked? I think you should be able to choose it once in each attempt of making armor, thereby refining the process. Practice makes perfect! (this would be a great sink in resources, but would explain eventually how Augmentative armour is now simple for someone, spending 60,000 credits practicing would do it..). Can you please clarify this??? Here are the quotes from the books..... Armor Crafting Schematic: Create a schematic that permanently reduces the difficulty of checks to create armor of this template by I to a minimum of Simple[-] this can only be selected once. eg. Ranged Weapon Crafting Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by I [to a minimum of Simple[-])
  4. Or. Use the bigger os the numbers then add +1 from the other. You are wearing superior armorer robes (Defence of 2) you have a dodge bonus of 2 (Defence of 2) Total is 2 + max 1 = 3 thoughts?
  5. If the players find combat to be fun, then playing this game for the combats is the correct way to play it. fair enough.
  6. I think they SHOULD stack. ALL cards on the table, you may be dodging and have armour. The successful nullification of an attack from both sources counting could be explained through the storyteller. That, or players have to pay for each ability on an attack with advantages, 2 for pierce etc.
  7. This is one part of the rules I don't really get. I mean, let's use a generic example I'm going to make up, using fictional items: You have a person using a shield, that provides +1 Defense (it's a shield, it makes you harder to hit, the "you" in this case being your squishy flesh bits). The same person is also wearing full body armor, that also provides +1 Defense. The problem I have with the "different defenses don't stack" system, is that it means a guy who is butt nekked, but holding the same type shield, is equally as hard to hit, as the guy in full armor AND the shield. Now, if the only reason they did this was "we wanted to minimize the number of dice being added, to keep things simple", ok fine, fair enough. But it doesn't make any thematic sense that I can wrap my head around. Is it maybe the logic of "these items, since they don't help you directly avoid an attack, aren't actually providing Defense, but are instead, simply giving you a huge Soak boost" ? I guess that would make sense, but given what the examples in the game, that actually provide Defense are, they don't seem to help you avoid being hit, they just simply make a hit not actually hurt. For example, the Personal Deflector Shield. It doesn't help you avoid the attack at all, by making you more nimble or anything. It just eats the damage if you do get hit. But it's a 2 Defense item. So why wouldn't that stack with say...a suit of armor, that also doesn't help you avoid the attack itself, but simply eats the hit? Again, if we just gave all of these things a soak value, and did away with Defense, fine, it would make sense. Soak adds up, and if you have enough gear to basically eat any attacks, you don't get hurt. But since we have the two figures, I don't see why they wouldn't stack, other than the previously mentioned "We're keeping the numbers as low as possible" meta reason. I would have to agree with you as we have one player who is stuck in an online video game and has meta'd his gun that the amount of dice does not make it fun for anyone else at the table. 3 Agility, 5 Ranks in Light Firearms, Merson gun, Rapid recycler... equally way too many dice when he aims twice, has accurate 2-3 don't recall but it takes away from the game. That is for light firearms. This can be done easier with a two handed weapon. At least having the defence would counteract the guns damage. Playing Starwars FFG for the combat is not the correct reason for playing Starwars.
  8. Do all weapon qualities need to be activates whether they be guns or lightsabers? Do sunder/breach/burn etc on a lightsaber need to be activated? Do the qualities on a gun need to be activated ie. pierce on a Merson handgun?
  9. Question about weapon qualities. When we look at the Temple Guard Lightsaber Pike... do you need to actually have one success to access the weapon qualities such as STUN4? I roll 1 Failure and 2 success can I still set off the 4 stun? or must there be at least one success? 2nd question: I swing my weapon and miss BUT I have three advantages can I make my opponent drop his weapon (as per the GM screen)? I had found this... "Active item qualities on weapons can only trigger on a successful attack, unless specified otherwise."
  10. They'd be separate Stun qualities. Unless the text specifically says otherwise, then activated weapon qualities of the same type generally wouldn't stack. Defensive and Vicious are examples of weapon qualities that do stack, but they're also passive. Now the GM can rule differently for their game if they so choose, but they also need to be wary of creating some nasty combinations in the process. With Stun, the fact that it completely bypasses the target's soak is frequently offset by the fact it has a fairly low damage value, one that (I believe) does not get boosted by successes on the combat check. If you start allowing Stun X from different sources to stack into a single Stun weapon quality, that could very easily wipe out minions and rivals with a single hit and 2 advantage simply because those targets treat strain as wounds. Do defensive from a lightsaber, talent (such as the Mavashi Duelist) and the benefit from armour all stack?. I know two weapons would not. That is... a tricky question. Officially the defense rules are under revision from the developers. Some would say multiple sources do not stack, and each defensive raise is used depending, while others would say some do stack. Until the new rules are released, it's in the air. Any word as to when this may occur ?
  11. They'd be separate Stun qualities. Unless the text specifically says otherwise, then activated weapon qualities of the same type generally wouldn't stack. Defensive and Vicious are examples of weapon qualities that do stack, but they're also passive. Now the GM can rule differently for their game if they so choose, but they also need to be wary of creating some nasty combinations in the process. With Stun, the fact that it completely bypasses the target's soak is frequently offset by the fact it has a fairly low damage value, one that (I believe) does not get boosted by successes on the combat check. If you start allowing Stun X from different sources to stack into a single Stun weapon quality, that could very easily wipe out minions and rivals with a single hit and 2 advantage simply because those targets treat strain as wounds. Do defensive from a lightsaber, talent (such as the Mavashi Duelist) and the benefit from armour all stack?. I know two weapons would not.
  12. How long can it stay committed? one turn? hours? days?
  13. If one was going to commit Force Dice to Suppress or Enhance etc. are these Incidentals (as long as they are on your turn) or are they maneuvers/actions. I see that is says that further up the Suppress Tree there is an ability to use it as an out of turn incidental (does this mean that you use it without the committing of dice?
  14. You cannot access the Stun 4 multiple times if you have additional advantages? i.e.. 8 stun for 4 advantage? Was just wondering if it can be treated like auto fire, which is a little broken ...
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