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Moribund

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Everything posted by Moribund

  1. One way you could change Air stance so that it still reduces the chance of hitting without reducing the efficacy of the hit as much, is to change it to: "When another character makes Scheme or Attack action checks that target you, they must cancel a number of rolled dice showing successes equal to half your school rank." By manipulating the die pool rather than the target number the attacker isn't locked out of keeping opportunities or bonus successes. Also this way the TNs won't outgrow the number of kept dice, so someone with sufficient skill but without a high Ring value still has a chance of hitting. Since attacker can drop successes with Strife rather than being forced to keep them in order to succeed, this version of Air stance is far less punitive to the attacker. It's not quite as simple as the version in the update, but it shouldn't be too onerous to implement.
  2. You can't actually. The update increased the rarity of the otsuchi to 8 (p. 4)
  3. The new Rising Blade kata doesn't specify what bonus successes do. The opportunity option implies that they increase critical hit severity, but it isn't stated in the text. So do they increase damage, severity, both, or neither?
  4. You can reduce the TN of subsequent checks through Void opportunities or the provoke action. It won't come up frequently, but it is possible to be forced into a hit by only rolling successes. The other scenario, where you choose to keep dice but you don't roll what you need from explosions, is far more likely. Having to keep at least one die and the fact that you need to choose to keep explosive successes before you see what the explosion nets you are pretty subtle quirks of the rules that could easily be overlooked.
  5. It may be worth noting that you can't always decide not to hit: If you're trying to overcome armor with explosive success, you've already chosen to keep dice and are probably committed to hitting. Also you must keep at least one die. So there are rare circumstances when you'd be unable to stay your blade despite not liking the outcome.
  6. There are a few problems with this sidebar: It is not at all clear when to use deadliness 8 for kihō. Does it apply to kihō techniques that involve an unarmed attack? Just on the immediate effect, or as long as the kihō is active? Is it appropriate for even the most basic, everyday use of kihō to have a higher deadliness than any weapon in the equipment list? Falls. Some falls deal damage, but don't list a deadliness. If the damage exceeds a character's resilience, what deadliness do you use for the resulting critical?
  7. Regarding #3, there are rules to allow it:
  8. Two schools, Isawa Elementalist and Iuchi Meishodo Master, list Sanctification in their advancement table. No such technique is described in the document. Possibly one of the rituals changed names and the table wasn't updated.
  9. Drawing a weapon as part of an action isn't useless if you are taking actions when it isn't your turn. For instance if someone triggers a Finishing Blow on the first turn of a duel (maybe they bid too much on the staredown or were already at the brink from prior provocation), Iaijutsu Strike lets you take advantage of it. Besides Finishing Blows, there is also the Wait action for which there might be scenarios when you only want to draw your blade if the action triggers. Iaijutsu Strike lets you defer the decision to draw.
  10. Isn't Force Push covered by Bind? You are momentally stalling your opponent, or moving them back if you activate the control upgrade.
  11. My idea for a Gungan character was an Makashi Duelist/Aggressor, just using Aggressor for Fearsome, Force Rating, and Dedication. He would be similar in character to Zatoichi, the blind swordsman. He would be self-effacing and usually armed only with a training stick. His opponents would engage him, and suddenly have some terrible realization (represented by Fearsome). Perhaps the stupid expression and clumsiness suddenly appear to be the death mask and jerky movements of the puppet of some unknowable entity. Maybe his movements were mimed flaws of his opponents. Perhaps his eyes glow the yellow of a Dark Side user. Eventually he would get Misdirect to enhance the more mundane perception shifts. I also liked the idea of Parrying lightsabers with a mere stick that thanks to Resist Disarm would stubbornly refuse to be sundered.
  12. I just got my response back. Maybe not what I was hoping for, but probably for the best with Jury-Rig out there. The undeclared inconsistency between what you can purchase multiple times continues to disturb me.
  13. Which Item Qualties can be activated multiple times on a single combat check? Most don't say if they can or can't.
  14. You can make it more difficult to escape an engagement by using the Knockdown or Ensnare item qualities. Remember that unarmed attacks have Knockdown by default, so those wampas could probably impede escape that way. Difficult terrain (like those icy wampa caves) would reasonably make leaving an engagement require two maneuvers, which could apply in some instances without necessitating a house rule. Adding a purple die increases the chance of failure twice as much as upgrading to red, so I'm not sure making that the auto fire penalty is the best house rule. Remember that you do upgrade a die when firing at someone who's engaged with an ally, which occurs frequently when you exit an engagement to shoot. You really don't want to generate despair then, because it can be used to hit your ally instead of your enemies.
  15. Would a "bouncing betty" S-mine style explosive be more reasonable as a model for what the character is attempting to do? The explosive pops out of the top of the droid and then sends out a ring of shrapnel. There would be relatively little force applied up or down, and the droid would be in a comparatively safe zone. There would still be a fireball and a shockwave, but it would be above the droid rather than around it. The minimal safe zone for the area behind a Claymore is 16 meters. But given those kill ranges, any Star Wars explosives would be far smaller with less back blast.
  16. If you are intentionally using your action to generate an easy check in order to recover strain, it may strike some as gaming the system particularly if it avoids making opposed checks or checks upgraded by the Adversary talent. Others might argue that the "recover strain" option only applies to combat checks (Lightsaber, Brawl, Melee, or Ranged), instead of checks made "in combat" as indicated by the title of table 6-2. The example of an Easy Athletics check with the Enhance power can generate a lot more of Advantages than your typical combat check. If you want to have the "social battle" against a single opponent, using Coercion as described in the Skills chapter instead of Scathing Tirade may work better for you. In those rules additional strain keys off of successes (albeit at a marginal rate), so you should be able to use advantages to recover strain and draw out the battle. However Scathing Tirade is a check against a fixed difficulty, while a regular Coercion check is opposed frequently making it more difficult.
  17. Many passive effects rely on Defense, so it's hard to know what you can do until we get the promised clarification on how those abilities stack. Oddly unless you are facing multiple opponents, Scathing Tirade will probably not benefit you to a greater extent than doing the "perform a skill check" action with something likely to generate excess advantages with which to recover your own strain. Though I suspect your GM would take issue with you hopping up and down with Enhanced Athletics checks in the middle of a lightsaber duel, even if it is reminiscent of some of the battles of the prequels.
  18. Improved Parry and Improved Reflect only work on a success with a despair or 3 threat. That's a pretty narrow subset of rolls. Improving your defenses by adding setbacks or upgrading combat checks against you will increase the chance of threats and despair, but also reduces the odds of the enemy hitting and triggering your talents. So you may be spending strain quickly, but not making quick progress toward victory. Improved Parry and Improved Reflect are fun, but I doubt they constitute an effective strategy for winning combats. It may be effective when combined with a strategy focused on out-enduring your opponent through inflicting strain. Since you can inflict strain on attacks that miss and generate threat, if you are generating strain on your actions and counterattacks you have a better chance of winning. Using the Stun damage crystal from Keepers of the Peace, a training saber, or a Brawl weapon; you can inflict strain with Improved Parry and attacks. Obviously against adversaries that lack a strain threshold, it doesn't matter if your splitting your efforts between wounds and strain.
  19. The A-A3 dray light speeder truck from the FnD Core Rulebook doesn't list a maximum altitude. Should the altitude limit be 3 meters, like the A-A5 heavy speeder truck? Or would you make the limit something else because it can supposedly be used as an exploration and backcountry sports vehicle?
  20. The Backhand gloves from Far Horizons have the Concussive quality, that does stagger the opponent if that's what you are going for. It has some drawbacks, however. If you are trying to maximize your ability to cold-cock an opponent, I might suggest a fully modded Stun Pulse attachment on a Brawl weapon as it provides Stun 5.
  21. Huh? EotE p. 218 Disoriented "Each instance increases the duration of the effect by the instance's stated duration" With regard to multiple activations, I suspect that the consensus is correct. I'm bothered by needing to assume a default based on supposed exceptions. This is especially true since elsewhere in the system, the default is that effects from die results can be purchased multiple times (I'm looking at you skills, talents, Force Powers, and KtP armor crafting rules).
  22. That's an interesting take on it. It would change the interpretation of Sunder for me, since Sunder doesn't say it can be activated multiple times on a single "hit" just on a single "attack".
  23. The rules do say "instead of hitting the target". But it makes sense to me to spend despairs to cause additional hits on allies (probably for base damage) regardless of the original attack's success or failure. That keeps it from negating a success, but still makes it something to avoid.
  24. That's a good policy. If your players are mature and you know them well, I bet it works without incident. I would worry about a player building his or her character toward a particular exploit, and then feeling put out when you needed to make adjustments because the exploit was disruptive to play. Some people just don't handle it well when you eat their cheese, particularly if they've been looking forward to it. I'm sure Spitfire is far from the most egregious example of possible cheese. If you do something like what Radon suggested; it can still be tasty, but probably won't get as smelly.
  25. I've sent the dev question in, and hopefully we'll get a response. I'm dubious of an implied limitation because I don't think that matches up with how advantages are spent elsewhere in the system. Do you allow multiple activations of the other options on the Spending [Advantages] and [Triumphs] in Combat table? For instance, can you spend advantages and triumphs to add multiple Boost dice to an ally's check? Do note that there is an inconsistency between the aforementioned table in EotE and FaD. EotE specifically states that you can use the recover strain option multiple times, but there is no such clarification in FaD for any entries.
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