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Moribund

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  1. Like
    Moribund got a reaction from Ultimatecalibur in New Air Stance is busted   
    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. Like
    Moribund got a reaction from Ikoma Sentan in Potential Mistakes in the Text   
    Regarding #3, there are rules to allow it:
     
  3. Like
    Moribund got a reaction from player2885333 in Sanctification Technique?   
    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.
  4. Like
    Moribund got a reaction from Magnus Grendel in Sanctification Technique?   
    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.
  5. Like
    Moribund got a reaction from SEApocalypse in Item Qualities and Multiple Activations   
    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.
  6. Like
    Moribund got a reaction from GMRen in Yet another Autofire thread...   
    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.
  7. Like
    Moribund got a reaction from bradknowles in Item Qualities and Multiple Activations   
    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.
  8. Like
    Moribund got a reaction from Richardbuxton in In Nexus of Power, what is the justification for Gungans having three presence?   
    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.
  9. Like
    Moribund got a reaction from SEApocalypse in Yet another Autofire thread...   
    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.
  10. Like
    Moribund got a reaction from The Grand Falloon in Reactionary Combat Styles - Using Despair/Threat   
    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.
  11. Like
    Moribund got a reaction from KungFuFerret in Reactionary Combat Styles - Using Despair/Threat   
    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.
  12. Like
    Moribund reacted to Blackbird888 in A-A3 Maximum Altitude?   
    I go with 3m. From the description, I see more of a flatbed farm truck than anything, so something pretty civilian.
  13. Like
    Moribund reacted to Krieger22 in Item Qualities and Multiple Activations   
    I noticed this as well, and submitted a rules question to Sam last summer. His reply was that they removed the "This can be activated multiple times"-clause because it implied that this was the ONLY thing that could be activated multiple times.
  14. Like
    Moribund got a reaction from Vestij Jai Galaar in Clarify the Stun Glove for me   
    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.
  15. Like
    Moribund got a reaction from awayputurwpn in Clarify the Stun Glove for me   
    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.
  16. Like
    Moribund got a reaction from Richardbuxton in Item Qualities and Multiple Activations   
    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".
  17. Like
    Moribund got a reaction from 2P51 in Item Qualities and Multiple Activations   
    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.
  18. Like
    Moribund got a reaction from Desslok in Range Bands   
    I think it's important to note that the range bands aren't fixed. If the length of a round varies, the distance you can cover in a turn needs to as well.
    You are accustomed to referring to distance in real-world units, but for the mechanics the only units of distance that matter are how many maneuvers it takes get there and how difficult the shot is. Try to get in the habit of using the relevant units when you can. Will your players ask for clarification if you start off by giving them all the information they need to make tactical choices? I think you'll find that most won't.
    Sometimes real-world distances are needed to adequately describe something, and the numbers given in the range band descriptions are meant to help with that. Trying to use those numbers as a conversion ratio when the your time-scale is changing really messes things up. Adjusting the time-scale or the distances the bands represent (even if it is well outside the given range) makes it easier to maintain an internally consistent and exciting narrative. Some incongruities will crop up, such as how far a given weapon will shoot, but they can generally be explained away with convenient differences in circumstance when necessary.
    The vagaries of the system allow it to be more robust than a more rigid system would be at handling diverse situations. Using representational times, speeds, and distances; a system designed to handle relative motion on a surface breaks down quickly when applied to orbital mechanics and vice versa. If the system allows you to adjust the definitions of the units on the fly, it handles both with a bit more aplomb.
  19. Like
    Moribund got a reaction from bradknowles in Range Bands   
    I think it's important to note that the range bands aren't fixed. If the length of a round varies, the distance you can cover in a turn needs to as well.
    You are accustomed to referring to distance in real-world units, but for the mechanics the only units of distance that matter are how many maneuvers it takes get there and how difficult the shot is. Try to get in the habit of using the relevant units when you can. Will your players ask for clarification if you start off by giving them all the information they need to make tactical choices? I think you'll find that most won't.
    Sometimes real-world distances are needed to adequately describe something, and the numbers given in the range band descriptions are meant to help with that. Trying to use those numbers as a conversion ratio when the your time-scale is changing really messes things up. Adjusting the time-scale or the distances the bands represent (even if it is well outside the given range) makes it easier to maintain an internally consistent and exciting narrative. Some incongruities will crop up, such as how far a given weapon will shoot, but they can generally be explained away with convenient differences in circumstance when necessary.
    The vagaries of the system allow it to be more robust than a more rigid system would be at handling diverse situations. Using representational times, speeds, and distances; a system designed to handle relative motion on a surface breaks down quickly when applied to orbital mechanics and vice versa. If the system allows you to adjust the definitions of the units on the fly, it handles both with a bit more aplomb.
  20. Like
    Moribund got a reaction from awayputurwpn in Range Bands   
    I think it's important to note that the range bands aren't fixed. If the length of a round varies, the distance you can cover in a turn needs to as well.
    You are accustomed to referring to distance in real-world units, but for the mechanics the only units of distance that matter are how many maneuvers it takes get there and how difficult the shot is. Try to get in the habit of using the relevant units when you can. Will your players ask for clarification if you start off by giving them all the information they need to make tactical choices? I think you'll find that most won't.
    Sometimes real-world distances are needed to adequately describe something, and the numbers given in the range band descriptions are meant to help with that. Trying to use those numbers as a conversion ratio when the your time-scale is changing really messes things up. Adjusting the time-scale or the distances the bands represent (even if it is well outside the given range) makes it easier to maintain an internally consistent and exciting narrative. Some incongruities will crop up, such as how far a given weapon will shoot, but they can generally be explained away with convenient differences in circumstance when necessary.
    The vagaries of the system allow it to be more robust than a more rigid system would be at handling diverse situations. Using representational times, speeds, and distances; a system designed to handle relative motion on a surface breaks down quickly when applied to orbital mechanics and vice versa. If the system allows you to adjust the definitions of the units on the fly, it handles both with a bit more aplomb.
  21. Like
    Moribund got a reaction from bradknowles in FFG Developer Answered Questions   
    Stacking is an issue and I feel they need to be unambiguous about it.  I feel the best way to handle it is to not have things that cost the same resource stack.
     
    I feel that it makes narrative sense for a character with Defensive Training to use a lightsaber pike in a guarded attack, so it should also make mechanical sense as well.
     
    So for defense, a character could benefit from one talent, one personal item, and one maneuver; since they cost XP, credits, and activities respectively.  They would receive the sum of the greatest benefit from each of those categories.  Likewise an Item Quality or weapon attribute could only be increased by a single attachment (including its mods).  Implementing that change would require a good deal of errata with how those qualities and talents are worded, but prevents a lot of the abuse while still allowing characters to benefit from synergy.
     
    That said a character with Sixth Sense and a fully modified Lorrdian Gemstone guard shoto has undesirably high ranged defense of 5 under that system, but I don't see a good way around it without making it so attachments can't improve existing Item Qualities or changing those specific items.
  22. Like
    Moribund got a reaction from Asymptomatic in [Mathhammer] Making ship armour count   
    I've been unsatisfied with how macrocannons outperform lances.  So I've done an awful lot of calculations to try and find house rules that change the game in a favorable manner and make the choice of lance vs. macro interesting.
    Here's what I've worked out:
    Armour should count against each macrocannon hit, but armour should be reduced to account for the change.  Specifically armour should be reduced by 12.  That makes an armour 15 Raider have an armour of 3, an armour 17 Frigate gets an armour of 5, and an armour 20 Cruiser has an armour of 8.
    The value 12 was chosen because the breakeven point between lances and macros with this rule is between 6 and 7.  With an armour of 6, Dual Sunsears deal more damage than a Titanforge Lance and a Mars Macrocannon.  Once armor reaches 7, the lance is more effective.  By reducing armor by 12 that makes lances only worthwhile against the heaviest frigates, light cruisers, and cruisers.
    It takes a little longer to figure damage, but it also makes armour work more like it does in personal combat.
    Making this change to the rules does a few different things:
    Armour is in general more effective when it gets up to high numbers.  Raiders take a little bit more damage than the RAW, but cruisers, particularly with armoured prows, are nigh invulnerable to macrocannon fire.
    The influence of Ballistic Skill on damage is reduced.  This hardly means that BS doesn't matter; you still do more damage as your BS goes up, but the rate at which it increases is slower.  This means that NPC ships can still do respectable damage and your Voidmaster won't blow up everything in a single volley.  Say your ship is equipped with dual Mezoas and is firing on a frigate.  If your BS is 50 the expected damage is virtually unchanged between these rules and the RAW (7.38 vs 7.52), but with a BS of 30 you deal twice as much damage as you deal with the RAW (2.48 vs 1.12).  However, at BS 70 you deal less damage than you would with the RAW (12.56 vs 15.79)
    High plus weapons like Ryzas and Pyros effectively become armour piercing, i.e. their relative effectiveness increases as armour increases.
    Lances deal more damage against cruisers.  This was the effect these house rules were intended to make and they achieve that without any other changes to how lances or macrocannons work.
    Under this system a single cannon has a better chance to deal damage.
    Mars Cannons aren't quite so bad.
    Other things to consider:
    If you change broadsides so that they inflict double the amount of hits (essentially giving them Storm), but reduce their strength to 3 (or 4 in the case of 1d10+1 Sunsears), they work better with this system.  They are also much more capable in the hands on NPC ships without becoming too overwhelming in PC hands.  They are downright frightening to lightly armoured ships though, but that seems acceptable.
    Reducing the damage torpedoes deal by 12 makes them function identically under this system as they function in the RAW.
    The effectiveness of bombers is subtly changed, and probably requires further examination.  Their damage per hit may need to be reduced.

    Reducing Sunsears to 1d10+1 makes them an interesting choice, rather than straight up better than Mars or Heculators. They deal more damage against lightly armoured opponents, but less against heavily armoured ones.
    Since armour is more effective, bonuses to armour probably shouldn't stack.  Adding Excess Void Armour, Armour Plating, and a Reinforced Prow together can make even lightly armoured craft extremely resistant to macro fire.  Excess Void Armour may be too powerful all by itself.
    Some alien races use variant rules that change effectiveness under this system.  Rak'Gol macros probably need adjusting to deal enough damage.  Eldar are even more fragile than they were and may need a small armour increase or some other change to compensate.
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