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Neozima

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  1. Lost probably just generally means when you sell the item or it's destroyed by sundering or the like. It doesn't make much logical sense that a weapon would just magically lose a hardpoint if you handed it from one player to another, especially if that hardpoint was being used for an attachment. Mechanically though, it would probably be a bit broken if somebody with Tinkerer could grant an extra hard point for a piece of gear for everyone in their party. I would rule that as long as you could track the piece of gear modified by Tinkerer within your party or some kind of storage, you would not be allowed to add a new hardpoint to a different piece of gear with the reasoning being that you are still treating that piece of gear with special maintenance and care that you would be unable to devote to something else.
  2. Going just by base values, a Blaster Rifle starts at base 9 damage and a Vibro-ax only reaches 9 base (if you count the 2 pierce as damage) when you have 4 Brawn, which is a pretty above average characteristic rating. Feral Strength is the same kind talent thing Deadly Accuracy is, so I dunno if it makes sense to add that to calculations when comparing base damages. Also, that kinda proves that melee damage only really becomes comparable to ranged when you specialize in it like by going down the Marauder tree, whereas any Joe Schmo can pick up a Blaster Rifle and dish out respectable damage. And of course, this comparison doesn't even account for the fact that there are considerably stronger ranged weapons than the average Blaster Rifle, while there isn't anything besides a lightsaber that can do more damage than a Vibro-ax in melee! Honestly though, my biggest problem with melee damage is how vulernable it leaves you. Running up to beat some guy's head in makes it pretty easy for any of his buddies that are with him to get a shot at you from a pretty close distance (generally short or medium), and you need a seriously hefty soak value just to stand up to even the most average of Blaster Rifle shots.
  3. In my experience so far, melee and hand-to-hand combat seems to be vastly inferior to ranged combat. I've been playing a Wookie Technician loosely focused on Brawling and I've been seeing rather underwhelming results. I even homebrewed some special Brawl weapons with help from my GM (basically, power gauntlets) that are loosely the equivalent to vibro-swords and still haven't seen much improvement in combat situations. Being a CQC oriented character puts my Tech into situations where I'm often the only one charging in, which leads to me being simply a too easy target for other ranged groups to lay into. Admittedly I've focused more on the intellect skills than my fighting skills so maybe I'm just suffering from trying to hard to be a jack-of-all trades, but it really seems to me that the only way melee is good is if you really try to specialize in it. Even then, if you put the same or even arguably less effort into specializing in ranged combat you end up dishing out far more damage with more combat effects to boot, mostly because melee damage only really becomes comparable to ranged when you reach five or six Brawn. The only thing melee is superior at is dealing absurd one-shot criticals, which is actually surprisingly easy to do with a properly modded vibro-axe and a few specific talents here and there. EDIT: Oh, another thing: If you really want to get into absurd damage, melee and brawl have nothing that even comes close to how ridiculously strong Auto-Fire is considering it's only two advantage to activate the quality (which can be done multiple times!) Dual-wielding only provides a possible one extra attack for the same or generally harder dice pool as auto-firing does, as the difficulty for auto-firing can be reduced to two purples at short range and dual-wielders will never have less than three purples.
  4. It does seem strange that a military-grade vehicle like the Aratech is so readily (and relatively cheaply) available. I can understand them being common enough due to Imperials using them all over the place, but the fact that they aren't listed as restricted seems like an oversight to me. I mean, going off of common sense, would military suppliers really make heavy-weapon-mounted personal transports something you could just waltz up and buy on a whim?
  5. I think you're underestimating how hefty that proposed increase in difficulty is for such a meager discount. If attempting to get that 20 credit discount per part on just the very first modification of a weapon or armor attachment, the mechanic in question would be rolling their skill vs five purple dice, which is pretty **** difficult even if you're a dedicated and properly leveled mechanic. You're practically throwing the mod away, which sort of renders the discount a moot point.
  6. The entry for cybernetic legs on page 173 states that they must be purchased as a pair, but the entry in table 5-8 on page 182 is listed as Cybernetic Leg Mod II and III costing 10,000 credits. Does this mean that it costs 20,000 credits to obtain a pair of legs, or 10,000 for the pair since they must be purchased as such?
  7. It specifically states in the talent description that the damage from Point Blank is only added to one hit, the same way that Deadly Accuracy and Feral Strength work.
  8. I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod? Yes, it would be reasonable, They are Dickside points afterall. I dunno, I feel like spending a Destiny Point on something as trivial as aiding or harming weapon modification really degrages their importance as narrative tools. It just sounds like an unreasonably aggravating thing to do to players that serves no real purpose beyond giving them a figurative middle finger.
  9. I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?
  10. I assume you're talking about Guarded Stance. Technically yes, you could perform a combat action and then make a Guarded Stance maneuver to suffer no downsides that turn, but the description of Guarded Stance specifically states that the setback die that it adds to your combat maneuvers last until the end of your next turn. That means that any combat checks that you make next round are going to suffer a setback die.
  11. If rolling a Despair means that an attachment is ruined, what would the benefit of rolling a Triumph on a modification roll? There's nothing listed in the book and it seems strange that their would be a way to permanently ruin an attachment from rolling but not a way to substantially improve a mod on it.
  12. I was wondering about this talent as well since the wording was kind of vague for the description, but from reading FangGrip's comment the interpretation for this talent seems to be that one rank = one encumbrance of hidden storage since they'll be adding more ranks. Frankly, that seems like a preposterous waste of experience unless you absolutely need to get the talents for something farther down the scoundrel and thief trees, especially considering that the Smuggling Compartments ship attachment grants a whopping 25 encumbrance per compartment with two additional storage mods available to it. Am I interpreting this wrong?
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