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InOzWeTrust2

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  1. I had a player who attacked a group of guys the night before and strolled up to their compound with a swagger in his step, instead of bluffing his way past he decided to strong arm his way in and 2 successful intimidates with some threat they opened fire from behind their secure positions and ran for the hills. I call it success because he got them to abandon their position and otherwise avoid a larger fight with the other 2 minion groups. 2 threat is all I used to trigger that ambush so 4 is definitely time to start a combat encounter early with a surprise round.
  2. I've had it argued to me that they are Knuckles thus they come in pairs. I don't agree and have ruled that for bonus damage you buy the second item, I will however be totally stealing the pants example in the future debates.
  3. I have a problem with that interpretation carrying weight for the reasons listed above but I'll number them here for clarification The weapon entry (and description) both says Vamblade and denotes singular in it's tone. This could perhaps be an oversight in one of the locations however Blast Knuckles & Vibroknucklers are listed in the same section and they are pluralized. The Special column notes the effect as Defensive 1. The description says “When used as a pair, writst blades gain the Sunder and Accurate 1 weapon qualities. (This applies even if they are not used with two weapon combat rules to gain and additional hit.)” Thus by deductive logic, if Vambalde were sold as a pair for the listed 500 credits they would have Accurate 1 and Sunder also listed in the Special column rather than as a note they gain that bonus in the weapon description. Balance. Some may rule that the various Knuckle items come in a pair for the listed cost but by balance that would be like saying I'm going to dual wield so here's 2 Vibroswords because I intend to dual wield them they should come as a pair. Dual wielding adds weapon damage & activated qualities to each strike thus from a balance perspective it does not make sense that for the cost of 2 advantage you get to increase your damage by weapon ammounts. If this was intended every ranged weapon would have the Auto Fire quality (or Double Fire would be an ability rather than full auto as the ability emulates) for the same effect as multiple hits.
  4. Reading over the Vamblade (listed as singular) description in Dangerous Covenants and having a player who uses them dual wielding I think I’ve made a mistake in our execution of the weapons thus far in game and the previous comment. First, it looks like 500 credits buys a single Vamblade based on the entry on the weapon list as singular so to wield a pair would cost 2 and provide 2 separate 1 HP weapons. Second, we had been using “simple flick of the wrist” to mean Incidental to draw the weapons but the more I read it and with Quick Draw even providing only a single weapon drawn for free I think that’s a piece of narrative to explain that unless a player is otherwise immobilized completely they should be able to activate the blades. Third, they are listed as having Sunder and Accurate 1 qualities when wielded as a pair and we’d been applying Accurate to each Vamblade when dual wielding but if that were the case it would be more likely that the description would read “When used as a pair, each wrist blade gains the Sunder and Accurate 1 weapon qualities.” Or rather that the pair gains Accurate 2 quality. Summary: Dual wielding Vamblades costs 1,000 credits, has 2 separate 1 HP items which can be modded and the combined weapon qualities would be Defensive 2, Accurate 1, & Sunder. Thoughts?
  5. For searching for surveillance equipment I'd use in order: Skullduggery Stealth Computers Perception Knowledge Underworld Mechanics
  6. I bet we'll see some rules about how players and GMs can spend Destiny Points to do more things RAW. Like using Coercion with Brawn (a suggested but not explicitly explained process in the Core book).
  7. When I give a your move situation often the PCs will discuss thoroughly the situation until one (or more) decide to shoot first. It is odd when presenting them with a situation of armed and belligerent drunks to have them not knock them out or insult them but rather to knock back some beers and take their keys. I love my party sometimes.
  8. If your player has 1s in all their stats their options for improvement are 1) Start over. 2) Buy Implants for 10k credits. 3) Buy into multiple talent trees for Dedication at 75-150 XP per tree. 4) Come up with something specific for them because starting over doesn't work for one or both of you. I suggest #1 because 2 & 3 are absurd when they have 1s across the board and #4 sounds either unbalanced or very time consuming.
  9. I think for the book to be balanced and integrate with the other 2 it won't be set in the days of the Republic or in the as yet nebulous cannon of post Return of the Jedi new Republic era. Also unless the book is specifically racist against droids not every class can be a force user. I'd go so far as to suppose that only one of the 6 expected classes is a true force user with Force rating talents unless they go with a 3rd universal Force user class and just blow everyone away with the Force Power sections and Lightsaber rules. It is called Force and Destiny right? Gotta have some love for the non-Force users. Jedi Doctor, Jedi Technician, Jedi Brawler, Jedi Gunner, Jedi Navigator sounds all pretty lame don't ya think?
  10. They had better make a book for Technicians. I need some more information on scavenging and building t hings to work with. Also seems real one sided to not have a book for each of the classes. Hired Gun was good but Explorer was so meh not even Astrogation or Overland travel encounter examples/rules to work with.
  11. Per RAW. 1200+5000+1200+200+250 = 7850 credits The Geonoshan Blaster Rifle from Long Arm of the Hutt was 1500 credits however. Also the cost of the Mechanics checks to perform the modifications to the Marksman Barrel don't have a cost in the book.
  12. Everyone understands Wookie. The Gand has lungs so he speaks Basic. Toydarians speak Huttese so he can translate if he chooses to and needed.
  13. I was going to rule (for an as yet untested upcoming encounter) that any personal scale damage which exceeds the Armor of a vehicle deals at least 1 Hull, if it can crit it down it can deal damage. I find it hard to believe all of the missile launchers I've seen fired at Vehicles in Clone Wars were all criticals so I'm inclined to round up since there are a finite number of missiles available.
  14. Well...using Influence is an action as is Scathing Tirade until you upgrade it to Supreme so for the most part that's a moot point to try and do both in the same turn. When you have the option of Supreme Scathing Tirade versus Influence it's going to take a lot of Force Rating for me ever think that Influence would be better in most situations. Best case scenario, Force Rating 3 Influence would score 6 pips for 12 strain for 255 XP (at Engaged) by focusing solely on the Influence power and Force Rating progression.
  15. Archaeologist Chiss Force Sensitive on a series of holocron quests while everyone is grabbing for credits and civilization. For a non-biased choice belonging to someone other than my beloved I'm loving both the Wookie who owes a Life Debt to a Trandoshan and wants to bury Wookie pelts on Kashyyyk under imperial blockade and the pair of smugglers who joined in trying to get their ship out of impound because that's some very entertaining interactions between the two.
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