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Rakaydos

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  1. Like
    Rakaydos got a reaction from Ironlord in Tie Defender Re-Design: Its Time   
    In the second Thrawn book, Darth vader flies an original defender. In the last scene, he tells thrawn that he will support the Defender project if he makes certian improvements.
    The book is set between the season with regular defenders and the season with defender elites. Do the math.
  2. Like
    Rakaydos got a reaction from Rimsen in Jedi Career vs Force and Destiny Careers?   
    I can comfortably make a dozen completely different Jedi with 200 xp and Mentor. You arnt going to be Starkiller (wait, I lied, Starkiller is only 150 XP in the first level) but you can easilly pick up the basics of jedi-ing and fill in your personal specialty.
  3. Like
    Rakaydos got a reaction from JoraanSett in Rise of the Separatists - Spoilers/ Q&A   
    I've rewritten Onslaught at Arda IV to be a Clone Wars adventure set at the training base of Master Rahm Kota, and the rebel political member turned into a Senate Representitive for Cardia.
    Having at least 1 "Jedi general" in the party is a convenient reason for being assigned to escort the demolition team in act 1, but I've started to shift to the idea of starting in act 2, as the Temple investigation team looking for the traitor Kota's padawon spotted as per the end of act 1.
  4. Like
    Rakaydos got a reaction from AnomalousAuthor in Rise of the Separatists - Spoilers/ Q&A   
    I've rewritten Onslaught at Arda IV to be a Clone Wars adventure set at the training base of Master Rahm Kota, and the rebel political member turned into a Senate Representitive for Cardia.
    Having at least 1 "Jedi general" in the party is a convenient reason for being assigned to escort the demolition team in act 1, but I've started to shift to the idea of starting in act 2, as the Temple investigation team looking for the traitor Kota's padawon spotted as per the end of act 1.
  5. Like
    Rakaydos got a reaction from RLogue177 in Rise of the Separatists - Spoilers/ Q&A   
    I've rewritten Onslaught at Arda IV to be a Clone Wars adventure set at the training base of Master Rahm Kota, and the rebel political member turned into a Senate Representitive for Cardia.
    Having at least 1 "Jedi general" in the party is a convenient reason for being assigned to escort the demolition team in act 1, but I've started to shift to the idea of starting in act 2, as the Temple investigation team looking for the traitor Kota's padawon spotted as per the end of act 1.
  6. Like
    Rakaydos got a reaction from AnomalousAuthor in Rise of the Separatists - Spoilers/ Q&A   
    I mean, how many master/padawon pairs were there? How many masters were able to buy their padawon time to flee? How many padawons had the skill and luck to survive the first week?
  7. Like
    Rakaydos got a reaction from Daeglan in Rise of the Separatists - Spoilers/ Q&A   
    I mean, how many master/padawon pairs were there? How many masters were able to buy their padawon time to flee? How many padawons had the skill and luck to survive the first week?
  8. Like
    Rakaydos got a reaction from Dayham in Jedi Career vs Force and Destiny Careers?   
    I can comfortably make a dozen completely different Jedi with 200 xp and Mentor. You arnt going to be Starkiller (wait, I lied, Starkiller is only 150 XP in the first level) but you can easilly pick up the basics of jedi-ing and fill in your personal specialty.
  9. Confused
    Rakaydos reacted to Absol197 in Force Points per Force Rating; A Statistics Thread!   
    Okay, wanted to give this a boost again; I've noticed we've had some new people, and with Rise of the Separatists coming out soon, I have a feeling there's going to be a lot of new Jedi characters being rolled up.  This might come in useful  .
  10. Like
    Rakaydos got a reaction from Underachiever599 in Jedi Career vs Force and Destiny Careers?   
    I can comfortably make a dozen completely different Jedi with 200 xp and Mentor. You arnt going to be Starkiller (wait, I lied, Starkiller is only 150 XP in the first level) but you can easilly pick up the basics of jedi-ing and fill in your personal specialty.
  11. Like
    Rakaydos got a reaction from Rithuan in Rise of the Separatists - Spoilers/ Q&A   
    I also suspect it's a systemic thing.
    As in, FFG has decreed that every universal specialization tree with a force talent in it (unlike the "jedi carear", which isnt universal) must grant a force rating, because it's in-carear for every EoE and AoR carear.
  12. Like
    Rakaydos reacted to HappyDaze in Rise of the Separatists - Spoilers/ Q&A   
    I would also think that Outcast would have made a fine third specialization for the Jedi career rather than being Universal. Sure, everybody can become an Outcast, but most are/were Jedi or at least trained in the Jedi-arts. It would have also given us three starting Jedi specializations which would have also been "a systemic thing."
  13. Like
    Rakaydos got a reaction from AnomalousAuthor in Rise of the Separatists - Spoilers/ Q&A   
    I also suspect it's a systemic thing.
    As in, FFG has decreed that every universal specialization tree with a force talent in it (unlike the "jedi carear", which isnt universal) must grant a force rating, because it's in-carear for every EoE and AoR carear.
  14. Thanks
    Rakaydos got a reaction from Absol197 in You get 3500 xp   
    I'm not sure why you would need some ridiculus amout of XP to build canon characters. Heck, I've built Episode 4 "Old Ben"as a Starting character. Force unleashed's Starkiller cant throw lightning until the second level, has no social ability at all (just ask Juno Eclipse) and cant even kill a normal stormtrooper with a lightsaber without swinging 3 times. (And certiantly cant multikill a minion group without using a force quicktime event) I've built him as a 150 XP character.
    The trick is, movie characters roll well and spend destiny points, and spend XP at the end of every major act. Not every powerful force user can do everything weaker force users can do. (the only time in Clone Wars we see Mace Windu apparently use Influence, it's a group effort- he's assisting a discipline check, not actually using influence. Mace Windu doesnt have the Influence power) And XP from previus campains doesnt always carry over to the next campaign- Old Ben doesnt have  to spend all the XP earned by Clone wars Obi-Wan.
  15. Like
    Rakaydos got a reaction from Underachiever599 in Jedi Career vs Force and Destiny Careers?   
    My previous "generic jedi" builds were Consular/Nimian Disciple and Guardian/Protector (greensaber and bluesaber, respectively). In comparison, Padawon/Knight needs less XP to meet "jedi minimums", (FR2, parry/reflect, lightsaber+discipline+lore skills) but has a much harder time getting... pretty much anything else, with out of spec penalties. Even the Knight's Circle of shelter is easier to get as a Protector.
  16. Like
    Rakaydos got a reaction from LazerSwordsman in Playing as a Grey Jedi   
    I disagree. Canon Jedi with lots of dice walk around with canes and talk about how they must not get involved with the world. Those who do, like Qui Gon, are considered "Grey" by the council. Every member of the council sees how dangerous it is to get involved with the Clone Wars, but they see no other choice.
     
    It does, which is why there's another half for Dark Side users. Because the free pips are only for those on the quick and easy path.
    When a Darksider rolls force dice, they get a conflict for every dark pip they use, and a strain for every light pip they bend to their will. They only get the light pips they force to do their bidding. (A destiny point, of course, bends them all)
  17. Like
    Rakaydos got a reaction from Archlyte in Playing as a Grey Jedi   
    I'm not up to speed on all the philosophy being thrown around here, but my group had our own houserule of force pip use.
    Our problem was that it was too easy to get light paragon, if you were a sane and rational sentient. In order to add more darkside threat and slow the rise to paragon, (in a jedi focused Clone Wars game, where we'd focus more on Duty than morality) we made dark pips more accessable. This increased the relative power of force users, but the campaign could handle that.
    Specifically, when you roll force dice, you get ALL the pips automatically and take conflict for the dark pips... unless you take strain to REMOVE dark pips from your pool, turning your back on power to avoid corruption. A destiny flip "purifies" the pips to give you full power with no conflict. (And of course you could always roll LESS dice then your force rating, to minimize your danger)
    This gave my character enough leeway that I could start a slow fall through greyness, without acting like a lunatic or burning party resources. I never hit darkside, but like TCW Anakin my character toyed with it more than the rest of the party who took the penalties seriously.
  18. Thanks
    Rakaydos got a reaction from LazerSwordsman in Playing as a Grey Jedi   
    I'm not up to speed on all the philosophy being thrown around here, but my group had our own houserule of force pip use.
    Our problem was that it was too easy to get light paragon, if you were a sane and rational sentient. In order to add more darkside threat and slow the rise to paragon, (in a jedi focused Clone Wars game, where we'd focus more on Duty than morality) we made dark pips more accessable. This increased the relative power of force users, but the campaign could handle that.
    Specifically, when you roll force dice, you get ALL the pips automatically and take conflict for the dark pips... unless you take strain to REMOVE dark pips from your pool, turning your back on power to avoid corruption. A destiny flip "purifies" the pips to give you full power with no conflict. (And of course you could always roll LESS dice then your force rating, to minimize your danger)
    This gave my character enough leeway that I could start a slow fall through greyness, without acting like a lunatic or burning party resources. I never hit darkside, but like TCW Anakin my character toyed with it more than the rest of the party who took the penalties seriously.
  19. Thanks
    Rakaydos got a reaction from Absol197 in Playing as a Grey Jedi   
    I'm not up to speed on all the philosophy being thrown around here, but my group had our own houserule of force pip use.
    Our problem was that it was too easy to get light paragon, if you were a sane and rational sentient. In order to add more darkside threat and slow the rise to paragon, (in a jedi focused Clone Wars game, where we'd focus more on Duty than morality) we made dark pips more accessable. This increased the relative power of force users, but the campaign could handle that.
    Specifically, when you roll force dice, you get ALL the pips automatically and take conflict for the dark pips... unless you take strain to REMOVE dark pips from your pool, turning your back on power to avoid corruption. A destiny flip "purifies" the pips to give you full power with no conflict. (And of course you could always roll LESS dice then your force rating, to minimize your danger)
    This gave my character enough leeway that I could start a slow fall through greyness, without acting like a lunatic or burning party resources. I never hit darkside, but like TCW Anakin my character toyed with it more than the rest of the party who took the penalties seriously.
  20. Like
    Rakaydos got a reaction from StriderZessei in I don't always post overpowered combos, but when I do...   
    This seems more an issue with spending 1000 XP on one thing. Yes, synergy is a *****, but if you crank it back to 150 or een 300 XP it's not nearly as much of a problem.
  21. Like
    Rakaydos got a reaction from Ccwebb in A fix for epic?   
    I havnt played Epic often but I agree with the Action Economy problem,and note that the combat effectiveness problem was partially solved by adding more action economy in the form of automated protocals (Epic PTL), Ordinance tubes (Free reload actions), and optimized generators (not strictly action economy, but energy economy, which is related)
    I would like to see epic ships have a Teams Stat, next to their hull/shields/ect, to represent how many things they can do simotaniusly- that is, how many actions the ship can take on it's turn, and remove the 1-of-each-action rule just for ships with a Team stat.
    If I were setting it up, epic ships would all have Calculate, Track (epic lock, with caveats such as needing a team to reapply it every round), and Reinforce, with multiple reinforces stacking but still have the 1 point chip damage rule. Additional action types can be ship or upgrade based. Some epic upgrades may require multiple actions to activate.
  22. Like
    Rakaydos got a reaction from Sasajak in A fix for epic?   
    I havnt played Epic often but I agree with the Action Economy problem,and note that the combat effectiveness problem was partially solved by adding more action economy in the form of automated protocals (Epic PTL), Ordinance tubes (Free reload actions), and optimized generators (not strictly action economy, but energy economy, which is related)
    I would like to see epic ships have a Teams Stat, next to their hull/shields/ect, to represent how many things they can do simotaniusly- that is, how many actions the ship can take on it's turn, and remove the 1-of-each-action rule just for ships with a Team stat.
    If I were setting it up, epic ships would all have Calculate, Track (epic lock, with caveats such as needing a team to reapply it every round), and Reinforce, with multiple reinforces stacking but still have the 1 point chip damage rule. Additional action types can be ship or upgrade based. Some epic upgrades may require multiple actions to activate.
  23. Like
    Rakaydos got a reaction from Gilarius in A fix for epic?   
    I havnt played Epic often but I agree with the Action Economy problem,and note that the combat effectiveness problem was partially solved by adding more action economy in the form of automated protocals (Epic PTL), Ordinance tubes (Free reload actions), and optimized generators (not strictly action economy, but energy economy, which is related)
    I would like to see epic ships have a Teams Stat, next to their hull/shields/ect, to represent how many things they can do simotaniusly- that is, how many actions the ship can take on it's turn, and remove the 1-of-each-action rule just for ships with a Team stat.
    If I were setting it up, epic ships would all have Calculate, Track (epic lock, with caveats such as needing a team to reapply it every round), and Reinforce, with multiple reinforces stacking but still have the 1 point chip damage rule. Additional action types can be ship or upgrade based. Some epic upgrades may require multiple actions to activate.
  24. Like
    Rakaydos got a reaction from Hiemfire in A fix for epic?   
    I havnt played Epic often but I agree with the Action Economy problem,and note that the combat effectiveness problem was partially solved by adding more action economy in the form of automated protocals (Epic PTL), Ordinance tubes (Free reload actions), and optimized generators (not strictly action economy, but energy economy, which is related)
    I would like to see epic ships have a Teams Stat, next to their hull/shields/ect, to represent how many things they can do simotaniusly- that is, how many actions the ship can take on it's turn, and remove the 1-of-each-action rule just for ships with a Team stat.
    If I were setting it up, epic ships would all have Calculate, Track (epic lock, with caveats such as needing a team to reapply it every round), and Reinforce, with multiple reinforces stacking but still have the 1 point chip damage rule. Additional action types can be ship or upgrade based. Some epic upgrades may require multiple actions to activate.
  25. Like
    Rakaydos got a reaction from heychadwick in A fix for epic?   
    I havnt played Epic often but I agree with the Action Economy problem,and note that the combat effectiveness problem was partially solved by adding more action economy in the form of automated protocals (Epic PTL), Ordinance tubes (Free reload actions), and optimized generators (not strictly action economy, but energy economy, which is related)
    I would like to see epic ships have a Teams Stat, next to their hull/shields/ect, to represent how many things they can do simotaniusly- that is, how many actions the ship can take on it's turn, and remove the 1-of-each-action rule just for ships with a Team stat.
    If I were setting it up, epic ships would all have Calculate, Track (epic lock, with caveats such as needing a team to reapply it every round), and Reinforce, with multiple reinforces stacking but still have the 1 point chip damage rule. Additional action types can be ship or upgrade based. Some epic upgrades may require multiple actions to activate.
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