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About Underachiever599

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  1. At my table, 90% of Destiny Point flips were for upgrading checks. We did a few really fun narrative things with Destiny Points, but most of their uses were purely for dice upgrades of one type or another.
  2. What makes a Jedi?

    Minimum Jedi for me: FR 2, at least one rank in Parry and Reflect, and the base powers of Enhance, Sense, and Move. Virtually every youngling in Star Wars should be capable of that much, at least. Anything more is entirely dependent on the character.
  3. Codex Alera Genesys

    I hadn't even considered incorporating Force dice into it! I might take a second look at all the stuff I have fleshed out and see whether or not Force dice would be better. Right now, I have a Furycrafting skill, but it pulls from different attributes depending on the type of crafting. Brawn=Earth Agility=Wind Intellect=Water Cunning=Wood Willpower=Metal Presence=Fire And each different Furycrafting type has a wide array of talents that let you do cool and interesting things, like manifesting a fury, tunneling through the earth, increasing the range of your arrows, ect.
  4. Codex Alera Genesys

    Has anyone here read the Codex Alera series by Jim Butcher? A few gaming buddies and I are all fans of Butcher's work, and I was recently inspired to do a Codex Alera Genesys game. Probably going to be a one-off, but might become a full campaign if my players dig it enough. With that in mind, I've been working on a massive variety of talents, careers, and races that I plan on posting to this thread as I find the time to do so. For the record, I have made Furycrafting a deliberate experience-sink, much like the Force is in F&D, to balance out Furycrafting with the Canim and Marat, who will not be able to Furycraft in my game (Kitai is an exception, not the rule.) Anyone here have any particular ideas about Codex Alera in Genesys? I'm all ears when it comes to suggestions.
  5. 3 spec jedi

    Sage/Niman Disciple/Soresu Defender. FR4, plenty of Parry and Reflect, and some cool talent. It's my go-to 'generic Jedi build'
  6. Some Minor Tweaks

    Against a soak 8 enemy? Five 9 damage hits is gonna deal a whole whopping 5 wound. Versus the 6 that the 14 damage shot would have done. You're not taking soak into consideration, when it's actually a pretty vital part of the calculations here. And again, comparing it to what auto-fire does with the current system, my version deala vastly less damage. For what it's worth, I do trust my players. One of my players is the one who pointed out how ridiculous auto-fire can get when he jury-rigs a superior blaster, and suggested I try to find a fix. Also, it's funny you're saying that I made a fix for a problem that never existed, when you're the one calling for a fix for auto-fire, so you clearly feel it's a problem.
  7. Some Minor Tweaks

    Another big issue with auto-fire right now is the number of ways to get free advantage. There aren't many ways to get free success. My version is way less easy to abuse.
  8. Some Minor Tweaks

    I don't feel the statistically small increase from switching from advantage to success outweighs the massive reduction in damage per hit. Try itat the table before claiming it's still broken. I've been running a campaign for a year with this homerule, and have had none of the issues that normally crop up from auto-fire and linked.
  9. Some Minor Tweaks

    I said it before. Auto-fire should require spending 2 success, not 2 advantage, and it largely fixes the damage issue. Each time you trigger Auto-fire this way, it reduces the damage that each individual shot can do. Say you rolled really, really well. 5 success, 4 advantage, with a blaster with base damage 9. By current rules, you could trigger auto-fire twice, and each hit would do 9+those 5 success, for three hits at 14. 42 damage. With my ruling, on that same roll of 5 success and 4 advantage, you could spend 4 success for 3 hits at 10 damage, and have 4 advantage to either trigger a crit or do something else narratively interesting. Against a minion group of 4 Stormtroopers, the end result will be pretty much the same. However, against something a bit tougher, like a rival or a nemesis, this can make a huge difference. Say these attacks are against a Darktrooper, soak 8. By current rules, those three hits at 14 damage would inflict a total of 18 wounds to the Dark Trooper, nearly instantly dropping what is meant to be a major threat. By my ruling, you would instead inflict 6 wound, along with a crit. Less damaging, more narratively interesting.
  10. Lethal Pistol Damage (House Rule)

    This is honestly a topic I've thought about quite a bit. I'm thinking of doing a major overhaul of the entire system, reworking several elements. I'm working on a new Crit chart that feels a little more threatening, changing how Personal v. Planetary Scale works and restatting every vehicle accordingly (naturally, this is taking a very long time), and also trying to figure out how to go about changing combat to make it feel more... Star Wars-esque, I suppose. I'm thinking of having all blasters have a much smaller damage range. Instead of the massive 5-15 damage range that blasters come in from the CRB, I'm thinking of having it more along the lines of 8-12, so there's definitely still some variation in individual damage output, but not nearly as much as there currently is. Blasters throughout all of Star Wars media tend to be capable of inflicting similar levels of damage regardless of whether you're using a pistol, carbine, or a rifle. Only when you start getting into the big repeating blasters do they seem to start having a more serious level of output. Characters with pistols, even holdout blasters, never seem to have much more difficulty than characters with blaster rifles when it comes to putting down foes. I feel like the biggest difference among all of these weapons should be things like range, reliability, pierce, and vicious, rather than just their base damage deciding the differences of the various blaster types. I'll just post some off-the-top-of-my-head examples (not playtested yet, but just to give an idea of what I mean). Holdout Blaster: Damage 8, Crit 4, Range Short, Inaccurate 1, Stun Setting When making an attack with a Holdout Blaster, upgrade the difficulty of your check twice. Add a setback to a character's Perception check when attempting to find a Holdout pistol on a person's body. Light Blaster Pistol: Damage 8, Crit 4, Range Medium, Stun Setting When making an attack with a Light Blaster Pistol, upgrade the difficulty of your check once. Blaster Pistol: Damage 8, Crit 3, Range Medium, Pierce 1, Stun Setting, Vicious 1 When making an attack with a Blaster Pistol, upgrade the difficulty of your check once. Heavy Blaster Pistol: Damage 9, Crit 2, Range Medium, Inaccurate 1, Pierce 2, Stun Setting, Vicious 2 When making an attack with a Heavy Blaster Pistol, upgrade the difficulty of your check twice. Blaster Carbine: Damage 9, Crit 2, Range Medium, Pierce 2, Stun Setting, Vicious 3 Blaster Rifle: Damage 9, Crit 2, Range Long, Pierce 2, Stun Setting, Vicious 3 Heavy Blaster Rifle: Damage 10, Crit 2, Range Long, Auto-Fire, Cumbersome 3, Pierce 2, Vicious 3 The difficulty upgrades on the Holdout Blaster and blaster pistols is meant for one thing: triggering despairs to cause the weapons to run out of ammo. This is why the Holdout Blaster and Heavy Blaster Pistol both upgrade twice instead of once, as the two types of weapons are supposed to hold very few shots. Inaccurate on the Holdout Blaster is meant to represent the lack of any sort of sights on the weapon, while on the Heavy Blaster Pistol, it's meant to represent the recoil. Now, naturally, with weapon stats like these, combat becomes far, far more dangerous. But honestly, I'd kind of prefer it that way. Someone points a blaster pistol at your face, and you should feel like you're genuinely threatened. As is, most of my players would scoff at something like a blaster pistol, unless it hammered away at them for then turns. With this change, getting hit by even a holdout blaster is far more devastating. And while the actual damage from a Heavy Blaster Rifle isn't too terribly great compared to a Holdout Blaster, the low crit rating, high pierce, and high vicious make it far deadlier in ways other than just flat damage.
  11. Lucrehulk-Class Battleship

    This is the battleship version. Since I intend to use this for a Clone Wars campaign, I decided to stat out the version that was more common during the war. Glad you like it!
  12. The Firespray Fix!

    This is exactly the fix I've been suggesting since Juke came out. I've proxied Firesprays with Small Ship Only upgrades a few times, and it's pretty fun
  13. Venator-Class Star Destroyer

    It belongs to the same family of ships as the Venator and Acclamator ships, as something used by the Republic during the Clone Wars. The Maelstrom is described as the largest of the Republic's vessels during the Clone Wars, and it's stats closely resemble what I picture for an Acclamator. When I get around to making the Acclamator, I'll probably use the Maelstrom as a base and modify accordingly.
  14. STAR WARS: REBELS Discussion thread

    Was just about to say this exact same thing. Alex from Star Wars Explained added all the images from the movies and Clone Wars onto what Rebels actually showed us as a pet project. Definitely one of my favorite videos he's ever put out!
  15. Venator-Class Star Destroyer

    Thanks. Just double-checked. Looks like the 52 number comes from 4 different sources. Two of them are Cross-Sections, but one is from the Star Wars Databank. Edit: Just finished reading through the last source, a Wizard's page giving RPG stats for the Venator. The 52 number is for the individual lasers, so the number should be reduced to 26 dual laser cannons instead of 52. I have adjusted accordingly.