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About OddballE8

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  • Birthday 09/26/1976

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  1. I was mainly asking here so as to not bother him with it, since I won't be doing any commission from him any time soon anyway. Just curious about the cost. (don't have a group right now)
  2. Oh I have all the books in the line... the thread just made me confused...
  3. How much is a commission from Nunes anyway? I can't seem to find any information about that on his webpage.
  4. * Notices the "character artwork" thread and figures, why not check in? It's been a while. * Opens the thread to the last page. * This is the first image. * Slowly backs out from thread...
  5. Hmm... so I read this entire thread... And I still don't know what book it was that was supposed to be back in stock...
  6. I'd just like to add that if I was GM'ing a Clone Wars era campaign (and didn't already own every single book), I'd start with the Force & Destiny Core Rules, followed by the the two generic Clone Wars era sourcebooks mentioned above. I would also buy the F&D Beginners Box as it contains not only the dice, but also an excellent beginner adventure that could be used in the Clone Wars era setting with a few modifications. Oh and also, get the GM Screen as it has another adventure and some specific rules. But if you're well off, I'd say buy one of each thing they have in their product line, since they're excellent reading and top quality on both imagery and lore. (I'm not well off, I just bought each one when it was released)
  7. My take on this is that the Death Star is large enough to not actually count as the vessel when using its close-range defense guns. The only time you count the Death Star as its own vessel is when it's firing the main planet-killer laser. The defense towers are their own entities. They just happen to be bolted on to the planet sized vessel. I mean, they're far enough apart that you can only be engaged by one or two at a time. And any starfighter engaging back would be engaging the towers, not the Death Star itself. As for other "actual" ships, I'd go with Demigonis on that one.
  8. Just one hit. That said, I also treated explosives as highly illegal, so the players didn't use them much... except on completely lawless planets.
  9. The grenade actually does 8 damage on a hit , but only has 6 damage in blast... so if your argument is that the damage caused by a direct hit by the grenade is impact damage, and not explosion damage, you're throwing that grenade pretty damned hard... (it does twice the damage that a slugthrower pistol does, after all) So no, the damage incurred by rolling a hit with the grenade is not impact damage, it's explosive damage. Blast is for anyone else nearby. My mistake was to add the blast damage to the initial target on top of the initial explosion damage (ie. base damage). This has made explosive weapons very very dangerous in my games
  10. Hmm... when it comes to activation, here's my take on it: (using a grenade as example) Scenario 1: You attack, and you hit. You have enough advantages to activate, everyone in engaged distance gets damage. (Grenade actually hits the target, who goes "ow" before it explodes) Scenario 2: You attack, and you hit, but don't have enough advantages to activate, only the target takes damage. (Grenade actually hits target, who goes "ow" before it explodes, but everyone else is sheltered from the blast by his body) Scenario 3: You attack, miss, but have enough advantages to activate. It misses but explodes close enough to catch the target in the blast radius. (Grenade lands next to target, who goes "uh-oh" before it explodes) Scenario 4: You attack, miss, but don't have enough advantages to activate. It misses and explodes far enough away for the target to be outside the blast radius. (Grenade flies past the target, who goes "phew, that was close!" before harmlessly exploding several meters away) EDIT for clarification: So, in Scenario 1, you automatically do damage to the target and anyone in engaged distance from him. (Target: impact damage + blast damage. Others: Blast damage only.) In Scenario 2, you only do damage to the target, and everyone else gets off without damage. (Target: Impact damage only. Others: No damage) In Scenario 3, you still do damage to the target and everyone else, but only blast damage (Target: Blast damage only, Others: Blast damage only) In Scenario 4, nobody takes damage. (No damage) So, if you're firing a missile at a target, they get 30+ damage in Scenario 1, 20+ damage in Scenario 2, 10+ damage in scenario 3, and no damage in scenario 4. But whoever's standing next to him only gets 10+ damage in Scenario 1 and 3, and nothing at all in Scenario 2 and 4. As for ranges, anything less than short is engaged (whether the players want it to or not). My personal rule for Engaged vs Short is armslength + a gaffi stick... because I know that I sure as heck can reach further than armslength if I'm equipped with a spear.
  11. Well... the only response to this whole discussion that I can think of is this:
  12. I'm assuming you only read my post and didn't actually check the conversation that it was in reply to?
  13. That's not my experience from the kids I've introduced to Star Wars over the years. Most of the kids I've introduced to Star Wars (and there have been many, I've worked with kids for over a decade now) have expressed that the portrayal of the force changes from the OT to the PT. I mean, to be fair, most of them don't like the PT anyway, but that was one of the points they brought up. I think that it's rather a case of those who grew up on the PT having rose-tinted glasses and not the other way around. PS. these "kids" I'm talking about were all in their teens when they watched the movies for the first time.
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