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Cynthorus

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Everything posted by Cynthorus

  1. I think your right about blame He mentioned somewhere that the Light Sabre was fully modded so assuming an Ilum crystal it'll be damage 10 and Vicious 2 I would guess superior hilt customisation putting it up to damage 11 and accounting for 1 of the advantages, although I'm not sure how they got the crit rating to +30 as the Vicious would only give +20 That's stilol one heck of a lucky roll and by the time my players had money to spend like that my bad guys had at least defensive 1 if not 2 through gear and serious bad guys had Cortosis items.
  2. I'm quite intrigued as to how they managed to roll this. With those stats you're rolling 2P1G vs 2C dice, you already said they used their maneuver to enhance jump into combat but I suppose they could have used a second maneuver to aim so maybe adding a boost you're looking at 2P1G1B vs 2C.And there's potential for mods on the sabre but even with those that's a really lucky roll, then followed by a second lucky roll on the critical table the player probably deserved it. And that's only if your villian didn't have any additional defence dice which I'd expect from a big bad.
  3. Did you even read what the consequences are that I posted? The character would be deaf, blind, and dead that would require immediate medical assistance at the local med center. He would then have to pay to have cybernetics replace his eyes and ears for pulling a dumb move. If Han did this, he would have been killed. That's why he never did that in the movies or books. He's not stupid enough to use the Hero Shield. You're assuming that a Stun Grenade is the same as modern Flash Bang. If anything I would suggest that a Flash Bang has the disorient quality rather than Stun. Of course the description in the book is helpfully vague so it comes down to how you chose to GM it. Personally I see them as an energy wave that works the same way as a Stun setting on a blaster causes harm enough to knock you out but not kill or do serious harm My reading of the stun grenade -- going back to WEG -- has always been that they're non-explosive and generate a large non-directional pulse that works in a way similar to the stun-setting on blasters. Why some people are suddenly in favor of things like nerve damage... I just don't get it. Maybe I missed where these people have argued for blasters set to stun to also cause long-term nerve damage. Oh I'm not suggesting it as a normal effect but the question is about how to dissuade their player's from over using a tactic that whilst is fantastic to do once shouldn't be abused. For normal stun grenade use I see them exactly as you do.
  4. Did you even read what the consequences are that I posted? The character would be deaf, blind, and dead that would require immediate medical assistance at the local med center. He would then have to pay to have cybernetics replace his eyes and ears for pulling a dumb move. If Han did this, he would have been killed. That's why he never did that in the movies or books. He's not stupid enough to use the Hero Shield. You're assuming that a Stun Grenade is the same as modern Flash Bang.If anything I would suggest that a Flash Bang has the disorient quality rather than Stun. Of course the description in the book is helpfully vague so it comes down to how you chose to GM it. Personally I see them as an energy wave that works the same way as a Stun setting on a blaster causes harm enough to knock you out but not kill or do serious harm
  5. So one of my players has made the suggestion of wanting an Ezra (kid from Rebels) style lightsabre blaster. I'm not 100% thrilled on the idea as it kinda feels like a weapon everyone would want if they could but as I said to him I'm happy to mull it over. So I thought I'd see what people thought of my creation. Blaster-Sabre Hilt Hard points: 2 (enough for the crystal) Sabre mode: Damage: 5 Crit: 2 Breach 1 & Sunder (Fairly standard just -1 dmg) Blaster mode: Damage: 5 Crit: 3 (Toying with the idea of making it stun only as Ezra's seems to be) Player can switch between blaster and Sabre mode as an incidental. All checks made using the Blaster-Sabre have their difficulty increased by 1 automatically. On the roll of a despair or 3 threats the power coil fails and will need to be replaced (hard mechanics check) before the weapon can be used again. Adds 1 setback dice to perception checks made to identify it as a lightsabre rather than a blaster.
  6. I see SW stun grenades as similar to the anti droid grenades used in TCW sending out a shock pulse. As such i wouldn't blow a players hand off for holding one but I'd certainly start to give negative effects. when the player needs to do something requiring manual dexterity flip a destiny point and upgrade his check; telling him that his hand is starting to tremble uncontrollably. If he gets a despair then it'll keep twitching and add a setback dice to any further checks requiring manual dexterity. If he seeks proper medial attention then the twitch can be reversed but the medic should warn him that he's done a small amount of permanent nerve damage and similar damage could make his condition worse. Don't stop the tactic entirely but make sure they know there will be a penalty for persistent use.
  7. I'd narrate it something like this. The sound of a large explosion echos around your ship followed by an eerie silence as your engines go dead; seconds seem like minutes as panic sets it your scanners are showing nothing but you know they're out there waiting. Just as your nerves start to settle you're thrown to the floor as a pair of magnetic harpoons strike the ship and begin to reel you in; you know you have only a few minutes until the pirates will have latched on and sliced through your airlock. What are you going to do? Assuming the players are then going to defend the airlock I'd do a combat sequence similar to New Hope or if the wanted to hide and jump out and let them set up an ambush
  8. I went over the basics of why and when I'll hand out conflict during my groups first session; these included the use of the dark side pips, fear tactics, murder or harming innocents; I also explained that to a degree certain actions and the motivation behind them will lead to conflict or not (such as no conflict for stealing food from the Empire to feed a family but yes conflict for stealing food from a starving family). I also tend to write or let them come up with alternative ways to solve a situation without resorting to the quick and easy route (not that I always tell them what that solution is). As such I don't warn them if they do something that falls into the basics I gave them. However as with all players they can throw the odd curveball now and then and if it's really left field I'll give them a warning that the action will generate conflict but never how much.
  9. So one of my players is focusing on using the force rather than weapons to attack and even then he's always trying to talk his way out of combat which I really like. He wants a lighsabre pike so can defend himself should he get targeted by a dark sider and I'm trying to come up with a crystal that better suits his character. I was thinking a crystal with: Damage: 5 Crit: 2 Breach and sunder As long as the crystal is on his person he can add force dice up to rating to charm and coercion checks (as with enhance for the skills listed in that power). Lights pips can be used to add success or advantage to charm and dark pips to add success and advantage to coercion. Mods 2 +1dmg; 1 ability can also be used on Leadership tests. What do people think? Do you have any other ideas?
  10. Tbh I'm not sure it'll fix the issues with companies like Amazon and their pricing however it should make it easier for small retailers to compete as it'll mean that big on liners won't just put them up for just above cost a few days before stores receive them. It might also be a step toward what Wizards have done with D&D; I get those early because my store had signed up to get them earlier than onliners and stores who haven't.
  11. Ultimately it will come down to your players. I once played in a WFRP 2nd (very class bassed) group and they'd taken out the class base on the system. I quickly realised that whilst the members of the group had different types of characters there were certain helpful talents that they had all taken and whilst they weren't cookie cutters of each other it somewhat diminished their differences and cut down on those special hero moments. Looking at the FFG talent trees there's certain ones that if I could always take then I would simply because they make sense to take. Perhaps allowing players to start with 2 careers or getting new careers for free. A better way I think would be to offer them a chance to learn individual talents from outside their career through roleplay and finding specialists teachers on an individual basis. Keep them different but give them a little boost.
  12. I tend to find the whole site does too. Even with ad-blocker the amount of work it has to do slows down my tab that I use for gaming.
  13. So far FFG have released (or are releasing) 9 main Star Wars lines; Of all of these the only real reference to the prequels is occasional mentions in the roleplay book for vehicles, weapons and a few Clones Wars era droids in Chronicles of the Gatekeeper book. There's been a lot of times where something prequel could be released I honestly think FFG are shying away from it. As for KOTOR the game was made under licence and owned by EA, I highly doubt FFG will be able to touch anything of that Era. Of course conversion from the current rules would be easy. Clone troopers/Sith soldiers just use Stormtrooper Stats. Rebel troops become republic troops. Use similar rules for Separatist droids Re-skin some of the ships but keep the stats the same; everything else converts over nicely.
  14. I wrote an Esra's style lightsaber/blaster for a player. The mod took up 3HP and I gave it an additional quality experiential which caused all attacks to have one purple dice upgraded to a red. On a despair roll the weapon failed and would need proper repair. However al checks on the weapon were at an additional 2 setback dice to identify it as anything but a blaster.
  15. Thanks guys That's what I was looking for
  16. Hello I don't suppose anyone has made table of all the various weapons, armour and other gear from the different books have they? I own all three core rule books and a few of the supplements but having to hunt from book to book to find the stats of the correct item my group wants to buy is slowing the game down a bit.
  17. The Move power has no upgrade that allows you to commit a force dice unlike some of the other force powers. From this I would say it's impossible to use it to lift a target and hold them past your turn, same for flying/hovering imo
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