SladeWeston

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About SladeWeston

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  1. Are you sure it deducted it for the talent. A while back there was a bug which reset your bonus xp from obligation/duty/morality the first time a GM grant was awarded. This could be what happened.
  2. True, but if you are running 2-3 players with no NPC's the players should really be coordinating their character builds or the GM should be modifying the types of encounters you have. If 3 players coordinate its possible for everyone to have a 4 and for most skills to be covered by a 3. This is just my opinion, but I feel that having a few better pools is better than having a lot of bad ones for small groups.
  3. Starting with a 4 is a bit of advice I give all my new players. Most players want to feel heroic and starting with nothing higher than a 3 will significantly stifle that. Start with a 4, 100%.
  4. Lots of reasons come to mind, but for me its all about finding the skills/talents that best fit my character concept. If you want to play a droid detective type, what options do you have? Sure, there are a couple that will get you close (skiptracer) but none feel quite so detective-y as Investigator. Sure, this is going to hurt if the campaign is going to be a long one but I wouldn't let that keep me from picking the specialization that matched my concept.
  5. My biggest problem with Stimpacks are cost and rarity. In most of my games I just say an attack on Thyferra or Bespin has resulted in a significantly diminished supply for the civilian market. That lets me increase the price, add low quality/dangerous knockoffs, make them unavailable in certain areas, etc. without seeming like I'm houserule balancing things.
  6. Maybe just two putt it like you've done with some of the previous books. The main stuff, species, specializations and equipment are all pretty standard. My guess is that the Ebb/Flow power will be an interesting UI challenge if you try to display it's impact on skills but I wouldn't think you'd want to.
  7. Good afternoon. Minor bug report. I tried to add a modded (for vigilance) Sonic Scope to a droid companion directly from the companion's equipment screen and got an error following adding the mod. Next I tried to transfer it to the droid and the weapon transferred fine but the skill rank granted by the gear was not showing up. I minor inconvenience which was easily worked around, but one I thought was worth mentioning.
  8. Grapple is a Warden talent that makes them spend 2 maneuvers to disengage. Knocking them down means they don't have the maneuvers to disengage even if they have a ST.
  9. Because you're a brawler and your crit costs 5 Because you want to knock them off the edge of the building you're fighting on Because he's trying to disengage with you to use his gunnery weapon Because knocking him down will have a useful effect and a crit always has the chance of being something trivial Because he has also been ensnared Because you have friendly engaged players turns coming up
  10. At least for Brawlers, combat is all about controlling the battlefield and action denial. When playing my Besalisk Warden/Marauder I use knockdown all the time. Likely because I have both Precision Strike, Grapple, No Escape and a concussive weapon. Depending on the enemy, a timely knockdown can be the difference from completely locking down an enemy or letting them run around and corner and regroup. Rnd 1 ME: Grapple + Knockdown + Concussive 2 trigger - NPC 1 NPC 1: Stands up (no action or 2nd maneuver) Rnd 2 ME: Knockdown + Concussive 2 trigger - NPC 2 + Grapple NPC 1 NPC 1: Disengages, stays at short NPC 2: Stands up (no action or 2nd maneuver) Etc. Mix in things like Disarming and Sunder and your enemies options get real slim real quickly. Grapple, knockdown, disarm puts them in a hard spot. Do they pick up their weapon and fight from their back or do they stand up and fight bare handed? Why not crit him with those advantage you ask? Well because it cost 4 adv. with my gauntlets for one, plus sometimes a random effect isn't as good as a known quantity. We've all been in this situation. You're fighting some epic enemy, you roll just enough advantage to crit but you have other cool effects you could trigger too. You go with crit and roll. <tuba noise> gruesome injury to Presence. Great, now you've just pissed him off. As for others discussing brawler damage. 7 Brawn (Enhance plus cyber), Cortosis Gauntlets with Weighted Head attachment modded plus some Feral Str (or whatever that damage boosting marauder talent is) means his base damage is 11 + successes on a YYYGGGG dice pool. Granted this is a 400-ish xp character but even at lower xp he was plenty competitive with the ranged combat characters. As I've said in previous posts, the main disadvantage is he is a two trick pony. He is a beast in combat and he is excellent at Coercion, but not too much else. If I had employed a similar level of optimisation to a Ranged attack character I might be able to do a little more damage but the biggest difference would be that I would have 50 or so more xp to round out tertiary skills. Does that mean that brawlers are less viable, ohh heck no. It just means that you might have to build them a little more focused then you would an agility based build.
  11. I have taken to making purchasable crafting materials harder to acquire while simultaneously allowing for more harvesting opportunities. My motivation was simple. I got tired of constantly having to restrict my crafters downtime for fear of them making insane gear at a fraction of the price. My solution was to put them in an area without a local Star Wars Radioshack and restrict crafting that way. At the same time, I started offering him some custom crafting schematics and superior crafting materials as rewards. The idea was to take back some of the control of what rewards my party was getting while making them feel like they were getting cooler stuff. That way I could subtly nudge my crafter player into making more utility items and less crazy OP crap. Cloth that, if used to make light armor, will grant an upgrade to stealth checks. A focusing crystal that increases the difficulty of blaster crafting check by one but adds knockdown. Schematics for making light armor with a built in holographic costume. Plus all of materials reduce the crafting material cost by some amount. So far I've been pretty happy with the results. The player has been spending his time crafting cooler things rather than just more damage more soak gear. Plus, now I am able to reduce the credit rewards I'm paying out by providing alternatives. As an unexpected side bonus, two of my players have taken to boosting some unlikely skills in an effort to have a better chance at running down some rarer crafting requirements. It's kills me a little inside to say this, but I borrow the idea from MMO crafting systems. Generally I go out of the way to keep my games from feeling like a videogame but so far I've been pretty happy with the results.
  12. So, it depends what you are looking for. If we are talking min/maxing a combat focused character a Melee character is every bit as good as all but the most broken of Jury Rigged Autofire builds. I have played both ranged and melee characters, build fairly optimally, to 400+ xp. In my experience Melee characters have MUCH better durability, better control elements, have only slightly worse single target killing power but lack a lot in multi-target/minion cleanup. The place they really fall short is non-combat synergies. A hyper-focused ranged character doesn't have to do much to be stealthy or good at piloting. This means that will only moderate investment of xp and ranged combat character can easily establish themselves as the groups co-pilot or infiltration specialist. Brawn doesn't have the same archetype defining skills and is usually forced to invest significantly more xp to be viable outside of combat. That being said, it is certainly possible to be extremely optimal in melee combat and still passible in most non-combat encounters, it just requires more careful planning of your build Which is better is also extremely dependent on the type of campaign you are playing. Sure Gunnery weapons will out damage most anything, but you can't exactly walk around a Core World city with a Quad-laser strapped to your back. If you are playing a city based detective themed game, I'd rather be a vibro-knuckled Warden than a gunless Heavy 10 times out of 10. Another consideration: Brawl attacks are particularly good at doing non-lethal, while ranged characters have few non-lethal options beyond short range. If you play in a game were murdering people has consequences then much of the advantage of ranged combat gets negated. So ya, in general most people are going to find a ranged combat character stronger if they don't want to invest a lot of effort/xp. In a combat heavy game, a well planned build can be just as strong and lots more durable than a ranged focused character. Triggering crit 5 times on a Lethal 4 weapon can be just as good an murdering big bads. Concussion 2 plus precision strike control a fight better than any blaster. Pressure points can let you one punch a Rancor. It all depends on the situation but regardless of the game, there is almost always a viable melee build.
  13. To add further support to this, Cortosis on armor doesn't give Sunder protection despite the fact that it give it on a weapon. To me the obvious reason is that Sunder was never intended to be used on armor. And as you say, if you can't sunder armor then I see no reason you should be able to sunder a cybernetics.
  14. From a purely mathematical point of view, it depends a lot on your dice pool and if you go with Auto Fire weapons whether pistol grips are worth it. If you have a smaller dice pool or if you are using autofire then it is very likely that the setback dice and hardpoints will not be worth the extra damage. If you are only planning to go with two weapon fighting and your pool is huge then likely the reduced advantage you'd get from the added setback won't really matter that much. From an RP perspective, I think the very slight increase in damage you might see under optimal conditions wouldn't outway the stink of cheese that would follow you around. At least at my table. On a side note, who the heck has enough encumbrance to wield 2 DH-X's, wear armor and still have anything close to a decent agility. My 7 brawn brawler has only 13 encumbrance after all and each DH-X weights 7. I suppose you could throw more hard points into reducing encumbrance but then you start to cross the line from silly but good to silly and bad.
  15. If you are trying to convince a GM who is being a bit anal about the RAW, you might suggest that they could always spend threat to prevent you from retrieving it, either because it broke, was damaged or was lost in some other way.