Jump to content

Stormbourne

Members
  • Content Count

    977
  • Joined

  • Last visited

Everything posted by Stormbourne

  1. what do you think would be acceptable? alt idea when making a combine force power check may dedicate force dice to downgrade the difficulty once per force dice committed
  2. if you think the sage's robes should have a price similar to the Bardottan Sphere that is easily changed i also went through the the current force power find if and where they allow for a combined force power check and listed them above (happens a bit more often than i first thought)
  3. collecting information about how to present myself within this forum, asking whether it is reasonable, and seeing if there are any people worth ignoring also where'd the 75% figure come from?
  4. um no neither of my two post are about OP force users, the first, being our house rules on the force and the dice, was to designed to create a tension for force user as light side was specifically supposed to have a disadvantage against the dark side (aka. better temptation of the dark side), this one actually rewards skill and experience because 1. the ability affects your force dice so if you have more you get more 2. it's side effect would be a turn off for many, for lack of a better phrase, low level force users 3. it only works on high end force powers, the only two powers that are affected by this before a player becomes knight level are enhanced and battle meditation oh and let me clarify this here and now: no this would not work to make all force users wearing this super fast (foresee initiative upgrade) as that is not a check with opposing dice it is reaction time apologies at the time i was exclusively thinking of the right hand branch of the power which doesn't use a power check just out right tells you what you can do yes the emperor would want this on lock down as a this knight class armour would allow force users (players) an edge in a world where he holds all the cards while more valid please see above for the final point
  5. apologies i missed the word "difficulty" in the description is item only works on force power checks so protect/unleash, and nemeses that can oppose your power and force a power check this would not work on powers like enhance, farsight or forsee. as for broken this is my first attempt at building a piece of equipment, so apologies. yes i understand that a trend is forming that may be because i play a consular as a battlemage together with the fact that i generate ideas quickly for what i understand, aka. how to play a battlemage force user
  6. please give feedback for this idea Price Restricted Encumbrance Rarity HP Defence Soak Ability 10000 Yes 3 9 2 0 1 When making a force power check may commit C to downgrade the check once for each C committed OLD IDEA
  7. I just copy paste from a word doc I was trying to make the dark side more powerfull on the dice but if you think it's OP what do you think would be a good be a good point to settle where dark side is still more powerful but not OP Both of you please see the above clarification that clearly states that light side conflict draws you to the light not away from it as the universal conflict dice that only draws you to the light has been bined here as such people need a new way to become lightside paragons
  8. i really don't see what is overly complicated about this. this is an interpretation of a few in-universe quotes and lore that i truly don't believe that the current balance view adheres to “Once you start down the dark path, forever will it dominate your destiny, consume you it will.” the dark side conflict dice pulls you towards the dark side and makes it hard to escape it. dark side apprentices rivaling their masters in terms of power. this is delivered with the fact that dark side perks start strong but diminish over time L-"is the darkside stronger?" Y-"No. quicker, easier, more seductive." this says to me that the dark side is supposed to be more powerful now (aka. on the dice) and even the next line L- "But how will i know the the good side from the bad?" Y- " you will know...when you are calm, at peace, passive." shows that it is hard to tell the difference between the two until you become more attuned with one side or the other hence neutral perks everything in-universe says that the dark side is a NOW force like a stick of tnt while the light side is more sustained like a candle, we have tried to redesign the force mechanics to better represent this, but this is your choice whether you use it or not, i have had fun useing this so far
  9. i probably should have explained this better in the OP so the dark side perks comes for a in-universe observation with many dark side apprentices rivaling their masters in terms of power, so the way i design it was that a dark side user gets all the perks early but then loses them over time. the conflict dice are just like die used right now but instead of only drawing you to the light they draw you to which ever end you happen to be closer to “Once you start down the dark path, forever will it dominate your destiny, consume you it will.” this makes the dark side's "place of power" unsustainable while allowing the light side paragons more wiggle room with theirs instead of having a conflict dice to roll a neutral user will be drawn to light and dark depending on what they use so light side points draw you to the light side while dark side pulls you from it, as for the other two perks it's designed to make the difference between the force points minimal
  10. both myself and the games master worked in tandem to make this as both of us fond conflict, and to an extent the force dice, underwhelming D12 1 2 3 4 5 6 7 8 9 10 11 12 Force points ●●● ●● ●● ● ● ● ● ○ ○ ○ ○○ ○○ Dark side total: 11 Light side total: 7 Light Side Perks: Above 90: add an additional ○ to all force checks, after destiny pool is generated add one light side token, lasts until below 80 Above 80: May re-roll X force dice once while making a force check, lasts until below 60 Above 70: Add ○ to all force checks. Take strain flip destiny for using dark side points, do not take conflict from using light side points Neutral Perks: Above 60: Roll light side conflict dice at the end of each session 70-30: Take no strain from using light or dark side points, Take conflict for using both light and dark side points, flip no destiny for using light or dark side points Below 40: Roll dark side conflict dice at the end of each session. Dark Side Perks: Below 30: +2 strain, +2 wounds, add ● to each force check, after destiny pool is generated, but before paragons effect, flip one light side token to dark side. Take strain and flip destiny for using light side, do not take conflict from using dark side points Below 20: Remove ● from each force check, lasts until above 40 Below 10: -1 strain, -1 wounds, lasts until above 40 clarification: the way i have designed the dark side perks comes for a in-universe observation with many dark side apprentices rivaling their masters in terms of power, as such they gain all their perks immediately but lose them over time and cannot regain them the conflict dice mentioned above are the same as the one used currently die but instead of only drawing you to the light they draw you to which ever end you happen to be closer to “Once you start down the dark path, forever will it dominate your destiny, consume you it will.” this makes the dark side's "place of power" unsustainable while allowing the light side paragons more wiggle room with theirs instead of having a conflict dice to roll, a neutral force user will be drawn to light and dark depending on what they use, so light side points draw you to the light side while dark side pulls you from it. the other two perks are designed to make the difference between the force points minimal
  11. okay so when calculating the damage is it: weapon 1 + weapon 2 + uncancelled successes or (weapon 1 + uncancelled successes) + (weapon 2 + uncancelled successes) the way i read it is the second on as rules state "Each hit deals its base damage, + 1 damage per uncanceled success."
  12. okay so i found a useful (ish) site that contain most if not all the attachments available for lightsabers (SW rpg index) but fail to mention what they do and the mods available on them please help
  13. Okay whats the difference between applying an attachment and making a modification
  14. yea i saw that attachments like kybers can have force rating added and used to spend S or A with a mech check of 3+previous mods-2 but what i want to know is how to trigger the additional mods like curved hilts defensive quality or the krayt pearls additional vicious quality
  15. with the krayt pearl it has a basic mod of dmg. 9, crit. 1, breach 1, sunder, vicious 1 and additional mods of 3 vicious +1's, and 1 dmg. +1 how do i activate the additional mods is it through advantages? if so how many
  16. gold, silver, bronze influence aka. mind f*ck, misdirect, foresee/foresight you have no idea how many times i have cause enemies to turn on each other
  17. Well mainly i know that objects can be used to increase characteristics with cybernetics being a good foil for brawn and agility, and thought that modding a lightsaber or its crystal would be a good foil for willpower or presence, arguably the most common chracteristics of a force user light or dark, and wanted to see if it was possible
  18. So i play a nimian disciple and would like to mod my lightsaber with +1 willpower, what would i be looking at in terms of dificulty, cost, and HP?
  19. i know this may sound like a silly question but when a item or power says base damage +1 per success, does that mean a net roll of 1 success does base damage + 1? or do i need a success to get base damage and from then on it's +1 per success?
  20. That's something i thought of being lightside gets add/flip a token to lightside (in case all tokens are lightside already) while darkside can only add a darkside to the pool Speaking of which, my interpretation of the "quicker, easier more seductive" explanation of the force is that the darkside has more presence on the force dice while the lightside has better paragon perks
  21. i think my GM would have my character draw for the dark side token since they are actually part of the inquisition for story reasons
×
×
  • Create New...