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DaverWattra

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  1. Like
    DaverWattra reacted to Tramp Graphics in The Mandalorian   
    Simple, without him we wouldn't even have the Mandalorians to begin with. He's the very archetype of the Mandalorian upon whom the entire Mandalorian culture was based upon by the writers. 
    Secondly, if Obi-Wan wasn't supposed to know about the Clones, why would the Kaminoans have been so surprised it took so long for a representative of the Jedi Order to arrive to check on the status of the clones being produced for them. The Kaminoans were expecting someone from the Jedi for a rather long time. So, Jango would also have been expecting such a representative as well. So no, it should not have come as that much of a surprise that someone from the Jedi Order would eventually come to check on the clones. 
    That's the key right there. IT's why he was so surprised that the EU writers brought back Boba Fett after his fall into the Sarlacc; It's also why he wanted to "make sure" that Maul was assuredly dead at the end of TPM, by having him cut in half. He didn't want people trying to bring him back from the "dead". Didn't work though. 
    Yes, the reason is because as a character, he keeps his history to himself. This is also stated in that same source. The only thing he has divulged about his origins is his home world. 
    Pretty much. 
  2. Like
    DaverWattra got a reaction from OddballE8 in The Mandalorian   
    Just a variety of different ways in which his portrayal of the Force departs from my preferred interpretation of the movies' aesthetic: time travel and parallel universes, weird avatars of the light and dark sides on Mortis, green magical powers used by the Nightsisters.  It adds up to a lot of D&D-esque portrayals of the Force as spell-casting magic, rather than as a holistic mental and physical discipline more analogous to Eastern mysticism (which is how I think of the Force).
  3. Like
    DaverWattra got a reaction from BipolarJuice in The Mandalorian   
    Just a variety of different ways in which his portrayal of the Force departs from my preferred interpretation of the movies' aesthetic: time travel and parallel universes, weird avatars of the light and dark sides on Mortis, green magical powers used by the Nightsisters.  It adds up to a lot of D&D-esque portrayals of the Force as spell-casting magic, rather than as a holistic mental and physical discipline more analogous to Eastern mysticism (which is how I think of the Force).
  4. Like
    DaverWattra reacted to kmanweiss in Intellect to be used for flying silhouette 4+   
    Seems problematic.  I mean, I get what he is going for.  Piloting a fighter takes quick reaction times.  Piloting a Star destroyer is more about tactical ability than how fast you can move the stick.  I understand the argument.  However, if this wasn't stated prior to rolling characters, and agreed upon by all players, then it's kind of a jerk move to drop this info mid game.
    My group will make changes to rules over time as we find better ways to handle them.  Various rules in the core are over or under powered by large degrees, so we've modified things a bit.  But it's always discussed, debated, and any change needs to be accepted by all players.
    Making the argument that Genesys rules should have been in EotE is a weak stance that's not supported by anything I've seen.  Genesys might be a refines set of rules, but it doesn't mean that they would have done anything differently in the various core books for Star Wars.
    On top of that, the cutoff at Sil 4 is well, odd.  This is probably the weakest element of this change.  There are a number of heavy fighters and light frieghters that fall into the Sil4 range including the Millennium Falcon and Slave 1.  We've seen both of these craft dogfight and pull various fighter type manuevers that are based more on agility than tactical thought.  If he made the argument for Sil5+, I could possibly see it.
    Even at Sil5 you have a problem though.  Piloting, even large craft, takes a degree of physical skill.  They still have to maneuver a ship to fit into tight places, line up docking bays, etc.  They still have to maneuver the ship into position to fire weapons, or evade shots.  They still have to pilot through debris fields, asteroid fields, etc.  Those are things that are going to take precise piloting skills.
  5. Like
    DaverWattra got a reaction from SamuraiMonkey in Ship art   
  6. Like
    DaverWattra reacted to 2P51 in Ship art   
  7. Like
    DaverWattra reacted to 2P51 in Ship art   
  8. Like
    DaverWattra got a reaction from StriderZessei in The Mandalorian   
    True... as has often been observed, Lucas himself jumped the shark sometime between 1983 and 1999.  But I believe the aesthetic of the Mortis episodes could have been done in a way that fit better with the OT atmosphere while retaining many of the same themes.
  9. Like
    DaverWattra got a reaction from StriderZessei in The Mandalorian   
    Just a variety of different ways in which his portrayal of the Force departs from my preferred interpretation of the movies' aesthetic: time travel and parallel universes, weird avatars of the light and dark sides on Mortis, green magical powers used by the Nightsisters.  It adds up to a lot of D&D-esque portrayals of the Force as spell-casting magic, rather than as a holistic mental and physical discipline more analogous to Eastern mysticism (which is how I think of the Force).
  10. Like
    DaverWattra got a reaction from StriderZessei in The Mandalorian   
    I'm also not the world's biggest Filoni fan, but that's because I don't like his philosophy of the Force.  He should do well with this subject matter.
  11. Like
    DaverWattra got a reaction from OddballE8 in The Mandalorian   
    Reasonable guy. The prequels and special edition genuinely sucked, the Disney stuff is mostly good and people are underrating it due to nostalgia. That's my view too.
  12. Like
    DaverWattra got a reaction from OddballE8 in The Mandalorian   
    True... as has often been observed, Lucas himself jumped the shark sometime between 1983 and 1999.  But I believe the aesthetic of the Mortis episodes could have been done in a way that fit better with the OT atmosphere while retaining many of the same themes.
  13. Like
    DaverWattra got a reaction from StriderZessei in Best and worst defensive talents?   
    I've been thinking about which of the defensive talents in this system are the most effective in personal combat.  I'm certainly not an old hand with the FFG SWRPG, so it's possible that all this is wrong, but I do have some theories.
      My tentative ranking, from best to worst:   #1: Talents that add to your defense score (Sixth Sense, Superior Reflexes, Defensive Training)   I see a couple of huge advantages to these talents.  First, they are "always on," requiring no activation cost of any sort.  This means they'll be there protecting you every single time you're attacked, preventing a huge amount of total damage over the course of a session.  Second, they add dice to the pool rather than upgrading dice.  It's a truism that adding dice has the most effect on success and advantages, and the main point of defense is to reduce your opponents success and advantages.  That's what prevents you from taking damage and critical hits.   #2: Parry and Reflect   These have a steep activation cost, but they will also prevent a large amount of total damage over the course of the game.  They can also prevent critical hits if the opponent hits with low enough damage.   #3: The Sense power's defensive upgrade   This doesn't add dice to the pool, but it does upgrade two dice rather than one.  In particular, this means that against short-range fire you *will* add a purple die to your opponent's pool, and in melee you will add a purple die (in addition to upgrading two to reds) if you combine the power with a destiny point or one of the other difficulty-upgrading talents like Dodge.  That said, this power isn't right for every character, because committing a Force die can be a very steep cost.  Many Jedi use lightsaber forms like Niman, Makashi or Ataru, where you want to keep your Force dice available to add successes, advantages or critical hits when you attack.  But if you don't fight with these forms, or you have lots of Force dice to spare, this is an excellent talent.   #4: Enhance power to increase Brawn   This uses up multiple Force dice, which is, again, not so great for many character builds.  But you can get a huge amount of Soak out of it.  Potentially very powerful.   #5: Dodge   Upgrading dice isn't as good as adding dice, and you'll go through strain really quickly using this talent, especially if you have multiple ranks.  But if you have three or more ranks of it, or combine it with other ways of upgrading dice, it can have a pronounced effect.   #6: Side Step    This works against multiple attacks in a turn without spending extra strain, which is a small advantage over Dodge.  But it requires a maneuver to activate it.  There's a huge opportunity cost to spending a maneuver: maybe you could've run for cover, or taken a guarded stance instead.   #7: Defensive Stance   This is even a little worse than Side Step, just because you're a bit less likely to have multiple melee attacks coming in per turn than multiple ranged attacks.   #8: Improved Center of Being   Center of Being is very situational, but against opponents who want to get in critical hits, it can be quite useful, and one strain is a fairly low price to pay for it.   #9: Force Protection   Between using a Force die and also spending strain, this is an extremely costly talent.  Enhancing Brawn is strictly better.     #10: Regular Center of Being   A maneuver, on the other hand, is a pretty high price to pay for Center of Being's effect IMO.   I'm probably forgetting some talents, but these are the ones I've thought about or seen in play.  Thoughts?
  14. Like
    DaverWattra reacted to penpenpen in Stats for the Quadjumper   
    Has anyone taken a shot at statting out our favourite underappreciated TFA explosion ship, the Quadjumper?

    From what we know, it's a space tug, and basically consists of four huge engines and not much else and I'm not sure how that should handle. If anyone's familiar with it in x-wing I'd love to hear how it plays there for comparison (I took a quick glance at the rules, and quickly decided that It'd probably be wiser to ask someone who plays it to decipher it). So I have no idea how to call it regarding Speed and Handling. As it's 80% huge engines, it kind of screams "insane thrust-to-weight-ratio" but blocky, chunky space tug wouldn't exactly feel right with starfighter-like speed and agility. Were it a universe with newtonian physics, I'd say the thrust would make it quite fast, but in Star Wars, who the heck knows.
    It's worth noting that it's not a big ship however. It's only about 2/3 of the length of an X-wing, and looks to be comparable in width/wingspan, but considering how much taller and blockier it is, it probably has about quadruple the mass, or even more. It could probably be a large Sil 3 ship, but also a very small Sil 4. Considering how little room there is inside, I'm leaning towards 3. Also, falcon-sized quadgun would probably look comically oversized on it, reinforcing this.
    As for durability, it's probably got more HTT than a starfighter due to the sheer mass, perhaps 15-20 max, but not much in the way of armor. On the other hand, whether or not you see the engines as durable rather than fragile, you could argue for it being quite rugged, with the crew compartment and avionics tucked in between and shielded by the engines. Perhaps just split the difference and set armor at 3, with nothing or very little in the way of shields.
    Secondhand material shows it operates with a single pilot, but can take two passengers. Has at least one minimalist bunk (I'd guess two, from the cross sections, meaning two people can take a nap while the third stays in the cockpit). It's got a hyperdrive rating of 4, and most likely a navcomputer. Doesn't seem to have much in the way of cargo space, probably limited to some equipment lockers for the pilot's and passenger's personal gear. As a tug, it has a tow cable, but no mounted weapons. It is however specifically stated that its' dorsal attachment points can readily mount weapons, fuel tanks etc, so it's probably has a few customization hardpoints. I'd say no less than two, but probably no more than four.
    Hmm. Making it a slightly nerfed HWK-290 might be fair, so something along the lines of...
    Quadjumper
    Silhouette: 3
    Speed: 4
    Handling: 0
    Defense: 1/-/-/0
    Armor: 2
    HTT: 18
    SST: 18
    Hull Type/Class: Space tug/TUG-b13
    Manufacturer: Subpro
    Hyperdrive: Primary: Class 4
    Navicomputer: Yes
    Sensor Range: Short
    Crew: One pilot
    Encumbrance Capacity: 30
    Passenger Capacity: 2
    Consumables: One month
    Cost/Rarity: ?
    Customization Hard Points: 3
    Weapons: None
     
    Perhaps speed/handling of 3/+1 is more fitting?
     
  15. Like
    DaverWattra reacted to SavageBob in How common are non-Human PCs in your games?   
    Star Wars is and has aways been a franchise with a sense of humor. Even the otherwise dark Rogue One has a sarcastic droid sidekick. I don't fault anyone for wanting to play the comic relief. The trick for the player is to only let their Jawa or Ewok get up to their antics when tonally appropriate. The Guardians of the Galaxy movies are actually good guidelines for this, I think. Groot and Rocket are both "joke characters" from an RPG standpoint, but they also deliver some of those movies biggest emotional moments.
    As with anything, I'd err on the side of communicating with a problem player rather than banning "little" species. If their antics are getting out of hand, talk to them. Work with them. Learning to roleplay takes time.
  16. Like
    DaverWattra reacted to HappyDaze in How common are non-Human PCs in your games?   
    In four campaigns I've had:
    12 Humans 2 Twi'leks 1 Arcanan 1 Bothan 1 Droid 1 Rodian 1 Sullustan 1 Trandoshan 1 Whiphid 1 Wookiee
  17. Like
    DaverWattra reacted to damnkid3 in How many XP do you folks usually retire a campaign at?   
    I think campaigns with force users can run longer since they have to spread the exp between Force powers, instead of just talents and skills.
  18. Like
    DaverWattra reacted to wilsch in The Mandalorian   
    Same. It's the one disagreement I'd have with the maker of the video on another commentary of his about Star Wars' storytelling language. He welcomes the Disney-era expansion of cinematographic "vocabulary."
    While it's all well done, I think the extent of it strays from the genre more than adds to. People generally sense this, consciously or not, and when *explicitly told* by Disney that a live-action feature returns to stylistic roots, get some cognitive dissonance. 
    And again, something we're discovering as moviegoers and fans. So, we'll see if Filoni and Favreau have the recipe right.
  19. Like
    DaverWattra got a reaction from wilsch in The Mandalorian   
    Word.  As much as I love a lot of what is in TLJ, the cinematography aspects of the movie really pull you out of the Star Wars universe at several places.
  20. Like
    DaverWattra reacted to rogue_09 in How would you handle a one player campaign?   
    Silhouette Zero is technically only the GM and Player (the brother, Matt). Other than the main character, they both tend to co-run all the "NPC" supporting cast, many of whom are fully statted as PCs. They roll Force dice for each active character in the session.
    I'd probably do it this way. Have a main PC that drives the story and the GM can't touch, then maybe two supporting characters that fill necessary holes in both the narrative and skill pool.
    Party of One is a series of one-shots in a plethora of systems with only a GM/Player as well. Lots of potential inspiration there.
  21. Like
    DaverWattra reacted to wilsch in The Mandalorian   
    Great video. 
    During the Mandalorian PR event, everyone kept banging the "OT! Real sets! Kurosawa! Westerns!" drum -- which are vital elements of Star Wars.
    As we continue to see experiments in post-'83 franchise installments, the more it's apparent that Star Wars -- well, any Lucasfilm -- is incredibly stylized at the same time it needs to always expand and limit recycling. 
    Neither Disney nor SE-Prequel Lucas has gotten it quite right. I'd put Disney above Lucas for better matching style, but also accepting the phenomenon as its own "thing," whereas Lucas became supremely egotistical and insisted that his whims, over-the-hill or otherwise, were Star Wars. That said, the absense of Williams-caliber scores, Burtt-caliber SFX, and even particular shots and editing and humor accumulate to bring down Disney's score. Wipes matter. More impartial shot perspective matters. They can't half-Marvel it and think it'll stack up to ANH.
    Filoni and Favreau sound like the most capable students of the tradition yet. Not ever, but I hear a deeper understanding of the style so far.
  22. Like
    DaverWattra reacted to jivjov in Star Wars IX Teaser... Don't screw this up Disney.   
    I think there's room for drama, action, and comedy in Star Wars (heck, the original film had all three!)...but yeah...I'll take any kind of Crimson Dawn closure I can get.
  23. Like
    DaverWattra reacted to jivjov in Star Wars IX Teaser... Don't screw this up Disney.   
    I wish Solo was as good as ESB and TLJ...we might have gotten a sequel and some closure on Crimson Dawn stuff 
  24. Like
    DaverWattra reacted to Dafydd in The Mandalorian   
    If you haven't already seen it, this might interest you
     
  25. Like
    DaverWattra got a reaction from Rithuan in The Mandalorian   
    True... as has often been observed, Lucas himself jumped the shark sometime between 1983 and 1999.  But I believe the aesthetic of the Mortis episodes could have been done in a way that fit better with the OT atmosphere while retaining many of the same themes.
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