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Smoothjedi

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  1. Like
    Smoothjedi got a reaction from Silim in Improved reflect vs autofire   
    Yeah in fact, I'm pretty sure it says in the rules that you have to specifically choose before you roll whether you want to shoot at one or multiple targets, thus implying that a single target is legal.
  2. Like
    Smoothjedi reacted to Donovan Morningfire in Improved reflect vs autofire   
    The rules as written disagree with your conclusions.
    Granted, if you're the GM and you want to spend Despairs to hose over your players, then you do you.  Just don't be surprised if the players start getting ticked that you're using Despairs to screw them out of doing cool things.
  3. Like
    Smoothjedi got a reaction from VadersMarchKazoo in Improved reflect vs autofire   
    Yeah, and full disclosure my character is the one with auto fire in this scenario. Our party is about 700 xp, and our GM wanted to run a different (5e) game, so I'm taking this one over. I want to take it in a different direction as we haven't really had any pressure from the empire at all for, in my opinion, some pretty blatant force use throughout the campaign. We've mainly been up against hutts, criminals and droids. My dude is an Executioner/Sharpshooter/Gunner with spare clip, true aim x4 and lethal blows with an LBR-9 stun rifle modified with an auto fire attachment so I'm not murdering everyone, but also gives people trying to use reflect a bad day as the extra damage they can't soak goes against their strain instead of wounds.
    So, I am trying to figure out how to make my own character have a bad day against an Inquisitor, rather than just have him gunned down within a couple rounds of combat. 
  4. Like
    Smoothjedi reacted to Metalghost in Improved reflect vs autofire   
    Ya auto-fire is really brutal in this game to the point where it is considered even more op than someone with a lightsaber.  Just build your inquisitor correctly.  Remember inquisitor's are nemesis characters so depending on the nemesis level that already upgrades the difficulty to hit them.  Nemesis lvl 3 would be 2 red die and one purple because they get 3 upgrades to their difficulty alone from that, and this is before you start adding in their force abilities like sense with the whole far left tree.  That can easily add 2 to 4 more upgrades depending if the GM lets him commit 2 force die instead of 1 to defense.  Then the inquisitor has dodge, defense stance possibly depending how you want to build him.  so in general you can be rolling against 4 - 6 red die not including their defense which could add in another 2-4 black die.  That should make it hard with someone with auto-fire to hit him.  You will not be rolling very many advantages against that if you do, and if you do it just means your roll was real good and his was real bad.  Inquisitor's should be beatable unlike Darth Vader but it should take the whole group with good luck to do it.  Auto-fire alone should not be able to from one character.
    The GM has the power to put auto-fire in check it can go out of control really quick.  Just make them work for their kills. Remember nemesis npc's are supposed to be powerful unlike rivals, and minions so just build them accordingly. 
     
    I remember I was in a group for maybe a month or so and from the beginning the whole group but me was picking a specialization that would allow them to modify their guns to put auto-fire on them just from skills alone.  They were min maxers and only following the rules that benefited them.  The GM was a pushover when it came to the rules (seemed like he was new to star wars FFG) and they were taking advantage of him pretty easy because of it.  I really didn't like the PC's in that group cause they approached star wars FFg with a DnD mentality, a power gaming min-maxing mentality.
    Oh btw your build with auto-fire is pretty op, our ataru specialist in our group was an executioner/sharpshooter before he took the ataru spec.  He murders almost everything with a gun without auto-fire.  Nothing wrong with your build, its up to your GM to give you a challenge.
  5. Like
    Smoothjedi got a reaction from Bellona in Force Points per Force Rating; A Statistics Thread!   
    Replying to this to give it a bump as I just found it today and I think it's quite useful.
    Also, it really opened my eyes up to just how effective talents that give automatic pips, such as Empty Soul in Ascetic, or ones that take them away, such as Calming Aura, are. Especially if fighting primarily Dark Side users, taking one pip away from them, even at a high force rating, is actually quite painful. 
  6. Like
    Smoothjedi reacted to syrath in Force Suppress opposed Discipline check   
    There isn't one , however the opposed check boxout specifically mentions being targeted by a check requires an opposed check if the target is a PC or a key NPC., And it is this wording, for supress you target your allies (except one upgrade)
  7. Like
    Smoothjedi reacted to HappyDaze in Parry and a Vibrobayonet   
    Even a rifle without a bayonet is usable as an improvised melee weapon and could thus be used to Parry just as a broken table leg or a shovel could.
  8. Haha
    Smoothjedi reacted to HappyDaze in Parry and a Vibrobayonet   
    It's like Bey says, "If you liked it, then you should have put a ring on it."
  9. Like
    Smoothjedi reacted to DeviousGM in Parry and a Vibrobayonet   
    Hey Smooth!
    From what I'm reading in the talent description on Force and Destiny pg 149; parry requires the player to be "wielding a Lightsaber or Melee weapon". I could see arguments being made for both sides. One being that a vibro-bayonet is an attachment on a ranged weapon as opposed to a dedicated melee weapon, which this talent is designed for, while the other argument is that the attachment is meant to give the ranged weapon the ability to emulate a melee weapon.
     
    Your best bet would be to discuss it with your GM IMO.
  10. Like
    Smoothjedi got a reaction from Random Bystander in Force Points per Force Rating; A Statistics Thread!   
    Yeah, pretty ridiculous. Honestly if I was going Magus, I'd go straight dark side picking all those talents up, the Unmatched Destiny signature ability with the Unleashed power upgrade, and fill out the Heal/Harm tree. What difference does it make to take damage then? Just heal them back from all the husks left in my wake! ?
  11. Like
    Smoothjedi got a reaction from Absol197 in Force Points per Force Rating; A Statistics Thread!   
    Yeah, pretty ridiculous. Honestly if I was going Magus, I'd go straight dark side picking all those talents up, the Unmatched Destiny signature ability with the Unleashed power upgrade, and fill out the Heal/Harm tree. What difference does it make to take damage then? Just heal them back from all the husks left in my wake! ?
  12. Like
    Smoothjedi got a reaction from Absol197 in Force Points per Force Rating; A Statistics Thread!   
    Replying to this to give it a bump as I just found it today and I think it's quite useful.
    Also, it really opened my eyes up to just how effective talents that give automatic pips, such as Empty Soul in Ascetic, or ones that take them away, such as Calming Aura, are. Especially if fighting primarily Dark Side users, taking one pip away from them, even at a high force rating, is actually quite painful. 
  13. Thanks
    Smoothjedi reacted to Absol197 in Force Points per Force Rating; A Statistics Thread!   
    Hey there, friends!  I’ve been working on this off and on for a bit, and I finally buckled down and got all the way to 10, so I wanted to share the mathematical fruit of my mystical labor!
    So, oftentimes around here, we find ourselves discussing Force ratings, and in particular, Force points and how common they are.  Typically this is in relation to starting characters, with their Force ratings of 1, but sometimes, especially with masters of the spiritual arts, Force ratings can get rather high.  So, it behooves us to be able to talk precisely about the odds of certain things.  There’s no point in musing on hypothetical examples of play unless they actually have a chance of occurring, and humans (and togruta!) have a nasty habit of assuming the theoretical maximum is not-much-less-likely than the theoretical average.
    And it’s with that in mind that I bring this thread to you!  I have calculated the entire range of probabilities for all Force ratings between 1 and 10, for both characters who draw from white pips, and those who draw from black.  I’m presenting them in two specific ways: first, the chance of rolling exactly the specified number of pips.  Secondly, the chance of rolling the specified number of pips or higher with a certain number of Force dice.  While the first chart will be more of use to academics, the second will likely be more use in play.  Determine how many pips you need to pull off the crazy Force stunt you’re attempting, run across to your Force rating, and that’ll give you the general odds that you’ll succeed (without the need of a Destiny Point, importantly).
    But first!  I want to discuss something else, which is the average, or statistical mean, of Force points rolled for both Light- and Dark-siders.
     
    Average Force Points
    So, while the charts below give the odds of rolling a certain number of Force points on any one given roll, another useful metric is the average number of Force points over an arbitrarily high number of rolls.  And here is where the duality of Light and Dark coalesces.
    If we take a single Force die and roll it twelve times, averages say it will generate us 16 pips: 8 white, and 8 black.  Yes, the white pips will be clumped together and the black ones spaced out, but the number of both are equal on the die.  This means that, whether you’re a Light-sider or a Dark-sider, your average result on a Force power check will be 2/3 times your Force rating.
    So FR 1 = 2/3; FR 2 = 1-1/3; FR 3 = 2; and so on.
    As a personal house-rule, I allow all Force users who are neither pressed for time or in any danger to perform any Force powers that don’t require an additional roll using the average number of pips.  Basically a “take 10” for the Force.  For regular skills you don’t generally roll Simple difficulty checks, so I establish that this level of Force use is considered “Simple.”  Of course, if they NEED to jump this building in a limited amount of time, there’s pressure to succeed, or blaster bolts winging by their face, or if they simply want to get more pips o they can activate those Strength upgrades and get the X-Wing out of the swamp, they have to roll as normal.
    But now, let’s get into the best part of this thread: CHARTS!
     
    Percent Chance for Specific Number of Pips – Light Side
    Pips | FR 1 | FR 2 | FR 3 | FR 4 | FR 5 | FR 6 | FR 7 | FR 8 | FR 9 | FR 10 |
    00 | 58.33 | 34.03 | 19.85 | 11.58 | 06.75 | 03.94 | 02.30 | 01.34 | 00.78 | 00.46 |
    01 | 16.67 | 19.44 | 17.01 | 13.23 | 09.65 | 06.75 | 04.60 | 03.06 | 02.01 | 01.30 |
    02 | 25.00 | 31.94 | 30.38 | 25.52 | 19.99 | 14.96 | 10.84 | 07.66 | 05.31 | 03.63 |
    03 | 00.00 | 08.33 | 15.05 | 18.09 | 18.12 | 16.31 | 13.70 | 10.94 | 08.43 | 06.30 |
    04 | 00.00 | 06.25 | 13.02 | 17.70 | 19.72 | 19.52 | 17.84 | 15.40 | 12.72 | 10.16 |
    05 | 00.00 | 00.00 | 03.13 | 07.75 | 12.00 | 14.81 | 15.97 | 15.72 | 14.47 | 12.67 |
    06 | 00.00 | 00.00 | 01.56 | 04.69 | 08.45 | 11.86 | 14.27 | 15.45 | 15.48 | 14.62 |
    07 | 00.00 | 00.00 | 00.00 | 01.04 | 03.33 | 06.35 | 09.38 | 11.84 | 13.41 | 14.02 |
    08 | 00.00 | 00.00 | 00.00 | 00.39 | 01.57 | 03.59 | 06.11 | 08.70 | 10.91 | 12.47 |
    09 | 00.00 | 00.00 | 00.00 | 00.00 | 00.33 | 01.28 | 02.93 | 05.08 | 07.37 | 09.47 |
    10 | 00.00 | 00.00 | 00.00 | 00.00 | 00.10 | 00.50 | 01.40 | 02.84 | 04.68 | 06.68 |
    11 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.10 | 00.46 | 01.24 | 02.46 | 04.06 |
    12 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.16 | 00.52 | 01.22 | 02.29 |
    13 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.16 | 00.49 | 01.10 |
    14 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.05 | 00.18 | 00.49 |
    15 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.05 | 00.18 |
    16 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.06 |
    17 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 |
    18 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    19 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    20 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
     
    Percent Chance for Specific Number of Pips – Dark Side
    Pips | FR 1 | FR 2 | FR 3 | FR 4 | FR 5 | FR 6 | FR 7 | FR 8 | FR 9 | FR 10 |
    00 | 41.67 | 17.36 | 07.23 | 03.01 | 01.26 | 00.52 | 00.22 | 00.09 | 00.04 | 00.02 |
    01 | 50.00 | 41.67 | 26.04 | 14.47 | 07.54 | 03.77 | 01.83 | 00.87 | 00.41 | 00.19 |
    02 | 08.33 | 31.94 | 35.59 | 28.45 | 19.34 | 11.93 | 06.90 | 03.81 | 02.03 | 01.05 |
    03 | 00.00 | 08.33 | 22.92 | 29.51 | 27.73 | 21.85 | 15.38 | 10.01 | 06.15 | 03.61 |
    04 | 00.00 | 00.69 | 07.12 | 17.39 | 24.37 | 25.63 | 22.60 | 17.68 | 12.69 | 08.53 |
    05 | 00.00 | 00.00 | 01.04 | 05.90 | 13.61 | 20.17 | 23.04 | 22.18 | 18.92 | 14.74 |
    06 | 00.00 | 00.00 | 00.06 | 01.14 | 04.87 | 10.87 | 16.75 | 20.38 | 21.06 | 19.29 |
    07 | 00.00 | 00.00 | 00.00 | 00.12 | 01.11 | 04.03 | 08.80 | 13.96 | 17.86 | 19.55 |
    08 | 00.00 | 00.00 | 00.00 | 00.00 | 00.15 | 01.03 | 03.35 | 07.19 | 11.67 | 15.55 |
    09 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.17 | 00.92 | 02.79 | 05.92 | 09.79 |
    10 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.18 | 00.82 | 02.33 | 04.91 |
    11 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.18 | 00.71 | 01.96 |
    12 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.17 | 00.62 |
    13 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.16 |
    14 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 |
    15 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    16 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    17 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    18 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    19 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    20 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
     
    So, what do we get from these?  Well, first, we can note that, as Force rating increases, the chance for getting a maximum result drops precipitously.  Even for Light-siders, who are better at getting those bursts of inspiration, high-pip results occur less than 1% of the time.  Dark-siders have an especially hard time getting their maximum, or even a higher-than average, roll.
    On the other hand, we can see that the Dark side lives up to its “quicker, easier” reputation.  Dark siders, once they get to Force rating 3, have a negligible chance of rolling no pips.  What’s more, their results cluster strongly around the average, meaning that they can trust that when they thrust their hand forward, they can have confidence in how much oomph! their Force push is going to have.  Light-siders, on the other hand, can have trouble maintaining their poise and center in stressful situations, leading to some inconsistencies in their abilities under strain.
    Okay, next up is the chance for minimum pips.
     
    Percent Chance for Minimum Number of Pips – Light Side
    Pips | FR 1 | FR 2 | FR 3 | FR 4 | FR 5 | FR 6 | FR 7 | FR 8 | FR 9 | FR 10 |
    01+ | 41.67 | 65.97 | 80.15 | 88.42 | 93.25 | 96.06 | 97.70 | 98.66 | 99.22 | 99.54 |
    02+ | 25.00 | 46.53 | 63.14 | 75.19 | 83.60 | 89.31 | 93.10 | 95.59 | 97.21 | 98.24 |
    03+ | 00.00 | 14.58 | 32.75 | 49.67 | 63.61 | 74.35 | 82.27 | 87.93 | 91.89 | 94.61 |
    04+ | 00.00 | 06.25 | 17.71 | 31.57 | 45.49 | 58.04 | 68.57 | 76.99 | 83.46 | 88.30 |
    05+ | 00.00 | 00.00 | 04.69 | 13.87 | 25.77 | 38.52 | 50.73 | 61.59 | 70.74 | 78.15 |
    06+ | 00.00 | 00.00 | 01.56 | 06.12 | 13.78 | 23.70 | 34.76 | 45.87 | 56.27 | 65.48 |
    07+ | 00.00 | 00.00 | 00.00 | 01.43 | 05.32 | 11.84 | 20.49 | 30.43 | 40.79 | 50.86 |
    08+ | 00.00 | 00.00 | 00.00 | 00.39 | 02.00 | 05.50 | 11.11 | 18.58 | 27.38 | 36.84 |
    09+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.42 | 01.91 | 04.99 | 09.89 | 16.47 | 24.37 |
    10+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.10 | 00.63 | 02.06 | 04.81 | 09.10 | 14.90 |
    11+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.12 | 00.65 | 01.97 | 04.42 | 08.21 |
    12+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.19 | 00.73 | 01.96 | 04.15 |
    13+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.22 | 00.74 | 01.86 |
    14+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.06 | 00.25 | 00.76 |
    15+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.07 | 00.27 |
    16+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.08 |
    17+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 |
    18+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    19+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    20+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
     
    Percent Chance for Minimum Number of Pips – Dark Side
    Pips | FR 1 | FR 2 | FR 3 | FR 4 | FR 5 | FR 6 | FR 7 | FR 8 | FR 9 | FR 10 |
    01+ | 58.33 | 82.64 | 92.77 | 96.99 | 98.74 | 99.48 | 99.78 | 99.91 | 99.96 | 99.98 |
    02+ | 08.33 | 40.97 | 66.72 | 82.52 | 91.21 | 95.71 | 97.95 | 99.04 | 99.55 | 99.79 |
    03+ | 00.00 | 09.03 | 31.13 | 54.07 | 71.87 | 83.78 | 91.05 | 95.23 | 97.52 | 98.74 |
    04+ | 00.00 | 00.69 | 08.22 | 24.55 | 44.14 | 61.93 | 75.67 | 85.22 | 91.37 | 95.13 |
    05+ | 00.00 | 00.00 | 01.10 | 07.16 | 19.77 | 36.29 | 53.07 | 67.53 | 78.68 | 86.60 |
    06+ | 00.00 | 00.00 | 00.06 | 01.26 | 06.15 | 16.12 | 30.03 | 45.35 | 59.76 | 71.86 |
    07+ | 00.00 | 00.00 | 00.00 | 00.12 | 01.28 | 05.25 | 13.28 | 24.97 | 38.71 | 52.57 |
    08+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.17 | 01.22 | 04.48 | 11.01 | 20.85 | 33.02 |
    09+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 | 00.20 | 01.13 | 03.82 | 09.17 | 17.47 |
    10+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.02 | 00.21 | 01.02 | 03.25 | 07.68 |
    11+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.21 | 00.92 | 02.77 |
    12+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.20 | 00.81 |
    13+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.03 | 00.19 |
    14+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.04 |
    15+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.01 |
    16+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    17+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    18+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    19+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
    20+ | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 | 00.00 |
     
    Okay, there we go!  Whew!  Lots of awesome charts !
    So!  I hope these are helpful!  Any questions, comments, whatever?  Let me know!  I’m glad to help!
    However, some of you may be wondering…what’s next for this thread?  Is it just a post with no real future?  No, of course not!  I was thinking we could use this space to discuss the ramifications, both mechanical, narrative, and in-universe, of this structure.  Also, I’ll be adding new charts occasionally.  The next one I’m working on is a “grey pip” chart, showing the chances of getting however many pips regardless of color, such as you might want if you’re okay with spending a Destiny Point, or if you’re using a house-rule that allows you to use both pip colors at the same time, for whatever reason.
    Also, I stopped at 10 because that’s currently the highest Force rating a character who doesn’t go outside of their career can go.  A Consular with all 7 ranks of Force Rating in the Consular specs, and both Force-Sensitive specs, can get to a Force rating of 10.  I’m assuming that the Mystic will be able to get their, too, but we’ll have to wait and see on that …  But!  I find it very unlikely that there won’t be another Force-Sensitive universal in Dawn of Rebellion, and technically high-powered vergences (and the Bardottan Sphere) can increase one’s Force rating temporarily, so adding extra columns will eventually be a thing .  And if you want to help with the adding of extra columns, I can post the equation I used to calculate these for you.
    But for now, I hope you all enjoy, and that you find this helpful in guiding both your discussions, character building, and tactics!
  14. Like
    Smoothjedi got a reaction from Ogrebear in Clone Troopers and Force Sensitivity?   
    It seems to me, at least mechanically, that a Retired clone trooper has the potential to be the best force user in the game with the Combat Veteran talent. Having up to two blue dice on any discipline check could really give you an edge in any contested force use, or any other power dependent on discipline (most of them).
  15. Like
    Smoothjedi got a reaction from awayputurwpn in 2 handed rifle and shield gauntlet   
    You may not be immediately wielding it while you're shooting, but you still have it equipped if it IS your hand. Your examples seem irrelevant as there's an entire maneuver between your hand and the sword on your belt or the shield on your back. You always have gauntlet or fist equipped because it's always "in" your hand.
  16. Like
    Smoothjedi got a reaction from awayputurwpn in 2 handed rifle and shield gauntlet   
    Yeah but that's my point. I would think it would be reasonable to shoot the gun, and after I take my shots take my offhand off the weapon and have a shield projected. It's not like 5e D&D where I am worried about possibly taking a reaction shot (or in this game's terms, an OOT incidental), and rounds are lengthy so I think there'd be time.
    It don't think it says anything in the description about having to take time to turn the gauntlet on. Holding the gun at the end of my turn like it shows in the picture awayputurwpn posted seems easy to achieve.
  17. Like
    Smoothjedi reacted to awayputurwpn in 2 handed rifle and shield gauntlet   
    Given that these guys (below) were the inspiration for the shield gauntlet, I'd say your choice is even thematically appropriate, not to mention totally legit RAW.
    http://starwars.wikia.com/wiki/Kilian_Rangers
  18. Like
    Smoothjedi got a reaction from awayputurwpn in 2 handed rifle and shield gauntlet   
    So I have gone down the hunter tree, and am mostly a blaster force user. I am interested in taking a tree with reflect talents, but I'm unsure how to use them reliably. Using a 2 handed blaster doesn't make it practical to have a lightsaber off hand, and I haven't seen any rules for a light saber bayonet like a makeshift force pike to reflect with.
    I came across the shield gauntlet, and I'm curious if it would be possible to use it on my off hand. When I'm not shooting the rifle, I shouldn't necessarily have to keep both hands on the weapon. As it is a gauntlet, it seems like I should be able to use my hand for shooting without causing problems.  Does this seem feasible?
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