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WickedWicks

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  1. Like
    WickedWicks reacted to EliasWindrider in Unmatched Ferosity Modifiers   
    The cost of the talent depends on the difficulty to heal the critical injury (higher crit rolls equal cheaper talents... as cheap as 5 xp, but it's generally disadvantageous to get a talent for less than 10 xp)
    Jedi career premieres in rise of the separatists, a small number of the books were released at celebration and photos appeared on the web, but you can get the trees here
     
     
     
     
  2. Like
    WickedWicks reacted to EliasWindrider in Unmatched Ferosity Modifiers   
    I don't actually like warden.  Something like (in random order) sage (quick way to get 2 force dice, balance to help with strain, the force is my ally, preemptive avoidance, one with the universe, and natural negotiator really helps with cool checks), jedi knight (rise of the separatists, generally available on may 9th I think, lightsaber awesomeness, a force die and a dedication,  has balance talent to help with strain management), padawan survivor (dawn of rebellion, universal spec so 10 xp cheaper, dedication, force die, let's you craft a tricked out lightsaber and get all the crystals mods, also can boost lightsaber damage, has some parry and reflect, has the balance talent to help with strain management, provides constant vigilance talent for only 5 xp, if you have a high willpower it helps you go first because if you have niman technique you likely have a high willpower and you want willpower to be 5 or higher), steel hand adept (knights of fate, a rank of parry, unarmed parry so using parry is 1 strain cheaper as long as you have 1 hand free, dedication and force rating, it's an in career spec so 1 xp cheaper), ascetic (disciples of harmony, best strain management in the game and unmatched ferocity can use a lot of strain, if you get the ebb/flow talent you can use it all the time, and empty soul can provide a free light and dark force point to all force power checks including ebb flow so every action can recover 2 strain guaranteed but you can't use the free force point to gain extra successes from draw closer, even though you could get the free force point from empty soul on a combined draw closer ebb/flow check).
     
    Also the last 2 pages of forged in battle have scar talents, steely nerves is useful for any high willpower or high presence build.  Time to go is another favorite of mine.
  3. Thanks
    WickedWicks reacted to EliasWindrider in Unmatched Ferosity Modifiers   
    Here's what I could easily find in my gmail... I know it isn't everything that relates, I originally asked a massive chained set of questions but he said it was too complicated and asked me to resubmit them one at a time as separate questions.
    Rules Question:
    Hi assuming a warrior:shii-cho knight/niman-disciple build with the unmatched ferocity signature ability attached to shii-cho knight with the change skill lightsaber and change target upgrades... I believe Draw closer can be used against against an engaged target so even under a strict reading this should just let you add force dice -> successes to make chaining unmatched ferocity attacks a little easier, can you confirm that this is the case? Draw closer also potentially allows you to move adversaries at short or medium range to you. When using the the change target upgrade to unmatched ferocity, would the determination of legal targets for unmatched ferocity happen before or after the application of draw closer? If unmatched ferocity automatically stops when there are no targets engaged to you, could you when there was one engaged target left use draw closer on a different targets to draw more into engaged range and thus continue attacking with unmatched ferocity that way?
     
    Hello Keith,
    Your interpretation of Draw Closer as-written is correct. However, your GM could limit your use of this ability if they felt you were violating the spirit of the talent.
    However, Unmatched Ferocity specifies that it only works against engaged targets. Therefore, the rest of the question is moot, because you can’t use Draw Closer to pull a target to your character, then continue to use Unmatched Ferocity against them. You also can’t use Draw Closer to pull someone in and then attack someone who was already engaged.
    Hope that helps!
     
    Rules Question:
    Hi "A" question about the warrior's "unmatched ferocity" signature ability... the text says that the difficulty increases by 1 with each attack even if you change opponents, if you have 2 engaged opponents one with no special abilities (so it's a 2 purple difficulty) and the other with 3 ranks of adversary and 1 point of defense, what is the effect of attack order... to clarify if you attack the opponent with 3 ranks of adversary first and kill him is the attack against the the opponent without adversary facing 3 purple or 3 red and a black, or 2 purple 2 red and a black. If you instead attack the opponent without adversary first and kill him does your next attack against the opponent with adversary face 3 purple, 3 red and a black, or 2 red 2 purple and a black? Thanks for your time.
     
    Hello Keith,
    You would increase the difficulty by one for each other attack your character has made. It wouldn’t matter who the opponent is. I’m not exactly sure what your example is trying to get across, but it looks like you may be confusing increase and upgrade. Increasing difficulty means you add Difficulty dice to the pool. So if you attacked the target without Adversary first, then attacked the target with adversary, the second check’s difficulty would be three Challenge dice. In reverse, it would be three Difficulty dice.
    Hope this helps!
     
    Rules Question:
    Hi Assuming a warrior:steel-hand-adept with the warriors "Unmatched ferocity" signature ability attached to it. if you have the change skill brawl upgrade and the repulsorfist cybenetic can you use the repulsor fist as one attack made as part of unmatched ferocity? given that it has slow firing does that mean that after using the repulsorfist as the first attack you have to stop attacking or can you normally punch them with or without (which?) the cybernetic/repulsorfist hand. Thanks for your time.
     
    Hello Keith,
    As written, you could potentially use the repulsor fist for all attacks that round, based on how Slow-Firing works. However, you should clear that with your GM first, with the understanding that they may not allow it.
    Hope that helps!
     
    Rules Question:
    Hi Assuming a warrior:steel-hand-adept with the the enhance force power with the use with the brawl skill upgrade. can you uses enhance force power with the acklay's scything strike talent? i.e. would you get to add your force dice to the roll while also having pierce equal to your force dice (minus any that are committed of course)? if you also have the warrior;s "Unmatched ferocity" signature ability attached to steel hand adept and the change skill brawl upgrade to unmatched devastation, can you use the enhance power's brawl upgrade to add force dice to the brawl checks associated with unmatched ferocity to increase your odds of triggering subsequent attacks? Thanks for your time.
      Hello Keith,
    That is correct.
    Hope that helps!
     
    Rules Question:
    Hi A question about the warrior's "Unmatched ferocity" signature ability if the unmatched ferocity difficulty has already reached formidable, and you succeed on the attack, do you have to stop attacking or do you get to make your next attack against 5 purples or maybe 4 purple and a red? Thanks for your time.
     
    Hello Keith,
    Once a check’s difficulty passes Formidable, it falls under the Impossible checks rule. Basically, you need to get your GM’s permission (and your GM is well within their rights to disallow it), spend a Destiny Point to attempt it, and also potentially suffer upgrades to the difficulty.
    Hope that helps!
     
    Rules Question:
    Suppose a niman disciple with draw closer has ebb/flow Can they be used on the same roll? I know you wouldn't get to add the force dice twice (because it's far to abusable) but could they share dice between the power and talent, for example if they have a white pip that they don't need to hit the target can they use it to get a strain (or 2 depending on upgrades) back?
     
    Hello Keith,
    You may, but you would not add the Force dice twice (as you noted).
    Hope this helps!
    Sam Gregor-Stewart
    RPG Manager
    Fantasy Flight Games
     
    Rules Question:
    Hi assuming a consular:niman-disciple/ascetic build with the draw closer (niman-disciple) and empty soul (ascetic) talents, and you have 2 or less encumbrance do the force pips "normally" added by empty soul apply to draw closer?
     
    Hello Keith,
    Draw Closer is not a Force Power check, so Empty Soul does not work with it.
    Hope this helps!
    Sam Gregor-Stewart
    RPG Department Manager
    Fantasy Flight Games
        Hello Keith,   Once you apply an attachment to a weapon (even a lightsaber crystal), that attachment just modifies the weapon. So any qualities granted by the attachment are just weapon qualities. This applies if you use a cyclic crystal array on your lightsaber as well; in effect you’re just switching between different qualities and damage in your weapon. If you use Jury Rig on your weapon, you’re applying it to one of your weapon’s qualities. So if you have two crystals (one with Concussive 1 and one with Concussive 2) then Jury Rig would apply to either one.   Also, each time you stagger someone, that increases the number of remaining turns they will be staggered.   Hope that helps!   Sam Stewart RPG Manager Fantasy Flight Games
  4. Like
    WickedWicks reacted to Varlie in Unmatched Ferosity Modifiers   
    Generally in FFG sourcebooks, any time you see Melee with a capital 'm' it is talking about when you are rolling against your Melee Skill, so Brawl, and Lightsaber checks do not count here. There are upgrades to the base power that changes the checks to either Brawl or Lightsaber checks. 
    I would rule it would work with Draw Closer if you have taken the Lightsaber check upgrade as Draw Closer reads "The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1...".  (note the lower case 'm' here)
    As a GM I would rule that you would be able to use Lightsaber(willpower) but you would not be able to do anything other than a standard attack, so Draw Closer could not be used.
  5. Like
    WickedWicks reacted to Varlie in Unmatched Ferosity Modifiers   
    Exactly, it's all in the wording of each talent.  Draw Closer is a full action that is also a Lightsaber Attack/Check.  Because it works as an attack, it qualifies for the Unmatched Ferocity requirements (if you have the Lightsaber upgrade).  
    I think it would be a bit overpowered if it allowed the alternate special actions on each step.
  6. Like
    WickedWicks got a reaction from StriderZessei in Some doubts on Lightsaber Mods   
    The idea of discarding a crystal to min-max another is just wrong to me. I want to be attached to the saber, not force myself to discard one because I got unlucky in the dice roll.
     
    I would like it more if I had to wait a long period before attempting to install a failed mod again (on the crystal). If the saber had more parts to balance its power and left the crystal as a "super special, can't break" it would be nice. Heck, I would trade all this dice rolling into expending XP on the crystal in order to attune with it.
  7. Like
    WickedWicks got a reaction from StriderZessei in Some doubts on Lightsaber Mods   
    I'm at 300xp now, we have quite a few sessions in.
     
    And don't get me wrong, I love that  I have to "attune" with the crystal to make it stronger (now that I understand how it works). But I hate that a failure in this test means that I've lost the crystal's full potential. It is a dangerous gamble that is permanent, not quite my cup of tea. 
  8. Like
    WickedWicks got a reaction from StriderZessei in Some doubts on Lightsaber Mods   
    That seems more fair! I will have a word with my DM, we really thought the Lightsabers would cause more damage. (We were actually adding Brawl to the damage total and it was "ok damage" to us)
     
    Breach is indeed strong, but right now Auto Firing sevral groups of minions at once is crazy effective, and can be done from Long Range (scope). I will bet in the nasty Crits, but raw damage is not there yet.
     
    Yes, I agree. My main grip with it is that my weapon will never be "whole", since I can't possibly use all my mods and such, other weapon choices can hope to see their full potential. I can't even lend my weapon to the team mechanic like the BHunter did.
    And my group isn't really concerned with subtlety at the moment, we even considered using the flashy lightsabers as more risky than the rifles.
     
    Thanks for your inputs! 
  9. Like
    WickedWicks got a reaction from Richardbuxton in Regarding Defense stacking (From the FAQ)   
    The errata specifically said that atributes that say "increase defense" do stack.
     
    And from the book, Defensive reads as: "A character wielding a weapon with the Defensive quality increases his melee defense by the weapon’s Defensive rating."
  10. Like
    WickedWicks got a reaction from Richardbuxton in Regarding Defense stacking (From the FAQ)   
    Thank you for the errata guys, my group completely missed it.
     
    Watch out, by the new rules my example is 3/3, not 2/2. The shield DOES stack with the Armor. 
  11. Like
    WickedWicks got a reaction from GroggyGolem in Regarding Defense stacking (From the FAQ)   
    The errata specifically said that atributes that say "increase defense" do stack.
     
    And from the book, Defensive reads as: "A character wielding a weapon with the Defensive quality increases his melee defense by the weapon’s Defensive rating."
  12. Thanks
    WickedWicks reacted to Dafydd in Regarding Defense stacking (From the FAQ)   
    That's not correct. The latest errata clarifies this. Sources of Defense break down into two categories, those that stack and those that don't. Sources that provide a static Defense value, such as armour, cover etc, don't stack. Sources that increase Defense, such as equipment with Defensive, do stack. So, in the example case, Armored Robes and a Cortosis Shield would provide 3 Melee and 3 Ranged Defense, not 2 of each.
  13. Thanks
    WickedWicks reacted to Swordbreaker in Regarding Defense stacking (From the FAQ)   
    https://images-cdn.fantasyflightgames.com/filer_public/f4/f8/f4f8ca5f-12c8-4960-84ca-dccde66fa743/eote_errata_v20.pdf
  14. Like
    WickedWicks got a reaction from DaverWattra in Some doubts on Lightsaber Mods   
    The idea of discarding a crystal to min-max another is just wrong to me. I want to be attached to the saber, not force myself to discard one because I got unlucky in the dice roll.
     
    I would like it more if I had to wait a long period before attempting to install a failed mod again (on the crystal). If the saber had more parts to balance its power and left the crystal as a "super special, can't break" it would be nice. Heck, I would trade all this dice rolling into expending XP on the crystal in order to attune with it.
  15. Like
    WickedWicks reacted to Donovan Morningfire in Sarlac Sweep vs Minion Groups.   
    Since minion groups are treated as a single target for purposes of combat checks, then using Sarlacc Sweep you'd only get one hit per minion group, since per the talent's full wording in the Talents chapter you can only score a single hit per target when using Sarlacc Sweep.
    Per RAW, even if that single minion group is spaced out so that they're not engaged with their fellow members, said minion group still counts as a single target.
    As for scoring increased damage, you're probably better off using two lightsabers, or delving into Ataru Striker for the Saber Swarm talent to add the Linked quality to your Lightsaber (Agility) combat checks.
    I've played a Shii-Cho Knight in a friend's game, and I was able to make use of Sarlacc Sweep fairly often simply through a combination of creative positioning and GM's permission to use my free maneuver each round to simply engage with another enemy target that's within short range while still remaining engaged with a current target.  Or simply just asking if by engaging with one minion group that's within short range of a second minion group can I engage with both in the same maneuver, something that my friend has been quite willing to allow.
  16. Like
    WickedWicks reacted to SEApocalypse in Some doubts on Lightsaber Mods   
    If that is how you want it then make it. It's an RPG everything can and should be adjusted on your table. At first I had the same thought as you, that replacing a crystal with another one feels wrong and that crystals should be able to modified as often as the player chooses, but than I realized that getting new crystals was not THAT unusual even for the jedi who had a sentimental attachment to their crystals AND that you can split mechanics and narrative just fine as well. You can just spend 10,000 credits and narrate this as extensive work and restoration on your crystal to cleanse it of past modifications and start with a "fresh" crystal. For the mechanics it is rather irrelevant how you narrate this really. 

    So, if your GM agrees, you can keep your previous crystalline friend while still trying to mod it again. 
     
    And as mentioned, the chances to fail your checks are rather low if you just wait long enough for your force rating to rise to 2 or 3. 
  17. Like
    WickedWicks reacted to awayputurwpn in Some doubts on Lightsaber Mods   
    Also, the Difficulty & price increases are per mod, not per attachment.
  18. Like
    WickedWicks reacted to Daeglan in Some doubts on Lightsaber Mods   
    Don't forget you can add your force rating on your own saber. So as you go up in force rating you can continue to add mods. even though the difficulty goes up.
  19. Like
    WickedWicks reacted to Absol197 in Some doubts on Lightsaber Mods   
    You have the mechanics of modifications correct.  However, fret not!  I come bearing a house rule that may save you! 
    Instead of INCREASING the difficulty for each mod, I UPGRADE the difficulty, and make it so that you require a Despair to eliminate a mod from your attachment  (crystal or otherwise).
    I like this better, as it still makes it hard to get all your modifications, but it's not Impossible (literally; using the normal rules, even on your own personal saber, those last two mods would have an Impossible difficulty to install).
  20. Like
    WickedWicks reacted to Daeglan in Some doubts on Lightsaber Mods   
    force and destiny 196. side bar.
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