Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]


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Don't worry too much about it... I just want to keep the game going and if its cool I will NPC you as best I can now and again. Work-like and burn out afterwards has hit me more then once so I totally understand
 

We don't want you to withdraw! Gosh! I nearly didn't come back myself for a time because life got overwhelming.

Hey Trogdor, if you're out there, i hope you're ok mate.

To both of you, I know it can feel like the longer you leave it, the more difficult coming back can feel, but please don't feel that that's the case! Don't either of you dare feel any guilt damn it!

Now, regarding our current IC thread, I'm thinking maybe Jihahna could use the explosives this round instead of Kacela with move object, given Kacela is reeling?

I think we need to get our Jedi prone so they're less vulnerable and i'll stand Jihahna up.

My thoughts this round:

-Kacela: Recover from reeling, pass the explosive to Jihahna and go prone.

-Reks: Recover from reeling and go prone.

-Jihahna: Stand up use move object on the explosive (throw at troopers in the tunnel?). Draw some enemy fire this round.

-Cal and Gand: Take out the other sniper and/or the droid.

Just a basic strategy anyway. Thoughts?

Greenkarl, am i to understand that to hurl an object at a target involves a second charisma (use the force) check after activation, then an attack roll at proficiency? It just looks like the original Saga rules were a little limiting, stating hurling the object requires the enemy to still be 'in range', which is still only up to your 12 metres.

I think from what you were indicating, you're thinking:

1. Make a 'move object' (use the force) roll.
2. Make a ranged attack roll at proficiency.
3. Hurling an object in this way gives it a separate form of range, either 30/60 or 60/120.

Either that, or the original rules stay the same, but spending a force point can upgrade your range for a hurl to 60/120? Just a thought anyway...

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Cal moved closer to the jedi so he could take a shot at the droid. He missed. I think Jihahna will have to move closer to the jedi unless she has already done so. I was thinking she/Cal/Gand were in one group and the jedi were in another closer to the droid/sniper.
 

Greenkarl, am i to understand that to hurl an object at a target involves a second charisma (use the force) check after activation, then an attack roll at proficiency? It just looks like the original Saga rules were a little limiting, stating hurling the object requires the enemy to still be 'in range', which is still only up to your 12 metres.

I think from what you were indicating, you're thinking:

1. Make a 'move object' (use the force) roll.
2. Make a ranged attack roll at proficiency.
3. Hurling an object in this way gives it a separate form of range, either 30/60 or 60/120.

Either that, or the original rules stay the same, but spending a force point can upgrade your range for a hurl to 60/120? Just a thought anyway...

Sent from my iPhone using Tapatalk

No, one Use the Force check with whatever you roll determining how far you can throw it, then a Ranged Attack (with proficiency bonus) to hit a space. NOTE that throwing it into the tunnel is at disadvantage on your attack roll because you can't see down it. BUT note you can use Sense Surrounds with another Use the Force skill check...
Sense Surroundings: As a Bonus action you can make a DC 15 Charisma (Use the Force) check to ignore light and heavy obscure do to light conditions, fog, and heavy foliage. Increase the DC to 18 verses dense foliage.

So on the first round you can use your Action to make a Charisma (Use the Force) check to use Move Object to grab the explosives. Next round you can use a bonus action to make a Charisma (Use the Force) check with a DC 15. If you make it you can make a normal Ranged Attack action action to place it as close to the troopers as possible. If you fail the roll it is at disadvantage in the smoke of the tunnel. The range mod will depend on your Move Object result. I would say if you got at least a 15 your range will be 20/60, a 20 will increase the range 40/120 and a 25 will result in a 80/240.
 

Cal moved closer to the jedi so he could take a shot at the droid. He missed. I think Jihahna will have to move closer to the jedi unless she has already done so. I was thinking she/Cal/Gand were in one group and the jedi were in another closer to the droid/sniper.

Yes the three of you were over by the tunnel and Reks and Kacela are about 12 meters closer to the troopers and battle droid.
 

(dang, that's harsh...no chance for a proficiency bonus on those. Lets give it a try! [roll0])

Well there are feats and talents that can impact this. For example, Cal has Shake it Off feat which allows him to have Advantage on this ability check.

There is a Jedi talent, Resilience: You can spend a Force Point and use a Bonus action to make a Constitution check to recover from the Reeling Condition. In addition, you gain your Proficiency bonus to this roll and add your Force die as a bonus to the result for recovering.

There is a soldier talent, Indomitable: As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.

Finally there is a Force Control Talent, Equilibrium: On you turn you can use an Action and spend one Force Point to instantly remove all of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling and Stunned (see New Conditions). This also removed one level of Exhaustion.

I have considered some others but characters have not been sent Reeling much before this and I have not really thought about it as much as I should...
 

Huh. It seems like Equilibrium makes Resilience obsolete. :)

Switching 5e to a static defense system does indeed mess with things a lot. But in general, if you want rolls to scale with character level, making them saves is a good way to go. If you want a roll to be as hard at level 20 as it is at level 1 (barring stat increases), make it an ability check.
 

Assuming an average dice roll with a blaster rifle and a modest +2 bonus to damage, you're likely to be regularly hitting close to most character's reeling thresholds (the damage comes out to about 15.5), so I'm not surprised that we're getting hit for reeling shots pretty regularly by these guys, assuming they hit.

I generally like the reeling condition, since it adds interesting tactical options, but it does cost quite a bit to overcome: your action which is also not a guarantee. So you could be effectively stunned multiple rounds (assuming you try to overcome the condition and fail) due to one average blaster rifle/carbine shot from a minion. I'm not sure how to adjust that other than to make it a bonus action to attempt to recover, but that may take too much of the teeth out of it, as well as somewhat treading on Resilience.

I really like the ruleset you've put together GreenKarl. I think there are a few things I would want to look adjust but it holds together pretty well.
 


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