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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2180308" data-attributes="member: 12332"><p>To the Burst of Speed comments:</p><p></p><p>I reread that section a few times. Activating the feat is a free action, if the character has taken no other actions in the round (other than other free actions). The only options then available to the character are Move, Disengage, and Run there-after.</p><p></p><p>To me, it means that a Jedi can't use Burst Of Speed the round after he's used Deflect (because he's spent a Move action that round from deflecting earlier) and that a Jedi can only make movement type actions when he has BoS active. So for that massive movement, the Jedi gives up the ability to increase his defense/attack defensively the round before with Deflect, and gives up the ability to attack in the round he uses the movement. He can certainly run up to a blaster-using foe (as they can't make AoOs) and could even literally run circles around them, but he won't get an attack in until the next round unless the foe he's standing next to makes a move that provokes. The foe can then take a 2m step and open fire on his own turn.</p><p></p><p>It's a very effective feat, and lets those Jedi close the distance to a ranged attacker with amazing ease ... especially if you use the alternate Jump rules in the Jedi Counseling articles which let a Jedi make amazing leaps (apparently still as part of a move action) by adding their Move Object ranks to their Jump roll and multiplying by 3 (for 2vp). </p><p></p><p>Of course activating Burst of Speed and Force-Assist Jump-ing across a chasm to get to the sniper up there in a single round does cost 7vp. Still less than the average blaster-pistol shot, and certainly less than most blaster rifles. A land mine between the Jedi and the sniper could definately make things interesting. So could two friends with Ready Actions to blast the Jedi when he's jumping across the chasm. If he's taking a Run action he'll lose his Dex bonus to defense AND any Dodge bonuses (which go if you lose your Dex for any reason). </p><p></p><p>Jedi will demand some new tactics on both sides ... and I've developed some new tactics from the Jedi that I've been applying to my D&D characters. Charging with full Expertise, delaying actions with Expertiese and Fight Defensively, etc.</p><p></p><p>Fighting jedi with ranged weapons, I think Readied Actions will be very useful. Traps. Firing weapons from vehicles. Mooks with good defense and melee weapons running interference to guard higher-level fellows with ranged weapons, etc. (Especially when you've got enough levels for the mooks or at least one mid-level mook to have Spring Attack. If he's not standing and fighting in front of the Jedi, the Jedi can't use Deflect and still move and attack him.)</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2180308, member: 12332"] To the Burst of Speed comments: I reread that section a few times. Activating the feat is a free action, if the character has taken no other actions in the round (other than other free actions). The only options then available to the character are Move, Disengage, and Run there-after. To me, it means that a Jedi can't use Burst Of Speed the round after he's used Deflect (because he's spent a Move action that round from deflecting earlier) and that a Jedi can only make movement type actions when he has BoS active. So for that massive movement, the Jedi gives up the ability to increase his defense/attack defensively the round before with Deflect, and gives up the ability to attack in the round he uses the movement. He can certainly run up to a blaster-using foe (as they can't make AoOs) and could even literally run circles around them, but he won't get an attack in until the next round unless the foe he's standing next to makes a move that provokes. The foe can then take a 2m step and open fire on his own turn. It's a very effective feat, and lets those Jedi close the distance to a ranged attacker with amazing ease ... especially if you use the alternate Jump rules in the Jedi Counseling articles which let a Jedi make amazing leaps (apparently still as part of a move action) by adding their Move Object ranks to their Jump roll and multiplying by 3 (for 2vp). Of course activating Burst of Speed and Force-Assist Jump-ing across a chasm to get to the sniper up there in a single round does cost 7vp. Still less than the average blaster-pistol shot, and certainly less than most blaster rifles. A land mine between the Jedi and the sniper could definately make things interesting. So could two friends with Ready Actions to blast the Jedi when he's jumping across the chasm. If he's taking a Run action he'll lose his Dex bonus to defense AND any Dodge bonuses (which go if you lose your Dex for any reason). Jedi will demand some new tactics on both sides ... and I've developed some new tactics from the Jedi that I've been applying to my D&D characters. Charging with full Expertise, delaying actions with Expertiese and Fight Defensively, etc. Fighting jedi with ranged weapons, I think Readied Actions will be very useful. Traps. Firing weapons from vehicles. Mooks with good defense and melee weapons running interference to guard higher-level fellows with ranged weapons, etc. (Especially when you've got enough levels for the mooks or at least one mid-level mook to have Spring Attack. If he's not standing and fighting in front of the Jedi, the Jedi can't use Deflect and still move and attack him.) --fje [/QUOTE]
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