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Is Star Wars d20 revised worth it?
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<blockquote data-quote="Doctor Doom" data-source="post: 202940" data-attributes="member: 34"><p>...</p><p></p><p>Corinth:</p><p>I assumed the revised rules worked like standard D20 in that Total (full) Defense was a full round action. I was wrong.</p><p></p><p>Coupling Deflect Blaster to Total Defense means the character has to decide to use Total Defense (and lose a standard action) in order to keep the MEA next round. It is better than nothing but still limits the character's options in combat in my mind. </p><p></p><p>If they want to use the Standard Action for something else, but still use Deflect Blaster, they have to lose the MEA.</p><p></p><p>Also, the character can decide to use the Deflect Blaster ability anytime in combat. If the group get's ambushed, or a melee fight turns into a ranged fight or new attacker's enter and target the Jedi, and they want to use the Deflect Blaster ability they have to lose the MEA next round.</p><p></p><p>Taking equivalent (same feat trees, abilities) 10th Level Jedi the only difference between them is gonna be +2 Defense while doing total Defense, or a +2 Defense for one, although looses a MEA next round if one of them decides to use Deflect Blaster. </p><p></p><p>Psion:</p><p>You asked "why is it not worth it" when I specifically said it was because of losing the MEA. That led me to believe you just skimmed over my post. I'm sorry if that was a wrong assumption.</p><p></p><p>I did not turn Deflect Blaster into a feat (at which point do I start assuming you aren't skimming?). All Jedi still get the ability I just reworded the mechanics. I changed the powerups of it to Feats so that Jedi could specialize and not all Jedi would be clones of each other. There are three Feat powerups for it and not all of them need to be taken.</p><p></p><p>If the opposed rolling is bothering you, well, that's just difference in our opinions. I think it should be an opposed check of some sort and not just rolled into Defense. It seems more theatrical to me and let's the character 'use' the ability instead of 'activating' it.</p><p></p><p>Since I assumed the Total Defense was a full round action and it wasn't, I'm not sure about the mechanics for the flat footed, immobile, aware of attack mechanics.</p><p></p><p>I specifically tried to design them to allow for all Jedi to be able to Deflect some blasters but they are limited to half Jedi class level. At level 10 that's only 5 and I bet a Soldier 10 armed with a repeating blaster can get well over that (or Jango Fett).</p><p></p><p>The Improved Deflect Blaster allows for scenes like in RotJ where Luke is bound by Boba Fett's rope and still Deflect's blaster shots. It also allows for quick draw maneuvers like Obi-Wans.</p><p></p><p>I think actively using the ability is much more cinematic than just 'turning it on'. It also allows the Jedi to not rely on Total Defense or lose a MEA and thus keep all his combat options open while still using the ability. It is limited in that they have to spend feats to get it poweredup, a Jedi can't deflect unlimited number of shots, and they have to make a reflex save to deflect the shot. I don't think it's anymore powerful, and probably even a bit weaker, than the standard ability. It certainly seems 'cooler' to me though.</p><p></p><p>That's why I redid the ability.</p><p></p><p>You all think the standard ability is cool, great, use it, whatever. I'm not playing in your game. I don't think it is. For those people who want something else, this is what I've come up with. Change it, disregard it, whatever. </p><p></p><p>And after rereading my post it does sound like I was preaching the 'truth' to the unwashed masses that wasn't really my intent. I honestly believe the ability to be lame and worthless. You all seem to honestly believe it be cool and work well. That's cool. whatever works.</p></blockquote><p></p>
[QUOTE="Doctor Doom, post: 202940, member: 34"] ... Corinth: I assumed the revised rules worked like standard D20 in that Total (full) Defense was a full round action. I was wrong. Coupling Deflect Blaster to Total Defense means the character has to decide to use Total Defense (and lose a standard action) in order to keep the MEA next round. It is better than nothing but still limits the character's options in combat in my mind. If they want to use the Standard Action for something else, but still use Deflect Blaster, they have to lose the MEA. Also, the character can decide to use the Deflect Blaster ability anytime in combat. If the group get's ambushed, or a melee fight turns into a ranged fight or new attacker's enter and target the Jedi, and they want to use the Deflect Blaster ability they have to lose the MEA next round. Taking equivalent (same feat trees, abilities) 10th Level Jedi the only difference between them is gonna be +2 Defense while doing total Defense, or a +2 Defense for one, although looses a MEA next round if one of them decides to use Deflect Blaster. Psion: You asked "why is it not worth it" when I specifically said it was because of losing the MEA. That led me to believe you just skimmed over my post. I'm sorry if that was a wrong assumption. I did not turn Deflect Blaster into a feat (at which point do I start assuming you aren't skimming?). All Jedi still get the ability I just reworded the mechanics. I changed the powerups of it to Feats so that Jedi could specialize and not all Jedi would be clones of each other. There are three Feat powerups for it and not all of them need to be taken. If the opposed rolling is bothering you, well, that's just difference in our opinions. I think it should be an opposed check of some sort and not just rolled into Defense. It seems more theatrical to me and let's the character 'use' the ability instead of 'activating' it. Since I assumed the Total Defense was a full round action and it wasn't, I'm not sure about the mechanics for the flat footed, immobile, aware of attack mechanics. I specifically tried to design them to allow for all Jedi to be able to Deflect some blasters but they are limited to half Jedi class level. At level 10 that's only 5 and I bet a Soldier 10 armed with a repeating blaster can get well over that (or Jango Fett). The Improved Deflect Blaster allows for scenes like in RotJ where Luke is bound by Boba Fett's rope and still Deflect's blaster shots. It also allows for quick draw maneuvers like Obi-Wans. I think actively using the ability is much more cinematic than just 'turning it on'. It also allows the Jedi to not rely on Total Defense or lose a MEA and thus keep all his combat options open while still using the ability. It is limited in that they have to spend feats to get it poweredup, a Jedi can't deflect unlimited number of shots, and they have to make a reflex save to deflect the shot. I don't think it's anymore powerful, and probably even a bit weaker, than the standard ability. It certainly seems 'cooler' to me though. That's why I redid the ability. You all think the standard ability is cool, great, use it, whatever. I'm not playing in your game. I don't think it is. For those people who want something else, this is what I've come up with. Change it, disregard it, whatever. And after rereading my post it does sound like I was preaching the 'truth' to the unwashed masses that wasn't really my intent. I honestly believe the ability to be lame and worthless. You all seem to honestly believe it be cool and work well. That's cool. whatever works. [/QUOTE]
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