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Lightsaber Edge in Star Wars Saga
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<blockquote data-quote="Donovan Morningfire" data-source="post: 4161247" data-attributes="member: 39532"><p>As Victim said, lightsabers ignore damage reduction (SECR pg158), although it's not quite the boon it was in RCR as personal armor no longer grants a DR value.</p><p></p><p>Battle Strike is one method, but if you're will to take a walk on the dark side, then don't overlook Dark Rage, especially as you can spend a Force Point and have the power's effects last <em>entire</em> encounter as opposed to Battle Strike's "one-shot" usage.</p><p></p><p>Rapid Strike, Mighty Swing, and Power Attack are other options to look at, depending on how you plan to fight. Mighty Swing takes two swift actions to use in exchange for an extra die of damage, and if you have Power Attack synergizes nicely with the charge action, or better yet Powerful Charge to really pile on the damage. One tactic I've seen for melee speclialists is to use their two swifts for Mighty Swing, charge in using Powerful Charge, and dump as much of the bonus to attack as they can into damage while wielding a two-handed weapon. Rapid Strike on the other hand gives you a -2 to hit, but leaves you more options, including that swift action to use Battle Strike for extra pain.</p><p></p><p>Weapon Specialization and the various Lightsaber Form talents are another method, but so is taking a quick dip into Soldier to pick up Devastating Attack, which more often than not guarentees that when you do smack someone with your ever-glowing beatstick, it's gonna leave a mark (i.e. push them down the condition track).</p><p></p><p>The main "edge" to a lightsaber isn't so much in its damage dealing properties as its defensive ones. Being able to mechanically parry an enemy's attack can be a huge benefit. Still, I've seen that several GM's over on the GleeMax forums have up'd the lightsaber's damage to 2d10, putting it par with the vibro-ax, but that's a house rule and can't really be relied upon.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 4161247, member: 39532"] As Victim said, lightsabers ignore damage reduction (SECR pg158), although it's not quite the boon it was in RCR as personal armor no longer grants a DR value. Battle Strike is one method, but if you're will to take a walk on the dark side, then don't overlook Dark Rage, especially as you can spend a Force Point and have the power's effects last [i]entire[/i] encounter as opposed to Battle Strike's "one-shot" usage. Rapid Strike, Mighty Swing, and Power Attack are other options to look at, depending on how you plan to fight. Mighty Swing takes two swift actions to use in exchange for an extra die of damage, and if you have Power Attack synergizes nicely with the charge action, or better yet Powerful Charge to really pile on the damage. One tactic I've seen for melee speclialists is to use their two swifts for Mighty Swing, charge in using Powerful Charge, and dump as much of the bonus to attack as they can into damage while wielding a two-handed weapon. Rapid Strike on the other hand gives you a -2 to hit, but leaves you more options, including that swift action to use Battle Strike for extra pain. Weapon Specialization and the various Lightsaber Form talents are another method, but so is taking a quick dip into Soldier to pick up Devastating Attack, which more often than not guarentees that when you do smack someone with your ever-glowing beatstick, it's gonna leave a mark (i.e. push them down the condition track). The main "edge" to a lightsaber isn't so much in its damage dealing properties as its defensive ones. Being able to mechanically parry an enemy's attack can be a huge benefit. Still, I've seen that several GM's over on the GleeMax forums have up'd the lightsaber's damage to 2d10, putting it par with the vibro-ax, but that's a house rule and can't really be relied upon. [/QUOTE]
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