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<blockquote data-quote="pukunui" data-source="post: 5206964" data-attributes="member: 54629"><p>Oh sure. It just seemed to me like you were complaining that it was a weakness of the game that it couldn't replicate certain scenes from the Star Wars milieu. EDIT: Sorry, I got mixed up there. For some reason I thought you'd made the comments about specific scenes, but it was actually pawsplay. My bad.</p><p></p><p>In the case of <em>Block</em> and <em>Deflect</em>, you <em>would</em> still use the regular, higher skill modifier because they aren't targeting a defense score. You would only use the UtF skill attack modifier with Force powers and talents that specifically target an opponent's defense score (so <em>mind trick</em>, <em>move object</em>, <em>Vanish</em>, etc).</p><p></p><p>I agree. When I started planning for my first SWSE game as GM, I looked at all the various options for "fixing" the skills vs defenses problem. Some were pretty simple, like limiting Skill Focus to a scaling bonus or a minimum level or something, but that just seems to mess up the whole "nonheroic specialist" concept. And then Raul suggested his house rule and it seemed like a perfect fit. It's not <em>terribly</em> complicated, but it fixes the math all right.</p><p></p><p>I think the SWSE designers realized this fairly early on, considering how they included the Withdrawal Strike and Tumble Defense feats in the <em>Knights of the Old Republic Campaign Guide</em>. If you're not familiar with them, the first makes it so no one can withdraw from a square you threaten as long as you're wielding a particular melee weapon, while the second makes it more difficult for opponents to tumble through your threatened squares.</p><p></p><p>There's also the <em>Mobile Combatant</em> Jedi Guardian talent in <em>The Force Unleashed Campaign Guide</em>. If you move adjacent to an opponent, you can spend a swift action so that if they move or withdraw, you can move with them <em>and</em> they provoke an attack of opportunity from you.</p><p></p><p>The <em>KOTORCG</em> also includes a Jedi Knight talent, <em>Mobile Attack (lightsabers)</em>, that lets you move up to your speed after making a full attack.</p><p></p><p></p><p>So my point is: the devs very early on introduced a number of feats and talents specifically to help melee combatants "lock down" their opponents.</p></blockquote><p></p>
[QUOTE="pukunui, post: 5206964, member: 54629"] Oh sure. It just seemed to me like you were complaining that it was a weakness of the game that it couldn't replicate certain scenes from the Star Wars milieu. EDIT: Sorry, I got mixed up there. For some reason I thought you'd made the comments about specific scenes, but it was actually pawsplay. My bad. In the case of [I]Block[/I] and [I]Deflect[/I], you [I]would[/I] still use the regular, higher skill modifier because they aren't targeting a defense score. You would only use the UtF skill attack modifier with Force powers and talents that specifically target an opponent's defense score (so [I]mind trick[/I], [I]move object[/I], [I]Vanish[/I], etc). I agree. When I started planning for my first SWSE game as GM, I looked at all the various options for "fixing" the skills vs defenses problem. Some were pretty simple, like limiting Skill Focus to a scaling bonus or a minimum level or something, but that just seems to mess up the whole "nonheroic specialist" concept. And then Raul suggested his house rule and it seemed like a perfect fit. It's not [I]terribly[/I] complicated, but it fixes the math all right. I think the SWSE designers realized this fairly early on, considering how they included the Withdrawal Strike and Tumble Defense feats in the [I]Knights of the Old Republic Campaign Guide[/I]. If you're not familiar with them, the first makes it so no one can withdraw from a square you threaten as long as you're wielding a particular melee weapon, while the second makes it more difficult for opponents to tumble through your threatened squares. There's also the [I]Mobile Combatant[/I] Jedi Guardian talent in [I]The Force Unleashed Campaign Guide[/I]. If you move adjacent to an opponent, you can spend a swift action so that if they move or withdraw, you can move with them [I]and[/I] they provoke an attack of opportunity from you. The [I]KOTORCG[/I] also includes a Jedi Knight talent, [I]Mobile Attack (lightsabers)[/I], that lets you move up to your speed after making a full attack. So my point is: the devs very early on introduced a number of feats and talents specifically to help melee combatants "lock down" their opponents. [/QUOTE]
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