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Star Wars: The High Republic - a new publishing campaign
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<blockquote data-quote="RangerWickett" data-source="post: 7929107" data-attributes="member: 63"><p>I'm honestly kinda working on that. The trick is fitting "storm trooper who misses at point blank range" into the same rule set as "hero who shoots three storm troopers in a single action."</p><p></p><p>The prequels - and to an extent Clone Wars and Rebels - had a problem where limitations of CG made it so characters stand in open spaces without dying while bad guys shoot <em>around</em> them. That in turn led to the ability in canon of Jedi to deflect and reflect tons of blaster bolts without breaking a sweat. But that's overpowered in the normal sort of conception of how to balance a combat encounter.</p><p></p><p>You either have to ignore that canon and get back to an Original Trilogy/Rogue One conception where people need to take cover to avoid blaster fire; or start treating storm trooper units as singular enemy statblocks, and do some voodoo math to make them miss most of the time.</p><p></p><p>The idea I'm working with is a Pathfinder2e style <strong>four-tier success system</strong>, with critical success, success, failure, and critical failure, and coupling that with limited use <strong>defensive saves</strong>, which let you downgrade an incoming attack one step and gain some sort of tactical advantage.</p><p></p><p>I was planning an optional rule for 'epic' gaming where enemies who are several levels lower than you automatically downgrade all their attacks one step, which means that you can dodge duck dip dive and dodge your way through volleys of blaster fire while you're focusing on the main NPC rival. Even then, though, I don't want the GM rolling a ton of attack rolls that will basically always miss; that's a waste of time.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7929107, member: 63"] I'm honestly kinda working on that. The trick is fitting "storm trooper who misses at point blank range" into the same rule set as "hero who shoots three storm troopers in a single action." The prequels - and to an extent Clone Wars and Rebels - had a problem where limitations of CG made it so characters stand in open spaces without dying while bad guys shoot [I]around[/I] them. That in turn led to the ability in canon of Jedi to deflect and reflect tons of blaster bolts without breaking a sweat. But that's overpowered in the normal sort of conception of how to balance a combat encounter. You either have to ignore that canon and get back to an Original Trilogy/Rogue One conception where people need to take cover to avoid blaster fire; or start treating storm trooper units as singular enemy statblocks, and do some voodoo math to make them miss most of the time. The idea I'm working with is a Pathfinder2e style [B]four-tier success system[/B], with critical success, success, failure, and critical failure, and coupling that with limited use [B]defensive saves[/B], which let you downgrade an incoming attack one step and gain some sort of tactical advantage. I was planning an optional rule for 'epic' gaming where enemies who are several levels lower than you automatically downgrade all their attacks one step, which means that you can dodge duck dip dive and dodge your way through volleys of blaster fire while you're focusing on the main NPC rival. Even then, though, I don't want the GM rolling a ton of attack rolls that will basically always miss; that's a waste of time. [/QUOTE]
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