[SWSE] A New Fear (OOC)

hey Nax, I was just wondering about something:
How do you have a +15 to hit and you do 3d12+1d4+24 damage?
I wanna do that much damage *pouts*
Sorry it took so long to get back to you on this.

For unarmed attacks: 15 = 2(BAB)+1(Weapon Focus)+12(STR). I get +12 to my unarmed attacks because of the Hammerblow talent (found in Legacy Era Campaign Guide), which doubles my +6 STR modifier.

For base unarmed attack damage: 3d12+1d4 = Yuzzem base unarmed damage is 1d8. Martial Arts I and II bump it up to 1d12. Melee weapons add extra die to damage (house rule) = 2d12. Teras Kasi Basics talent adds a die to unarmed damage = 3d12. When Teras Kasi Basics is combined with the Teras Kasi Training feat, the character is treated as one size larger for purposes of unarmed damage. Jake stated that this would equate to +1d4 damage per size increase above 1d12.

For unarmed attack damage bonus: 24(19 off hand) = 2(soldier class bonus: house rule)+2(Weapon Specialization)+3(vibroknucklers) +5(superior tech damage bonus[only on my primary hand]) +12(double STR for melee damage: house rule).


However, as per Jake's rules compendium above, if I fight with both fists I only get 1.5xSTR to damage.

So there it is.


P.S. for Jake: looking at the K'thri Training feat, it says that once per round as a swift action a character can make an additional unarmed attack. But since you have house ruled that I can use this attack as part of a full round attack and that once per round actions can be made once per attack, does that mean I get to make this type of attack multiple times if I am fighting with two weapons, using Double Attack, etc.?
 
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Block and Deflect are one talent that function as follows;You may defend yourself as a swift action if you are attacked before the end of your next turn you may be able to negate most of the force of the blow. Make an attack roll using either your cha, str, or main attack stat and all ability modifiers and if your attack roll is higher than the incoming attack you take far less damage. (On a successful block you take only half of the attackers base damage.) You can block an attack with anything, but what your blocking with takes damage as normal and if the object is destroyed you take the leftover damage. So block with a piece of paper successfully and you take one less damage, block with a blast door and your probably safe.
Right so with the combined talent of Block/Deflect it now requires a swift action to activate, instead of being an immediate reaction, meaning that I must sacrifice actions on my turn. Also, rather than it being a UtF check opposed by the opponent's attack roll, it is simply opposed attack rolls, that with a success I would take only half the bonus damage (ie on a 3d8+12 damage attack, I would only take 6 damage)? And my lightsabers are now damaged by using Block/Deflect?
 

how would this all effect my intercept force power???? you said id still take damage... even though the attack is blocked long before it hits me... you mentioned fatigue damage or some bs like that :P
 

Right so with the combined talent of Block/Deflect it now requires a swift action to activate, instead of being an immediate reaction, meaning that I must sacrifice actions on my turn.
Yes I thought it was only fair that you have to sacrifice something very small to potentially remove most of the damage in the round, where as the non sensitives just get shot.
Also, rather than it being a UtF check opposed by the opponent's attack roll, it is simply opposed attack rolls, that with a success I would take only half the bonus damage (ie on a 3d8+12 damage attack, I would only take 6 damage)?[/qoute]Yes exactly, your weapon focus feats and the like you get more use out of literally knocking the blade aside.[qoute]And my lightsabers are now damaged by using Block/Deflect?
No don't be obtuse, they are destroyed completely as Obi Wan was!...You can't destroy the lightsabers blade.

how would this all effect my intercept force power???? you said id still take damage... even though the attack is blocked long before it hits me... you mentioned fatigue damage or some bs like that :P
I dislike, no..I hate, nay loathe the intercept force power. It is not in either of the prequal or the orignal trilogies, the anime, the cartoons, the books I've read, or the games I've played, and it has the aggravating side effect of making an entire talent next to useless! *GRAHAGH!!* ......Ok nerdrage is over. Remember where in the book it says GM has the right to veto powers he doesnt like or thinks won't fit in the game? Please pick another power.

That said, the idea of using the Move Object force power to use something as a sheild against blasters and the like is awesome. And you could block them if you have the talent perhaps even redirecting it if its magnetically sealed or extra reflective or something.

For unarmed attacks: 15 = 2(BAB)+1(Weapon Focus)+12(STR). I get +12 to my unarmed attacks because of the Hammerblow talent (found in Legacy Era Campaign Guide), which doubles my +6 STR modifier.

For base unarmed attack damage: 3d12+1d4 = Yuzzem base unarmed damage is 1d8. Martial Arts I and II bump it up to 1d12. Melee weapons add extra die to damage (house rule) = 2d12. Teras Kasi Basics talent adds a die to unarmed damage = 3d12. When Teras Kasi Basics is combined with the Teras Kasi Training feat, the character is treated as one size larger for purposes of unarmed damage. Jake stated that this would equate to +1d4 damage per size increase above 1d12.

For unarmed attack damage bonus: 24(19 off hand) = 2(soldier class bonus: house rule)+2(Weapon Specialization)+3(vibroknucklers) +5(superior tech damage bonus[only on my primary hand]) +12(double STR for melee damage: house rule).

However, as per Jake's rules compendium above, if I fight with both fists I only get 1.5xSTR to damage.
Holy crap! I don't know whether to cry or applaud. Probably cry because I had foreseen your strength rising into the 30's.

A few questions though, on the hammer blow talent description it says you can't be holding anything, and your holding some sweet vibronucklers. Also humans start out with 2d4 unarmed damage (which I accidentally made a little to high but oh well) so a large creature would start out with 2d6 to 2d8 with MA I and so on right? Im leaning towards scrapping the whole nothing in your hands part of hammerblow and opening it up for melee weapons and the like including lightsabers, since thats how we have been doing it anyway.

P.S. for Jake: looking at the K'thri Training feat, it says that once per round as a swift action a character can make an additional unarmed attack. But since you have house ruled that I can use this attack as part of a full round attack and that once per round actions can be made once per attack, does that mean I get to make this type of attack multiple times if I am fighting with two weapons, using Double Attack, etc.?
Hmm good question. It also says that you need to spend a swift action to do it. So I'm going to say you can do it is many times per round as you have swift actions to spend on it.

so what all did we loot of the bodies of the fallen? and have you given any more thought to my armor upgrade??
you get the katarn class armor zink was wearing and his blaster, the vibroax/blaster rifles are of low quality except for the one their leader was carrying (+5 damage mod for vibroax +1 attack for blaster bit) he also had some heavy ceremonial armor (+4 Ref +5 Fort). The shock pike the trandoshan was carrying is very well made +1 to attack and +2 damage along with the blaster the twilek assassin was carrying. The wookies crossbow is in poor shape, but the vibrobayonet and the stock are extremely well made, like the stock has a mini grav hammer built in both at + 5 to damage.

The armor upgrade, hmm, perhaps when you mask your presence with the force in the force your armor helps you take ten on the UtF check like jumpservo's.That way your always hidden from people who don't know what to look for and with less skill than you possess almost every time. But a master might be able to pick up on your presence. Sound good?

Next, force unleashed!
 

A few questions though, on the hammer blow talent description it says you can't be holding anything, and your holding some sweet vibronucklers. Also humans start out with 2d4 unarmed damage (which I accidentally made a little to high but oh well) so a large creature would start out with 2d6 to 2d8 with MA I and so on right? Im leaning towards scrapping the whole nothing in your hands part of hammerblow and opening it up for melee weapons and the like including lightsabers, since thats how we have been doing it anyway.

The way I thought about the knucklers was that I am not really holding them; they are built into the back of a gauntlet. And the reason I specifically chose Yuzzem was that their unarmed damage started at d8 as it says in their racial entry in Galaxy at War.
 


The way I thought about the knucklers was that I am not really holding them; they are built into the back of a gauntlet. And the reason I specifically chose Yuzzem was that their unarmed damage started at d8 as it says in their racial entry in Galaxy at War.
You have created a monster in Nax and should be proud. I feel I should point out that the claws and bite are what make your character start with a d8 and the knucklers would be pointing out when you closed your fist making them redundant. Now I kind of imagine your gauntlets having vibroclaws built into them.

Odds are against this, but purchasing an upgrade right now? Yay or Nay?
Go for it. I was hoping to start some roleplaying postings before we actually got started with the game on tuesday, getting Nax to the bacta tank and deciding what your next step was going to be as the slicer and the wizard discovered the hidden depths of Draago's palace early.
 

The Force Unleashed!

If you guys have an hour and some change I suggest you waste it watching this! YouTube - Revan1819's Channel It helps showcase the kind of abilities and type of game I want to have. I hadn't seen this until yesterday and I must say its pretty darn cool. I think I like it better than the new cartoon.

The boosts![sblock]If you have a force power that doesn't activate if you roll below a target number and fail to reach that roll, your power still has a nominal effect. For example if the Miraluka rolled low on his UtF check to phase through an object instead of it not working at all on less than 25 he would be able to phase one square instead of the minimum two. Battlestrike would provide a plus one to attack, rage +1 rage bonus etc.

If you have nothing in your hands or a deactivated lightsaber you can use the force "two handed" gaining additional bonus damage from the extra effort in using the force.

You can normally spend a destiny point to use the powers in the force unleashed book. Split the force powers up as seperate talents that when chosen for a particular character function as follows; That power functions as if you had spent a force point to boost it at all times. If you actually do spend a force point its automatically treated as if you had succeeded a step above what you actually rolled. For example the rediculous move object damage doubling is removed in favor of a much more reasonable 2d6 damage normally and 4d6 extra with a force point. If you have the power unleashed and spend a destiny point it functions as normal in the book.

For the unleashed feat abilities, you can take them as individual feats and to activate their power you must spend an action point.[/sblock]

Changes to individual force powers.
Force Lightning [sblock]Roll your attack roll like normal, if you succeed you roll full damage 8d8 (instead of d6), if you miss you do half damage. If you spend a force point you move the target one step down the condition track. Your damage moves the character down the conditoin track like normal. The reason for this change is I don't think the rules thematically fit with the game, The Emperor was the undisputed master of force lightning right? When he first pops his claws in Return, he shocks Luke and knocks him down. He then proceeds to shock the crap out of him four more times, one lasting as long as 15 sustained seconds! By the rules in SWSE everyones favorite boy from Tattoine would be a pile of charred jedi. [/sblock]
Force Grip[sblock]When Luke asks if the dark side was stronger Yoda straight up lied to him in Empire. Force grip effectively takes an enemy out of the fight for next to no cost or effort. As its written Vader should have choked Obi Wan on the Deathstar and had done with it, or on Mustafar and saved himself a lot of pain. To deny your target actions is freaking huge, if they can't fight back or even run away you have almost certainly won the fight. To help mitigate this discrepancy you have to spend a full round action and succeed over your targets fort defense to deny them actions. Just like you where choking them normally instead of with your mind. [/sblock]
Surge[sblock]Functions like normal but can keep going up after twenty five like normal(+2 speed, +10 jump). This power can be maintened as a swift action every round. Unleashed note* If you have this power unleashed you don't take a swift action to activate it.[/sblock]
Negate Energy[sblock]Swift action to activate just like blocking. This is another force power I don't think exists. The example they use is Vader blocking Han's blaster bolts with his hands. I think he just used the force to block them normally like with a lightsaber expecting his unbreakable gauntlets to do the rest. However it's in the main book and there are improved versions of it around etc so, this the change. 1 swift action that counts as part of defending yourself.[/sblock]
Dark Rage[sblock]Keeps going up every plus 5 is another +2 attack and damage up to a plus 10, you can spend a force point like normal, but if you do you can't use the force as your rage has consumed you.[/sblock]
Battle Strike[sblock]If you spend a force point you can use this power for the rest of the encounter.[/sblock]
Other force powers and notes;[sblock]I haven't looked through all of the force powers in all of the books, but I think I got the majority of the ones I wanted to talk about. Force disarming works the same as normal, things that function like force disarm, the ion thingy, and the other whatsit work like force disarm. Unleashing Saber Form powers lets you act as though you had spent a force point every time you use it to either activate the Lightsaber form part or the Special force point part. If you have move object and defended yourself with a swift action you can fling your attackers rocket into the sky or harmlessly away, if you have the counterattack power you can use his own rocket against him or his allies.[/sblock]
This last thing has nothing to do with the force but the Evasion talent;[sblock] I honestly thought I had removed it from the game before we started; I didn't but I truly wanted to because it doesnt make any darn senes at all. If a scout is trapped in a hallway and on either side of him rests a grenade he only takes half damage even though there isn't any cover around! Its like that OotS comic where everyone but Haley is in an enclosed area where everyone gets hit with a fireball and takes damage, it shows the fireball washing over her, and when the other heroes giving her aggravted looks, she just shrugs and says "Evasion." when she clearly didn't evade anything. This power has bothered me ever since I cracked open my first roleplaying book almost a decade ago.

This is completely up to you guys but I think I've come up with a way that makes more sense. When a character with evasion is the target of an area effect that deals damage, she can as a reaction move up to her speed in order to help avoid the danger once per round. If the character is out range of the attack she takes no damage, in range she takes damage as normal. Half on a miss and full on a hit. If you literally have no where to run you die like everyone else. What do you think? Is that too nutty or complicated? I think it makes sense because you are literally evading the attack with your superior reflexes instead of standing there like a goober and just not taking damage.[/sblock]

I know this is a lot to take in and might change a few of your characters and I am sorry for that. However I think in the long run it will provide a better play experience for all of us. Thanks again for your patience and time. If you need to change anything about your character, switching out talents and powers and the like go for it. I would appreciate if you posted your character's once more so we can get a good look at them. See you Tuesday!

p.s. [sblock]I've been trying to create some new talents and feats and would like to see what you guys think of them and hope you could help me play test them. Fun things like Force Fu and Gun Fu and stuff like that. Who wouldn't want to play a Grammaton Cleric and/or bull rush people with the force. I really love coming up with new ideas or new takes on older rules, I hope you guys can help me balance the issues that crop up to make this game the best we can. Thanks again![/sblock]
 
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you mentioned before that we have voted or agreed on rules changes is this still the case?? i dont ever remember us actually doing any of this in the past.

now i must go back and change my character yet again... " using the force to kick jake in the balls!"
 

oh i forgot,, since your using the movies, cartoons, and comics as references for your games its safe to assume force powers ALWAYS HIT AND WORK!!!
and yoda used the force intercept power when he fought the emperor in episode 3 when they where fighting in the senate room.. thought id point that out..
 

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