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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Fri Jul 13, 2012 10:48 am 
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Donovan Morningfire wrote:
You might want to recheck that. According to page 145 in both 1st and 2nd printing of the corebook, on the same page:

"Damage with a melee weapon or thrown melee weapon is calculated as follows" (emphasis mine)

It was probably written this way to exclude the oddity of adding your Strength bonus to grenade damage (a thrown weapon).

Okay, fair enough. I did miss that word.

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Throwing knives never got officially added (not that I can recall), but I'd call those another case where a Strength bonus would be applied, though if going strict RAW a thrown knife would be an improvised thrown melee weapon, and qualify for getting the thrower's Strength bonus applied to the damage roll.

Wouldn't a "throwing knife" just be a knife/vibrodagger that you're throwing at the time?

The massassi lanvarok says a flung disc is treated as a thrown weapon for purposes of range, it doesn't mention any other purpose. I don't think it should get any bonus damage from strength. It's already a three die weapon, comparable to a small blaster pistol or the sith lanvarok. (A lanvarok disc without strength bonus deals the same average damage as a spear thrown with a +3 strength bonus, so they really aren't getting shorted there.)

Thud and razor bugs probably are fine as they are, too. I don't think getting strength bonus is necessary on those, since they are simple weapons that deal two dice already and get simple weapon range (equivalent to pistol range) rather than thrown weapon range. If you're using those, you aren't getting shorted by not getting strength bonus to damage; the average damage is only slightly lower than a blaster pistol. Anyway, I'm guessing the bugs are basically self-propelled if you can "throw" them that far (and especially since you can recall them to your hand on a miss if you know what you're doing -- it's a feat).

The discblade is kind of an interesting case. Like the bugs, it has a fine damage output even without the strength bonus, but it's exotic and has only thrown weapon range, so I'd be inclined to rule that it does benefit from a strength bonus. (Getting pistol range with a discblade requires a force talent.)

Edit: Actually, huh... I just noticed that the zeion sha talent "Weapon Specialization (discblade)" says you get a +2 bonus on MELEE damage rolls with a discblade. That must be a typo, I assume...


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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Fri Jul 13, 2012 4:14 pm 
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Darth Pseudonym wrote:
Wouldn't a "throwing knife" just be a knife/vibrodagger that you're throwing at the time?

Well, technically it falls under the "improvised weapon" as they're not specifically designed to be thrown. There's a substantial amount of difference between a regular knife and one that's designed and balanced to be thrown.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sat Jul 14, 2012 8:17 am 
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Chris, you mentioned in Episode 157 that while running your con bounty hunter game "The Great Hunt" at Reaper Con, you pitted your players against some non-heroic / Scoundrel-based Force witches that used the Stymie talent as a Swift Action to, among other things, impose a penalty on players' Initiative checks.

I'm curious about that. I'm presuming you're referring to the Stymieing of the "Start Battle" sub-skill of Initiative, and not the "Avoid Feint" sub-skill. If so, did you do that on a surprise round? If not, how could you possibly have managed to Stymie a player's "Start Battle" sub-skill as a Swift Action if the Initiative Order hadn't yet been determined? In other words, the witches couldn't USE Stymie (or any other action) until it was their turn in the Initiative Order. If the Initiative Order hadn't yet been determined, there's no way -- unless in a Surprise round -- you could Stymie anyone's "Start Battle" Initiative roll.

At least, that's how I understand the rules. Perhaps I'm missing something. Please enlighten me.

Hex in advance.


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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sat Jul 14, 2012 6:22 pm 
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RobShanti wrote:
Chris, you mentioned in Episode 157 that while running your con bounty hunter game "The Great Hunt" at Reaper Con, you pitted your players against some non-heroic / Scoundrel-based Force witches that used the Stymie talent as a Swift Action to, among other things, impose a penalty on players' Initiative checks.

I'm curious about that. I'm presuming you're referring to the Stymieing of the "Start Battle" sub-skill of Initiative, and not the "Avoid Feint" sub-skill. If so, did you do that on a surprise round? If not, how could you possibly have managed to Stymie a player's "Start Battle" sub-skill as a Swift Action if the Initiative Order hadn't yet been determined? In other words, the witches couldn't USE Stymie (or any other action) until it was their turn in the Initiative Order. If the Initiative Order hadn't yet been determined, there's no way -- unless in a Surprise round -- you could Stymie anyone's "Start Battle" Initiative roll.

At least, that's how I understand the rules. Perhaps I'm missing something. Please enlighten me.

Hex in advance.


One of the pregens that was available for play was a particularly nasty scoundrel build that made good use of Trick Step to drop all sorts of damage downrange. So the Stymie talent was used to make the opposed Initiative check harder for the scoundrel, I believe.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sun Jul 15, 2012 12:08 am 
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Cyril wrote:
RobShanti wrote:
Chris, you mentioned in Episode 157 that while running your con bounty hunter game "The Great Hunt" at Reaper Con, you pitted your players against some non-heroic / Scoundrel-based Force witches that used the Stymie talent as a Swift Action to, among other things, impose a penalty on players' Initiative checks.

I'm curious about that. I'm presuming you're referring to the Stymieing of the "Start Battle" sub-skill of Initiative, and not the "Avoid Feint" sub-skill. If so, did you do that on a surprise round? If not, how could you possibly have managed to Stymie a player's "Start Battle" sub-skill as a Swift Action if the Initiative Order hadn't yet been determined? In other words, the witches couldn't USE Stymie (or any other action) until it was their turn in the Initiative Order. If the Initiative Order hadn't yet been determined, there's no way -- unless in a Surprise round -- you could Stymie anyone's "Start Battle" Initiative roll.

At least, that's how I understand the rules. Perhaps I'm missing something. Please enlighten me.

Hex in advance.


One of the pregens that was available for play was a particularly nasty scoundrel build that made good use of Trick Step to drop all sorts of damage downrange. So the Stymie talent was used to make the opposed Initiative check harder for the scoundrel, I believe.


That's exactly how it was used. ;)

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Mon Jul 16, 2012 2:34 pm 
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Donovan Morningfire wrote:
Darth Pseudonym wrote:
Wouldn't a "throwing knife" just be a knife/vibrodagger that you're throwing at the time?

Well, technically it falls under the "improvised weapon" as they're not specifically designed to be thrown. There's a substantial amount of difference between a regular knife and one that's designed and balanced to be thrown.

Um... no, both the Knife and the Vibrodagger have superscript 1 on table 8-3, "Can be thrown." They're not improvised throwing weapons.


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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Tue Jul 17, 2012 5:13 am 
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Over in the SWSE forum, Argyle Jedi has started a topic that I think deserves a few minutes of show time at least:
What powers, talents, feats from books other than SECR can/can't be used at starship scale? SotG, of course covers those from SECR.
In fact, give a quick rundown of the SECR abilities that work at starship scale, since SotG is so hard to find & expensive that I'm sure a lot of our newer members haven't seen it.


Link to original thread, so folks can continue discussing it there: http://www.d20radio.com/forums/posting.php?mode=quote&f=3&p=100451

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Fri Jul 20, 2012 9:14 pm 
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I try to make good use of the Three Questions when my players make characters. I have been having some difficulty providing examples of answers for my players, and some of my players provide answers that don't seem to work. In my Scum and Villainy game, some players answer things like "money" and "manipulating people" on their list of loves, and things like "fame and notoriety" as the answer to why they are here. I naturally felt disinclined to allow money to be an answer for the first.

Could I maybe hear some examples for other characters that you allowed, and perhaps some examples of answers you wouldn't allow?

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sat Jul 21, 2012 7:01 am 
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Kot wrote:
I try to make good use of the Three Questions when my players make characters. I have been having some difficulty providing examples of answers for my players, and some of my players provide answers that don't seem to work. In my Scum and Villainy game, some players answer things like "money" and "manipulating people" on their list of loves, and things like "fame and notoriety" as the answer to why they are here. I naturally felt disinclined to allow money to be an answer for the first.

Could I maybe hear some examples for other characters that you allowed, and perhaps some examples of answers you wouldn't allow?

Good question.

You can also check adventure recap threads in the SWSE Adventures forum or the ooc/interest threads in the Skype games section. Many of those have PC writeups, some of which include answers to the 3 Questions.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sat Jul 21, 2012 10:49 pm 
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Two questions about Falling Damage:

1. Say Katcuk the Wookiee jumps down from a great height. The GM rolls and beats his Fortitude Defense, so Katcuk rolls the appropriate Jump and Acrobatics checks to reduce the falling damage. He reduces the damage somewhat, but still takes 2d6 = 9 damage due to the height of the fall. However, Katcuk also has Damage Reduction 10 talent active. Since he actually takes no damage from the fall, does he remain standing and not fall prone? "If the check succeeds and you take no damage from the fall, you land on your feet" (sidebar pg 255). So would an Acrobatics or Jump check of 28 equal a "success" (since it did reduce some damage) and then couple with DR 10 for "no damage" so that Katcuk lands on his feet (Iron Man-style)?

2. Falling Damage rolls an attacking vs. Fortitude at d20+20. I'm assuming this can auto-crit and auto-miss on a Nat 20 or Nat 1. If this is the case, Falling Damage would be doubled on a crit and not happen at all on a miss, yes? I find this a little hard to envision.
I mean, say Katcuk drops from a height of 60 meters and the GM rolls a Natural 1 on the attack vs. Fortitude. He just...lands on his feet? From a 200-foot drop?
Granted this wouldn't happen all that often; I'm just wondering if I'm missing something in the intent or actual wording of the rules.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sun Jul 22, 2012 8:26 am 
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Awaypturwpn wrote:
Two questions about Falling Damage:

Two answers about Falling Damage.

First one, technically this would be true, since as you said Katcuk took no damage from the fall. And personally, I'd go with it. While it may not have been the most graceful of landings, it's still kinda cool to have the character in question fall, do a clumsy roll to reflect that it wasn't a soft landing, and then roll up to their feet as though nothing out of the ordinary had happened.

Second one, that falls into the general wonkiness of attack rolls in d20 games. So by the book, a nat 20 would be double-damage (and possible pancake time for the unlucky sod) and a nat 1 would be one of those real-life "freak occurrences" where a person falls from great heights and only has a few minor bumps and bruises to show for it, though they'd still be prone unless they made a successful Acrobatics or Jump check based upon the DC.

If this is troublesome, then as a house-rule suggestion do away with the auto-crit and auto-miss aspects of this attack roll and instead treat it as something akin to an area attack. A nat 20 just means that the target is taking falling damage regardless of their Fortitude Defense, and a nat 1 means they're taking half damage.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sun Jul 22, 2012 2:59 pm 
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Kot wrote:
I try to make good use of the Three Questions when my players make characters. I have been having some difficulty providing examples of answers for my players, and some of my players provide answers that don't seem to work. In my Scum and Villainy game, some players answer things like "money" and "manipulating people" on their list of loves, and things like "fame and notoriety" as the answer to why they are here. I naturally felt disinclined to allow money to be an answer for the first.

Could I maybe hear some examples for other characters that you allowed, and perhaps some examples of answers you wouldn't allow?


Remember the Han Solo was just in it for the money.....at first.

I would suggest asking a follow-up question, why? What about money do you love? Does it give you something that you want? Is there something in your background that lead to this love? The player could be thinking about these and not realizing it.

Of course, they could just be the mercenary that they appear to be. :)

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sun Jul 22, 2012 4:01 pm 
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Jedi Knight Skeve wrote:
Kot wrote:
I try to make good use of the Three Questions when my players make characters. I have been having some difficulty providing examples of answers for my players, and some of my players provide answers that don't seem to work. In my Scum and Villainy game, some players answer things like "money" and "manipulating people" on their list of loves, and things like "fame and notoriety" as the answer to why they are here. I naturally felt disinclined to allow money to be an answer for the first.

Could I maybe hear some examples for other characters that you allowed, and perhaps some examples of answers you wouldn't allow?


Remember the Han Solo was just in it for the money.....at first.

I would suggest asking a follow-up question, why? What about money do you love? Does it give you something that you want? Is there something in your background that lead to this love? The player could be thinking about these and not realizing it.

Of course, they could just be the mercenary that they appear to be. :)

Agreed. Money is always a means, not an end in itself. Money can represent standing or social position, power, or even freedom. Wealth can buy mercenaries or arms (or both), technology, land/property, a starship...sometimes even slaves or illicit goods like spice.

Han Solo loved his freedom, and that's why he wanted money.

So yeah, like Skeve said, if a player told me his character loves money above all else, I would try and tease out what money actually represents to the character.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Sun Jul 22, 2012 5:13 pm 
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Kot wrote:
I try to make good use of the Three Questions when my players make characters. I have been having some difficulty providing examples of answers for my players, and some of my players provide answers that don't seem to work. In my Scum and Villainy game, some players answer things like "money" and "manipulating people" on their list of loves, and things like "fame and notoriety" as the answer to why they are here. I naturally felt disinclined to allow money to be an answer for the first.

Could I maybe hear some examples for other characters that you allowed, and perhaps some examples of answers you wouldn't allow?

Give a listen to Gencon Special Edition Episode 4 of the Threat Detected podcast. In that episode, Garrett aka barefoottourguide, Tony aka smugglers_paradise, and myself discuss the Three Questions in response to this same question asked by angelicdoctor in regards to how his kids answered these questions, as well as what to do with seemingly simple answers like the ones you've gotten.

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 Post subject: Re: Open call for d20 Docking Bay
 Post Posted: Mon Jul 23, 2012 10:43 am 
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Awaypturwpn wrote:
1. Say Katcuk the Wookiee jumps down from a great height. The GM rolls and beats his Fortitude Defense, so Katcuk rolls the appropriate Jump and Acrobatics checks to reduce the falling damage. He reduces the damage somewhat, but still takes 2d6 = 9 damage due to the height of the fall. However, Katcuk also has Damage Reduction 10 talent active. Since he actually takes no damage from the fall, does he remain standing and not fall prone? "If the check succeeds and you take no damage from the fall, you land on your feet" (sidebar pg 255). So would an Acrobatics or Jump check of 28 equal a "success" (since it did reduce some damage) and then couple with DR 10 for "no damage" so that Katcuk lands on his feet (Iron Man-style)?

Why not? Seems like a minor benefit for spending a talent and a Force Point. Better question: would it look cool? That should be your answer. ;)
Awaypturwpn wrote:
2. Falling Damage rolls an attacking vs. Fortitude at d20+20. I'm assuming this can auto-crit and auto-miss on a Nat 20 or Nat 1. If this is the case, Falling Damage would be doubled on a crit and not happen at all on a miss, yes? I find this a little hard to envision.
I mean, say Katcuk drops from a height of 60 meters and the GM rolls a Natural 1 on the attack vs. Fortitude. He just...lands on his feet? From a 200-foot drop?
Granted this wouldn't happen all that often; I'm just wondering if I'm missing something in the intent or actual wording of the rules.

[shrug] I think falling damage qualifies as an area attack for the purposes of crits. So no double damage on a nat 20. But I think a Nat 1 should also miss. :twisted: You fell into a tree. Or an awning. Or grabbed onto a passing probe droid. If the falling damage can actually miss you on its initial attack roll and deal no damage - then a nat 1 should be able to do the same.

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