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 Post Posted: Tue Apr 08, 2008 1:41 pm 
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SDoerscher wrote:
RPGA!

Could you elaborate on what exactly it is? I'm wondering what benefits are there to being a member, how would someone sign up if interested, and what it means to play in RPGA games.

There was alot of talk about it toward the end of the show, and with Rodney saying, "reporting it (playing the DoD games) would help alot."

Don't know that TK may necessarily be able to help with it, but thought I'd throw it out there.

Well, d20 Docking Bay is for rules/gaming issues about SWSE - and the RPGA is something completely different, so I'll elaborate for you here, instead. :wink:

The Role Playing Gamers Association (RPGA) is Wizards of the Coast's officially supported gaming association that houses "official" play in various games and settings. The RPGA used to run a "Living Force" setting for the prior edition of Star Wars that was a lot of fun, and they currently run D&D settings for Greyhawk and Eberron. These settings are literally global in scope, so in tournament play or in certain types of games, you're actually playing a part in a story that is literally epic it's scope, with your parties decisions potentially affecting the outcome of an entire rebellion or political movement being taken part in by thousands of other PC's.

In a smaller sense, when you register for RPGA membership, you can play registered modules (one-shot adventures) and earn "points" for yourself and your GM. These points advance your rankings as well as garner you occasional goodies from WotC - most of which bolster your character options in RPGA play.

After SWSE came out (thanks to Rodney banging his shoe on the podium, apparently, :wink: ), a new series of reportable RPGA modules began to be released: the Dawn of Defiance series. You can find it here: http://www.wizards.com/default.asp?x=st ... odcampaign

More general info on the RPGA can be found here: http://www.wizards.com/default.asp?x=rpga

To join, you need to simply find an RPGA event or game (many FLGS host local chapters), and communicate with them - show up, play your first session, and get your membership card from the GM. He'll register you, and at that point, you can join any RPGA game you qualify for (ie: you have an RPGA character that meets the requirements for that module).

For folks looking for "official" play - it doesn't get more so than RPGA play. Hope that helps, somewhat, but the website will provide you with so much more information. :D

I'm an RPGA member myself, and have played in many D&D games (Living Greyhawk, mostly), and am rabidly enjoying Dawn of Defiance for SWSE right now.


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 Post Posted: Tue Apr 08, 2008 2:14 pm 
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GM Chris wrote:
Well, folks. The d20 docking bay... she's woefully empty as of right now. :(

The plethora of emails and forum posts for suggestions on d20 Docking Bay topics has dried up - and we've got to get it sopping wet again! :D

So, come on! What issues are you having? What rules need clarification? What stymies you on occassion during your games? Post it up here, and let us know!


Peace, Love, and Good Gaming.

The Harm's Way talent would be one suggestion, as there's been many a debate on how exactly it works. In short, if you use the talent to guard an ally, does the attack roll go against your Reflex Defense or the ally's?

I know that technically it got clarified in Dawn of Defiance 3 to suggest your Reflex Def, but there may be a good chance that not everybody has seen it. especially those folks that may not have any interest in Dawn of Defiance for whatever reason.

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 Post Posted: Tue Apr 08, 2008 2:44 pm 
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A couple things I'm curious about... and some of them might be right for the Docking Bay.
-The GMs Chris and Daves opinions on how to award players, with credits, equipment, ect. as the rules are knida vague.
-Putting Special ablilities on Creatures and NPC Aliens that havn't been converted to Saga... this may be answered in the "Threats of the Galaxy" that Rodney previewed...
-Applications for the Demolitionist Talant from the Soliders Commando Talent Tree. (pg 52) As the two example set charges only have a 5 ft damage radius.
Thanks again for your hard work and the Podcast!


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 Post Posted: Tue Apr 08, 2008 10:07 pm 
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Weapon sizes & die damage?

As far as I know, there is nothing in the book that divulges the complete scale of weapon sizes and damage die. What are the chances that SWSE will adopt the latest D&D scale, I wonder. I'm not sure how much knowledge TK-421 will have on the subject, but big weapons should certainly peak his interest.

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 Post subject:
 Post Posted: Wed Apr 09, 2008 5:45 pm 
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To further what Lord Ironballs was saying, it's not just the size and weapon damage, but the size of the characters. Say for instance you had a large character who wanted to wield a large vibro-ax, for a medium character, they must wield a vibro-ax in two hands and it does 2d10 damage. Does that mean if you have a large sized character wanting to wield a large sized vibro-ax, what damage die go up or how would you work it.

I know this opens up a whole other can of worms if we brought lightsabers up, but it is interesting that they didn't include a table or something in the book. It could possibly be because there are no large characters races listed in the core book.


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 Post subject: A CHALLENGE to the kings of d20 Radio!
 Post Posted: Thu Apr 10, 2008 3:55 pm 
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I posted the following in its own thread before I even knew what the docking bay was, so here it is:

I am very happy that you guys are spreading the knowledge of Saga rules to the masses, but I am so far unimpressed with the questions you have answered. This is due in large part to the fact that they are all questions that I have already been able to answer for the masses.

(It seems we are doing the same thing, only through different mediums--I use forums, you use podcasts.)

So I challenge you all. Try and answer the following questions which have stumped myself and others (and have largely been ignored by the game developers). Should you succeed in getting (preferably official) answers for at least ten of them, I shall acknowledge you as the superior rules lawyers of the net.

READY! GO!

1) How do you handle things like Elusive Target and firing into melee when you are using autofire and area attacks? Do you take the appropriate penalties?

2) When a person with the martial arts feats and the Crush feat gets someone in a grapple, do they deal their improved unarmed damage?

What about the Sneak Attack talent? Does the "crusher" get his sneak attack damage to his unarmed attack since the "crushee" is considered flat-footed?

3) Can you stun multiple targets with an autofire attack?

4) What exactly qualifies an "unpalatable suggestion" as referred to in Mind Trick? If a squad of stormtroopers is shooting at you, can you mind trick the leader into thinking you are an ally? would his squad question him? Will it work against enemies who are active against you?

5) Do the system components a droid begins play with count against its carrying capacity?

The rules seem to indicate that all components weight the droid down, but the existing droid stat blocks have several droids that should be encumbered if that were the case, but they don't have any penalties to show for it.

Does this mean that default components don't weigh against the droid, but system components added after its creation will?

Also, if I buy a group of B1 battle droids (or any other droid for that matter), can I get them without their guns in order to save money? Does getting them without their carbines effect the license in any way? Do their guns come with ammo upon purchase? Heck, do the droids even come with the carbines or is that only shown in the stat block of what they are typically fitted with (and are actually supposed to be a separate purchase altogether)?

6) Currently there are almost no rules for mounted combat whatsoever. We only have the little bit under the Ride skill to go off of. How do you fight with a mount exactly?

Does your mount's movement count against you for the turn? Can I, for example, have the mount take the run action (a full round action for the mount) while I reload my gun (a move action), switch it to stun (swift action), and then shoot at the target pursuing me (a standard action)?

What happens if my mount charges? Do I suffer the penalties? Do I get the bonuses?

Can I attack in the same turn that my mount attacks? Do I need to make a Ride check to do so?

How do you handle the grappling/tripping rules while mounted?

This seems like a huge gap in the rules as we clearly see tons of mounted combat examples in the movies (Obi vs Grievous, Luke and his tauntaun vs the Wampa, the Kaminoan patrols on their Aiwhas, or the Mustafaren workers on their lava fleas) and other cannon (Yoda on his kybuck vs confederate droids or the Dathomiri witches on their rancors).

Also, is using the mount as cover a reaction made against an attack? The text doesn't specifically say so.

7) When reprogramming new talents into a droid, do they have to be a member of the class that has the talent first? Or can I have a 1st-level Droid Soldier with bounty hunter talents?

Are there any other possible limitations that droid reprogramming has that we should know about? It looks as though it may break the game as written.

8) If I make an area attack on a droideka, or a starship scale area attack on an enemy ship, what happens if I miss?

EXAMPLE 1A: I roll 30 damage against the droideka with my grenade. The damage is cut in half because I missed and then negated by the droid's shields. The droid's SR does not change.

OR

EXAMPLE 1B: I roll 30 damage against the droideka with my grenade. The shields reduce the damage to 10, which is then cut in half because I missed. The SR drops 5 points and the droid takes 5 damage.


EXAMPLE 2A: I roll 30 damage against the X-Wing with my starship scale area attack. The damage is cut in half because I missed and then negated by the ship's shields. The ship's SR goes down by 5 points and the ship takes no damage.

OR

EXAMPLE 2B: I roll 30 damage against the X-Wing with my starship scale area attack. The shields reduce the damage to 15, which is then cut in half (down to 7) because I missed. The SR drops 5 points and the enemy ship takes 7 damage (which is negated by DR).

In Short: Which goes first? The reduction in damage on account of the miss? Or the shield reduction?

Also, if I roll a natural 1 on my area effect attack roll, do I deal half damage (if I still beat Defense 10), or do I deal no damage since I "automatically missed?"

9) What player in his right mind would make a starfighter with the LIGHT FIGHTER template when he can just use the INTERCEPTOR template, remove the 6-square speed sublight engines, replace them with 5-square speed sublight engines, resulting in a ship that is equal or better in every single way and is cheaper to boot?

10) There are no rules text for Gungan energy balls!

Are they thrown weapons or simple weapons for purposes of range? Do you add your strength modifier to damage with them? Can you load them into the grenade launcher? Do they only effect droids? How long does it take to pull them out to throw? How long does it take to load them into the atlatl and cesta?

11) Could you please clarify how Focused Fire (from Starships fo the Galaxy) is supposed to work?

When it says a single system fires, does it mean a single weapon? Or a single weapon battery? Does it take the -5 penalty common with autofire attacks? If it fires a battery, does it still get the bonus to attacks or damage as batteries typically do?

12) How long to energy cells last? Do things like a holo-recorder or glowrod need them? Presumably, these have differing operating times with one energy cell.

Especially with Melee Weapons - ranged weapons have this stipulation on usage, so therefore why not melee weapons ... ?

13) Does Point Blank Shot apply to area effect weapons such as flamethrowers and grenades?

14) Are we really to believe that an unlit lightsaber is a Medium weapon for the purposes of concealing it with the Stealth skill?

What about other weapons? The size penalties don't seem to make sense in most of their cases either. Should we be using a different scale than that on the weapon's chart to determine the penalties, such as the sizes presented to us in the falling object chart in the gamemastering chapter?

I refuse to believe that my blaster pistol is the same size as an ewok.

15) Can I use the lightsaber form talents with other weapons? Unlike other feats and talents, a great many of the forms don't specifically say you need a lightsaber to use them.

For example, could I use Djem So to attack someone with my vibroblade or blaster pistol?

Could I reroll all of my pistol attacks with Juyo?

Can I use Sokan even if I am not wielding a lightsaber at all (such as if I had been disarmed)?

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 Post subject: Docking Bay
 Post Posted: Fri Apr 11, 2008 12:03 pm 
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Whaddya mean empty? No bites on what I sent in my E-mail?

In the Docking Bay: The Dual Weilder, how to make it and how to break it. Is it Nerf or Enuf.

Hope ya like the slew of recent bumpers too and thx for the Yoda nod for 12.
:shock: fanboy moment :oops: Got to share the air with Rodney!

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 Post subject:
 Post Posted: Fri Apr 11, 2008 12:11 pm 
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LOL... we loved the bumpers. Thank you! And the dual wielder will most certainly come up in the next week or two for a d20 Docking Bay (though not this week... I think... I need to check the show note outlines...). But yeah. We just like having several things in the pipe. :D


Peace, Love, and Good Gaming.

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 Post subject: Re: A CHALLENGE to the kings of d20 Radio!
 Post Posted: Mon Apr 14, 2008 3:54 pm 
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RavingDork wrote:
So I challenge you all. Try and answer the following questions which have stumped myself and others (and have largely been ignored by the game developers).

I'll take a whack at these. Mind you the answers are based both upon the rules as written where possible but also my 25+ years RPG experience as both player and GM, the latter especially in dealing with rules lawyers that enjoy twisting the wording of things to their benefit.

Although after reading, it could be they've been overlooked as the devs may feel they have more important things to answer/address/work on than some of the hair-splitting a few of these questions. That and Rodney largely admitted that neither he nor Gary have the time to answer every single rules question that crops up.

That or they just assume common sense will let one arrive at the correct answer, which sadly these days is so rare it might as well qualify as a super power :roll:

1) How do you handle things like Elusive Target and firing into melee when you are using autofire and area attacks? Do you take the appropriate penalties?
Answer: I’d say no, as the intent of the talent would indicate that you are specifically trying to hit only the person with Elusive Target. Grenades and autofire weapons don’t discriminate between friend and foe ;)

2) When a person with the martial arts feats and the Crush feat gets someone in a grapple, do they deal their improved unarmed damage? What about the Sneak Attack talent? Does the "crusher" get his sneak attack damage to his unarmed attack since the "crushee" is considered flat-footed?
Answer: Don’t see why not. Part of martial arts isn’t just hitting harder, but also knowing where to hit. And as the feat says “unarmed damage” and the Martial Arts talents boost your “unarmed damage,” that seems like a no-brainer. Sneak Attack applies when your target is flat-footed, so if you’ve got them Pinned, then enjoy the bonus damage, as you've got the poor sap right where you want them.

3) Can you stun multiple targets with an autofire attack?
Answer: That assumes you can use autofire and stun from the same weapon at the same time, which I don’t think is possible, given they are two distinct modes of firing the weapon in question. It’d be like firing a buckshot round and a gel round from the same barrel of a single-barrel shotgun with one trigger pull.

4) What exactly qualifies an "unpalatable suggestion" as referred to in Mind Trick? If a squad of stormtroopers is shooting at you, can you mind trick the leader into thinking you are an ally? Would his squad question him? Will it work against enemies who are active against you?
Answer: That’s almost pure GM decision territory, and probably should be handled on a case-by-case basis rather than making any kind of blanket decision. Remember, it doesn’t matter how clever you as the GM think you are, you’re players will always find a way to surprise you.

5) Do the system components a droid begins play with count against its carrying capacity? The rules seem to indicate that all components weight the droid down, but the existing droid stat blocks have several droids that should be encumbered if that were the case, but they don't have any penalties to show for it. Does this mean that default components don't weigh against the droid, but system components added after its creation will?
Answer: My take would be anything bought at character creation using the custom droid rules would be labeled as part of your “default components” and not be counted against your encumbrance. Stuff added afterwards, or added to a stock droid model, would be counted against your encumbrance, as those are “after market” parts, much the same that adding enhanced widgets to your starship takes up X number of emplacement points.

Also, if I buy a group of B1 battle droids (or any other droid for that matter), can I get them without their guns in order to save money? Does getting them without their carbines effect the license in any way? Do their guns come with ammo upon purchase? Heck, do the droids even come with the carbines or is that only shown in the stat block of what they are typically fitted with (and are actually supposed to be a separate purchase altogether)?
Answer: Given these are purpose-built as combat droids, the blaster carbines come with the droid, and trying to buy them without could fall under the heading of “special order,” which means there may not be much of a discount on the price tag. And again, these are combat droids, so the legality wouldn’t change regardless of whether they have the stock blaster carbine or not.

6) Currently there are almost no rules for mounted combat whatsoever. We only have the little bit under the Ride skill to go off of. How do you fight with a mount exactly?
Flippant Answer: Read the Ride skill :p
Serious Answer: Beyond what’s in the Ride skill, there’s not much else. Unless your mount had combat abilities, I’d just treat it as a vehicle, maybe providing a favorable circumstance bonus to attack rolls if you’re fighting somebody that’s on foot. Most of what the mounted combat type feats from the RCR covered looks to have been rolled into the Ride skill. Also, considering how infrequently non-vehicle mounted combat comes up (only once in all six movies, and even then only briefly as part of a chase sequence), it may be something that will get fleshed out more in a later book, much as it was for the RCR (which also had little beyond the Ride skill).

Does your mount's movement count against you for the turn? Can I, for example, have the mount take the run action (a full round action for the mount) while I reload my gun (a move action), switch it to stun (swift action), and then shoot at the target pursuing me (a standard action)?
Answer: Unless your mount is sentient in its own right, I’d say no, as you’d have to spend your move action to guide it to where you want to go. You’d still have the swift and attack action if your mount only took a single move action. Having spoken at some length with professional horse jockeys (a friend of mine owns a ranch for raising race horses), you’d need to devote your full attention to guiding your mount when it’s going at a full gallop, so if the mount’s using a full-round action to run, you’d need to spend a full-round action to guide it.

What happens if my mount charges? Do I suffer the penalties? Do I get the bonuses?
Answer: Yep on both. You're still barreling forward, and as part of your attention is directed to guiding your mount, that's attention you aren't spending on defense.

Can I attack in the same turn that my mount attacks? Do I need to make a Ride check to do so?
Answer: Nothing in the rules about, but I’d call for a swift action on your part to make a DC 20 Ride check for both you and the mount to attack. And that assumes a mount that’s trained for combat, which not all of them will be. Maybe this is something we’ll see fleshed out more in Threats of the Galaxy?

How do you handle the grappling/tripping rules while mounted?
Answer: Pretty much same as standard rules, as there’s nothing to suggest otherwise.

This seems like a huge gap in the rules as we clearly see tons of mounted combat examples in the movies (Obi vs Grievous, Luke and his tauntaun vs the Wampa, the Kaminoan patrols on their Aiwhas, or the Mustafaren workers on their lava fleas) and other cannon (Yoda on his kybuck vs confederate droids or the Dathomiri witches on their rancors).
Answer: Not so much a huge gap, as the only actual combats that took place amidst the examples you listed were Obi vs. Grievous (part of a chase sequence) and Yoda on his kybuck (which he used primarily as a means of transport to get to the action a lot faster than his stubby little legs could carry him). And given limited room to work with in the book, mounted combat easily falls into the “cover it in a future release” category, much like various starship designs and NPC builds got pushed into their own sourcebooks.

Also, is using the mount as cover a reaction made against an attack? The text doesn't specifically say so.
Answer: Despite the “react instantly” part, the fact that is says you can’t attack suggests it’s a standard action, especially as it doesn’t say you can do that in response to a specific action, which is what a reaction typically is.

7) When reprogramming new talents into a droid, do they have to be a member of the class that has the talent first? Or can I have a 1st-level Droid Soldier with bounty hunter talents?
Answer: Nope, as in order to get those talents, you’d need the unlisted pre-req of having one or more levels of the Bounty Hunter PrC. Same holds true for any other talent; if you don’t have levels in a class that provides said talent, you don’t qualify for it.

Are there any other possible limitations that droid reprogramming has that we should know about? It looks as though it may break the game as written.
Answer: Like I said regarding re-programming, unless you have the necessary class levels to qualify for a talent, you don’t get it, same with feats. Skills don’t have that restriction, although it is spelled out that a “factory pre-set” skill can’t be changed; maybe the Probe Droid had an unassigned skill that it then got re-programmed to Use Computer ;)

8 ) If I make an area attack on a droideka, or a starship scale area attack on an enemy ship, what happens if I miss?
Answer: A both times. Going from most d20 games, any modifiers to the damage total are applied before it gets applied to damage reduction (which is effectively what shields are in this game).

Also, if I roll a natural 1 on my area effect attack roll, do I deal half damage (if I still beat Defense 10), or do I deal no damage since I "automatically missed?"
Answer: No damage, since a 1 is an “auto miss” and you have to hit at least Defense 10 in order, which since it was an “auto miss,” you didn’t, as you didn’t hit anything.

9) What player in his right mind would make a starfighter with the LIGHT FIGHTER template when he can just use the INTERCEPTOR template, remove the 6-square speed sublight engines, replace them with 5-square speed sublight engines, resulting in a ship that is equal or better in every single way and is cheaper to boot?
Answer: Player, probably none. But remember that section isn’t just for players, it’s also for the GM. And if a GM needs a quick junk fighter to throw at his players but doesn’t want to use an established design, then the Light Fighter template is right up his ally.

10) There are no rules text for Gungan energy balls! Are they thrown weapons or simple weapons for purposes of range? Do you add your strength modifier to damage with them? Can you load them into the grenade launcher? Do they only effect droids? How long does it take to pull them out to throw? How long does it take to load them into the atlatl and cesta?
Answer: Yes there are, on page 127 to be precise. Footnote 3 spells out exactly how energy balls are treated for range depending on how they are being hurled. And since it’s typically a muscle-powered throwing weapon, I’d say yes you add your Strength modifier, but probably not a smart idea to “hot-load” them into a grenade launcher, as they seem rather fragile, not to mention they aren’t specifically labeled as grenades. If a player wants to try it, let them, but if they roll a 1… well, scratch one grenade launcher.

11) Could you please clarify how Focused Fire (from Starships fo the Galaxy) is supposed to work? When it says a single system fires, does it mean a single weapon? Or a single weapon battery? Does it take the -5 penalty common with autofire attacks? If it fires a battery, does it still get the bonus to attacks or damage as batteries typically do?
Answer: Going by the description, single system, which includes any assisting gunners, but it can’t use any other weapon systems. And since it’s not an autofire attack, there’s no -5 penalty, and I would say it doesn’t get the battery bonus, although that’s based on my reading of “normal damage” being the damage code listed next to the weapon, with the battery stuff being, well frankly being "bonus damage."

12) How long to energy cells last? Do things like a holo-recorder or glowrod need them? Presumably, these have differing operating times with one energy cell. Especially with Melee Weapons - ranged weapons have this stipulation on usage, so therefore why not melee weapons ... ?
Answer: As long as the plot needs them to. Especially for melee weapons, given that anyone but a Jedi going into melee is at a severe disadvantage (the Wookiee only gets nasty if he survives long enough to get into melee) in light of the prevalence of blasters in the galaxy. I’d generally label that under the category of “character upkeep” myself.

13) Does Point Blank Shot apply to area effect weapons such as flamethrowers and grenades?
Answer: Flamethrowers I’d say no as they don’t have range categories so much as a set range. But as grenades do have range categories, sure. Pretty much, if there’s range increments involved, Point Blank Shot would be applicable.

14) Are we really to believe that an unlit lightsaber is a Medium weapon for the purposes of concealing it with the Stealth skill?
Answer: Nope, only when being actively wielded. In fact, going by the text for the concealed holster (SECR pg140), a deactivated single-blade lightsaber would be at least Tiny, as it’s specifically called out as being able to fit in an ankle/boot/wrist holster, which is says that only “Tiny weapons and single-bladed lightsabers can be carried” in them.

What about other weapons? The size penalties don't seem to make sense in most of their cases either. Should we be using a different scale than that on the weapon's chart to determine the penalties, such as the sizes presented to us in the falling object chart in the gamemastering chapter? I refuse to believe that my blaster pistol is the same size as an ewok.
Answer: You’re being too literal, so stop combing the desert. Unlearn what you have learned, you must ;) The size category listed next to the weapon is more a reflection of size you have to be to properly wield the weapon one-handed, as per Weapon Sizes on page 120. If anything, I’d use the chart on pg151 as a guideline for just how big the weapon in question truly is. Going back up to the lightsaber question above, using the “Statistics for Objects” chart, that would but a deactivated single-blade lightsaber at Diminutive and a double-blade probably at Tiny.

15) Can I use the lightsaber form talents with other weapons? Unlike other feats and talents, a great many of the forms don't specifically say you need a lightsaber to use them.
Answer: Maybe I'm just being a smartass, but given that these are LIGHTSABER forms, and the talent tree intro text says “anyone using a lightsaber may use one of these forms,” I’d say that you’d need an activated lightsaber in hand to get the benefits of those talents. To do otherwise is to expose yourself to the cheese side of gaming. And I’m not talking the good, high quality cheese, I’m talking the microwaved Velveeta imitation cheese.

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 Post subject: The Necronomicron Speaks: The Bowcaster
 Post Posted: Tue Apr 15, 2008 6:20 am 
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Let's hear what TK-421, the Podcast GMs and our handy GamerNation have to say about this bundle of Wookiee fun-ness

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Thomas Writes on the Holonet:
Ok so I have an interesting dilemma here, I want to run a game where the main characters have been caught in the middle of an EMP blast while infiltrating an Imperial base. Now everybody else's electronic weapons have been fried, what about the Wookiee's bowcaster? I would assume that since it is technically a rail gun that the magnets inside would be fried and the bowcaster useless. On the other hand, it could still possibly work and only able to fire the actual bolt and not the energy cocoon. Any thoughts on this?


I sent him here
Bowcaster Uses and Abuses
and here
Bowcaster Discussion REDUX
for our previous debates on the matter, but there is certainly no dearth of knowledge lurking about over here too.

(Besides, I declare the Magic Word: Wookiees) to summon a Podcast GM to this subject) :twisted:

There are actually a few ways to use the wookiee bowcaster. The "traditional" bowcaster is loaded with clips of ammo that are stripped individually, combined with the energy sheath and fired by means of magnetic accelleration. The existence of a material "core" to the shot makes for an easier means to maintain the energy sheath in a cohesive unit for the duration of the flight to target. (unlike pure energy blaster bolts which lose cohesiveness explosively at the end of their range). The choice must be made as to what is being done to account for this "saved" energy. You can increase the range of "standard" energy used in a blaster rifle shot for the same damage. You can pack more energy (damage) in the standard range since less is expended on cohesiveness factors. You can increase the duration of the weapon charge allowing more shots per blaster pack.

In addition to the clips of either standard or explosive bolts, the bowcaster can be loaded manually in the manner of a true crossbow in the event of energy drain or need for stealth etc... It is unclear if this is permitted with the standard (apparently quite small) bolts contained in the ammo clips or true crossbow sized bolts, or both. And yes, the wookiees can go "Duke boys" and fire the explosive bolts in low tech mode as well (with degraded performance). Note that the explosive bolts are not like a grenade launcher, they are basically a threat to the target square only (1m radius, 2m total area of effect). Good for blowing chunks out of things, not laying waste to enemy masses. Remember the ecosystem they developed these weapons for, there are things in the lower lavels of Kashhyyk that like to eat wookiees. Adult, armed wookiees. In groups.

One might even allow that in addition to the shift to the low tech end (sans energy) one could also fire the bowcaster in a pure energy mode (without bolts).

Standard bowcasters are manual cocking devices that require the wookiee's prodigious strength to arm, though this has never been shown on film. Chewbacca's bowcaster is (as of ANH) modified to increase the rate of fire by means of an auto-cock device.

The genius of the wookiee design is the versatility of the weapon to maintain utility in the event of losing any combination of the expected ammunition elements.

Standard Bowcasters are the baseline.
Explosive bolts limit range and increase damage to taget.
Stealth use sacrifices range and damage, ammo dependent on specifics. It may also differentiate between no power at all (pure crossbow) and under power without the blaster energy component (magnacaster mode)
Charged mode is the least efficient energy mode, delivering a powerful punch sacrificing the normal energy utility in a less cohesive wasteful packet of standard unaccompanied blaster plasma

Therefore the Bowcaster needs to reflect a variety of capabilities in the weapon description:
Bowcaster Standard (clip-bolt + energy) (ammo 10)
Bowcaster Explosive (explosive clip-bolt + energy) (ammo 6)
Bowcaster Stealth (clip-bolts, explosive bolts, crossbow bolts) (ammo 10 / 6 / 1)
Bowcaster Charged (energy) (ammo 25)
ROF standard (manual cocking)
ROF increased (auto-cocking)

Even among these options there will be room for variation in the weapon specs. I would postulate performance as follows:

Bowcaster Standard = Blaster Rifle range, 3d10
Bowcaster Explosive = Blaster Carbine range, 3d12 (1m radius)
Bowcaster Stealth (Low) = Crossbow range, (clip bolts 1d6 / quarrels 1d8) / Shortbow range (explosive bolts 3d8)
Bowcaster Stealth (Mag) = Heavy Crossbow range, (clip bolts 1d8 / quarrels 1d10) / Longbow range (explosive bolts 3d8)
Bowcaster Charged = Blaster Pistol range, 3d8

Remember that the Bowcaster in standard use requires a few things to make it work. It requires the solid ammunition (normally strippable clips, but can use real full quarrels in a pinch), it requires the blaster pack energy source, and it requires the blaster gas to create the plasma sheath. (no, it's not all batteries).

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FULONGAMER aka Johannes M. Bowers
http://thelostholocronpodcast.info/
It's not My planet Monkey-boy! / I Waste Him With My Bowcaster!
THIS is my LIGHT-Stick!, The next one of you Furry Tree-Hugger Yub-Yub Primitives EVEN TOUCHES me
...//FZOOOK!//

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 Post subject:
 Post Posted: Tue Apr 15, 2008 6:26 am 
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In the case of the bowcaster and EMP attacks, since it's a gussied-up rail gun, the EMP would still knock it out and make it worthless as anything more than a big club (at least until repaired or even jury-rigged to work).

Anything more than that and I think we're getting into the realm of splitting fine hairs. The bowcaster already has enough mechanica advantages over blaster rifles in SWSE, doing more damage than a heavy rifle (if I remember right, currently AFB), but being accurate as opposed to inaccurate.

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 Post subject:
 Post Posted: Tue Apr 15, 2008 7:36 am 
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[nods gravely in agreement with Donovan's post]

An EMP would fry a bowcaster just like (actually, probably worse than) a blaster. Strictly because of the magnets. They'd lose any and all ferric ability - scientifically speaking. :) But SW doesn't rely too terribly much on science... so... :lol:

Donovan's points are the most important. The bowcaster is already (arguably) the best non-autofire ranged weapons in the game. Period. The prohibitive cost of ammo is the only clincher.

As for firing the bolts out of a "normal" crossbow - ie: with a string - I don't see any reason why the bowcaster bolts would even fit. [shrug] Why would they have nocking notches? And without fletching - their flight would be rather short and innacurate. It's like assuming you can shove gungan energy balls into a grenade launcher.

So... yeah. EMP sucks. Even a lightsaber would konk out. Vibro weapons would become simple swords and axes. And anything else with an electrical component of any kind would become a basic paper-weight. Ewoks FTW!! :P


Peace, Love, and Good Gaming!

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 Post subject:
 Post Posted: Tue Apr 15, 2008 7:48 am 
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GM Chris wrote:
As for firing the bolts out of a "normal" crossbow - ie: with a string - I don't see any reason why the bowcaster bolts would even fit. [shrug]And without fletching - their flight would be rather short and innacurate. It's like assuming you can shove gungan energy balls into a grenade launcher.


You have the point backwards, not bowcaster ammo in a crossbow but the much EU supported "true crossbow" emulation capability of the bowcaster itself, not its ammo.

Besides, the nature of the "strip clip" ammo portion of the actual bowcaster ammo is also not specified, other than to describe them as small bolts. I would deem it utterly reasonable to have those bolts be literal mini-bolts in form, thus nocked for emergency use in a diminished bowcaster; and like flechettes, have stabilizing surfaces, not simply bare rods. This is also supported by the prohibitive cost factor of the actual ammo.

As far as the Bowcaster being "made of win" well, yeah, it is, a bit. But nowhere near such an offender as the ubiquitous Clone Commando uber-gun. It's Exotic, It's expensive to get and maintain, It (should) have a STR requirement, and it's discussed array of optional modes and uses are all diminishments of it's combat capability, reducing ranges and damages and ammo, and damage types. Even the explosive bolts option, might get more damage but gets less shots. It's options increase utility without significantly adding "things".

_________________
FULONGAMER aka Johannes M. Bowers
http://thelostholocronpodcast.info/
It's not My planet Monkey-boy! / I Waste Him With My Bowcaster!
THIS is my LIGHT-Stick!, The next one of you Furry Tree-Hugger Yub-Yub Primitives EVEN TOUCHES me
...//FZOOOK!//

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 Post subject:
 Post Posted: Wed Apr 16, 2008 5:05 pm 
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Adept Negotiator

Do the effects end when you start combat?

It says...

If the target reaches the end of the track, it does not fall unconscious; instead, it can not attack you or your allies for the remainder of the encounter unless you or one of your allies attacks it or one of its allies first.

So does the target go back to -10 if you attack?

I don't get what this is supposed to be doing in game terms. My original thought was that this was supposed to help with social rolls. reduce a will defense so you can make someone friendlier. As a negotiator would do. But as RAW you could do this in combat, which seems pretty powerful.

So in the middle of a shoot out, you would be yelling at your opponent telling him that it's not in his best interest to shoot? That doesn't seem like negotiation to me.

Thoughts on this?


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 Post subject:
 Post Posted: Wed Apr 16, 2008 5:15 pm 
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All right, I have a big one for you!

The ready action! What can you ready against and what you cannot.

For example, you've pointed out that a Jedi could ready an action to Move Light object a gernade from striking them... But what about a missle? (Personally I would have them ready the ever usefull Move object power as the missle would have more momentum attached to counter.)
I've had Jedi Knight II Outcast on the brain lately...

The Jedi Counseling 108 Article has some nifty info that you could pull, like the second question and answer.

The answer said in effect, "If the ready action makes the action readied against impossible, that action is lost."

So TK-421's thoughts on playing rocket tag with opposing Jedi's ready actions... would be great.

PS-If someone allready suggested it, I appologize and use the standard quote "Great Minds Think Alike"...


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