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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue Mar 30, 2010 1:13 am 
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A Watto's Bargain Basement on any of the new poisons and toxins (pg 65) in Galaxy of Intrigue or the toxin detector (pg 67) would be cool.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Thu May 06, 2010 10:12 pm 
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M.U.L.E. Droid (pg 45, Unknown Regions)

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon Aug 02, 2010 9:50 pm 
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I don't have rules for this but I would love to see them
http://www.gravitygear.com/store/product85.html
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quoting the page I linked to...

Speedgliders are not scaled-down, mini-paragliders. Speedgliders are adapted to fly with a low glide ratio, stability and speed. Unlike modern paragliders, the Bobcat will give you an adrenaline-powered ride down a mountain, following the slopes and ridges. This is due to that lower glide ratio and higher trim speed. You'll reach the bottom faster, but with a huge grin on your face.

The Bobcat is the foot-launchable speedglider created by Gin Gliders. The Bobcat is opening new horizons of piloting for expert and careful pilots with a lot of flying experience. The air, the speed, and the fun are joined for a new dimension of flight. The play of trajectory and speed opens new piloting potential, as yet unexplored using modified skydiving canopies. You will be able to fly down the mountain in wider aerological conditions with this simple and solid glider. You will have fun with strong wind ground handling and soaring…


so basically it's a way you can pull a ethan hunt (from mission impossible) blow a hole in the side of sky scraper and jump out or when you need to get down off a mountain or sky-scraper quickly just jump off, and I'm hoping you could come up with rules for it

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Mon Aug 23, 2010 8:51 am 
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Third Post (as I listen to episode 67).

Field Trauma Kit
Before we go further, we need to examine the stripping rules in Scum and Villainy. Specifically, the first sentence.
Quote:
Scum and Villainy, page 38
Stripping must reduce the capacity or utility of the equipment in a significant way.

So, with that guiding light, we have the following undertaking.
1. Medical Kit (600cr, 20kg)
2. Stripping = Remove applicability for Treat Disease, Treat Poison and Treat Radiation uses of the Treat Injury skill. (300cr, plus 1 upgrade slot)
3. Dual Gear Upgrade, Surgical Kit (2,000cr, 10kg, less 1 upgrade slot)
4. Miniaturized (500cr, -15kg, less 1 upgrade slot)

So, what do we end up with? We end up with a surgical kit that counts as a medical kit for the purposes of the Revivify use of the Treat Injury skill and offers a +2 equipment bonus to the First Aid application (page 74 of the Core Rulebook). Yes, it costs 3,100cr. But it only weighs 15 kg, which means that it's only a single small item, rather than two. It means that it only takes half of a ready harness (Scum and Villainy, page 47) and reflects a satchel similar to the medical bag used by Corpsmen in our world today. And, as we started with a medical kit, it possesses 6 slots for medpacs.

On a related note, if you can afford it, consider paying 600cr apiece for miniaturized medpacs. Why? So that you carry 12 of them in a bandolier. And any medics out there, if you don't already have a level in soldier, consider dipping in for the first level, take Armor Proficiency light as your starting feat and armored defense as your talent. Why? So that you can take a Half Vest (Scum and Villainy, page 49) and add a ready harness to it so that you can halve the weight of most of your carried gear. In fact, if you do this, you can fit a straight dual geared Medical/Surgical kit with full functionality on the ready harness and still have half of it's capacity available.

Sorry about the digression, but I hope that you all agree that it was related.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Wed Feb 16, 2011 7:42 pm 
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Can Watto get hold of a few of these Jedi Jumpbikes for me, please?

http://www.sterlinghershey.com/blog/2011/2/16/star-wars-wendesday-jedi-jumpbike.html

They are from the latest Clone Wars arc, with stats courtesy of Sterling Hershey.

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Thu Feb 17, 2011 8:13 am 
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ZRissa wrote:
Can Watto get hold of a few of these Jedi Jumpbikes for me, please?

http://www.sterlinghershey.com/blog/2011/2/16/star-wars-wendesday-jedi-jumpbike.html

They are from the latest Clone Wars arc, with stats courtesy of Sterling Hershey.


Seconded!

This reminds me, Watto needs a sketchy cousin that sells surplus starships and speeders, so you guys can highlight those too.

Or perhaps a Herglic associate...Big Whopper's Bargain Transports...
:mrgreen:

...oh g'dammit, now I have ideas...
:shock:

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Fri Mar 04, 2011 4:31 pm 
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DarthGM wrote:
ZRissa wrote:
Can Watto get hold of a few of these Jedi Jumpbikes for me, please?

http://www.sterlinghershey.com/blog/2011/2/16/star-wars-wendesday-jedi-jumpbike.html

They are from the latest Clone Wars arc, with stats courtesy of Sterling Hershey.


Seconded!

This reminds me, Watto needs a sketchy cousin that sells surplus starships and speeders, so you guys can highlight those too.

Or perhaps a Herglic associate...Big Whopper's Bargain Transports...
:mrgreen:




...oh g'dammit, now I have ideas...
:shock:


love the idea... hop too it. can also discuss mods


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Wed Jun 01, 2011 10:53 pm 
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While spec'ing out a pregens for a new republic special forces team (code named "The Undead" as in "not dead" and "hard to kill")
(see this thread viewtopic.php?f=40&t=8173 for more details)
I also put a little bit of time into choosing weapons for the team members well suited to their abilities and I thought I'd suggest maybe having a gun show for Watto's
here are my entries

for you pacifists, or those of you who want to have a bit more fun with them later, try a bothan stun pistol with an improved energy cell and tech spec'd to increase damage, 4d6+3 stun damage, 100 shots, 20 square range.

for those of you who don't want to get hassled by the "authorities" for carrying a heavy blaster pistol but want all of its advantages, we suggest
a merr sonn 434 death hammer pistol, stripped of the stun setting, miniaturized, with the improved energy cell upgrade, and tech spec'd to increase damage, it's the same size and legally is a blaster pistol (as opposed to a heavy blaster pistol), gets 100 shots per power pack and is not inaccurate (just like a normal blaster pistol), but deals 3d8+3 damage. Alternatively you can have it tech spec'd to add an upgrade slot and then keep the stun setting, in which case the only game mechanical distinctions between it and a regular blaster pistol is it deal 3d8 damage and can't be upgraded. We also suggest getting a quick draw concealed holster (the quick draw template can be found in the KotOR campaign guide).

For those of you who want autofire capability in a small package with a lot of shots per power pack, we suggest
a merr sonn 434 death hammer pistol with the stun setting stripped, rapid recycler and improved energy cell upgrades, tech spec'd to increase damage, it's a medium pistol that deals 3d8+3 damage, has 100 shots, is not inaccurate, and can autofire

For those of you who want a lot of tactical options
theed arms S-5 ascension gun (from the kotor mini's preview on captain panaka), with the improved energy cell upgrade, and tech spec'd to give the dart launcher autofire, the blaster deals 3d8 damage, gets 40 shots per clip, can fire 2 20 square long liquid cables before reloading, and has an autofire capable dart launcher with 10 darts (enough for 1 area attack), the darts do 1d2 damage and are coated with paralytic poison. This is a great way to deal with pesky jedi/sith because you still do half damage on a deflected attack and as long as you deal 1 point of damage you've poisoned him, "but it only does 1d2 points of damage" you say "and what if I roll a 1?" Don't forget to add your one half heroic level, so as long as your heroic level is 2 or higher, you're going to deal the necessary 1 point of damage and more levels will help you get past the DR of elite troopers who dipped into scout for for evasion. And for those of you who are bounty hunters or other armor aficianodos, we suggest either stripping the stun setting or not not adding the improved energy cell, which will let you miniaturize the pistol making it a "small weapon" which can be utilized as integrated equipment in your armor and thus always be ready for use, so you don't have to spend a move action to draw it before autofiring the dart launcher at that Jedi bounty who just sliced your carbine in half with their lightsaber. And you might actually want to keep 2 of these on hand for a second autofire area attack with a dart launcher.

for the guy who focuses on critical hits plus rapid shot
Blaster Carbine Hunting, stripped of stun setting, with hair trigger, improved energy cell, tech spec'd to increase damage (normal damage: 3d8+3, crit base damage: 3d10+3, shots 100, once per encounter when using rapid shot can reroll damage and take the better result, is not autofire capable), and you still want to be able to stun the guy next to you so attach a shock stick (if it's attached to a rifle and you are proficient with rifles you treat it as a simple weapon rather than an advanced melee weapon). And remember folks, Bothans make the best shock sticks.

For someone who wants to burst fire (which means they have wp(heavy weapons)) and is concerned about maxing out their damage
BlasTech DLT-20A longbarrel rifle, tech spec'd to increase damage, improved energy cell (+1 vs disarm attempts, 3d10+3 damage, 60 shots per power pack, accurate weapon) with attached grenade launcher, for bounty hunters we suggest using the electro net, gas grenades, and adhesive (a.k.a. glop) grenades as ammunition for the grenade launcher and perhaps a scope

For someone who wants to burst fire, or autofire a lot but is concerned about running down their power pack but doesn't want to use a generator with a light repeating blaster (because it might be too hard to conceal)
Take a sporting blaster carbine, strip the stun setting, add a rapid recylcer and improved energy cell, tech spec it to increase damage result, a carbine that does 3d8+3 damage, gets 200 shots per clip, can autofire, and if you use it in 2 hands it's not inaccurate. 200 shots means you can burst fire 40 times or area attack autofire 20 times on a single power pack; so if your GM only normally tracks shots depleted due to autofire (say if they consider single shots to not be worth the hassle because of the number of shots per power pack on most blaster weapons), then there's a good chance he/she won't track even that if you use this weapon.
Add a double trigger and a scope and it's also a great weapon for the sniper type of character who anticipates being up close and personal more than they'd like, i.e. a PC (build advice for this latter type of character: dead eye, zero range [from legacy era campaign guide, it stacks with dead eye but not rapid shot or burst fire], debilitating shot, hunter's mark, snapshot [from legacy era campaign guide])

for the person who wants to burst fire or area attack a lot, is ok with using a generator, but wants to be able to shoot single shots without sacrificing their bracing bonus, take a light repeating blaster, tech spec it to give it a single shot mode (note that tech spec'ing it will still let you brace it, but adding a fire selector switch won't)

and I know it's not a gun, but I imagine that they sell knives at gun shows too (at least as bayonets) so...
take a fire knife, tech spec it to add an upgrade slot add the neutronium reinforcement and durasteel bonding upgrades, the effect is DR+10, double weight, +10 hit points, crit on a 19 or 20, deals an extra die of damage (after doubling) on a crit, damage: 2d4, ignores DR of unattended objects, and it's a simple weapon, and of course you can attach a bayonet ring and when it's on your rifle it will do 2d6 instead of 2d4

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Tue Jun 07, 2011 8:34 am 
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Ok, I'm not sure whether this should be in Watto's thread or the d20 docking bay, so it's up to the GM's, the question is about the jetpack on the GTU AV-1C combat armor or GTU AV-1S scout armor on page 48 of scum and villainly

The text on the GTU AV-1C is
Heavy Armor
Originally designed for use by private security forces and paramilitary groups, the GTU-AV-1C combat armor is a fully enclosed suit of armor made of interlocking hard plates that completely cover the wearer's body. The suit is vacuum sealed and incorporates a built in helmet package. Additionally, the armor includes an advanced repulsorlift system that replicates a jet pack (following all the normal rules for the jet pack) but produces not heat, or flames. The AV-1C combat armor is powered armor and has 2 free upgrade slots.

The GTU AV-1S is medium armor with lower defense bonuses, a higher dex cap, a flash light and it's repuslorlift jetpack has a speed of 4 squares instead of 6.

the question is about fuel. Jetpacks normally require it and have 10 charges. before needing to be refueled.

A repuslor pack is powered not fueled. Is it subject to the 10 rounds of flight time rule? How long does that take to recharge (it's powered armor after all). What if you had an internal generator installed in the armor (page 45 of scum and villainy) I think that would mean up to 90 rounds of flight time. Or if you powered it off a power generator (page 139 core book) I think that would be unlimited flight time since it's smaller than a gargantuan vehicle. Could you use a twice miniaturized power generator as integrated equipment and then fly forever? A power generator normally weighs 15 kg which would put it in the small object category (table 2-1 on page 38 of scum and villainy), and the miniaturization upgrade says weight is halved and it's one size smaller (regardless of weight). So if you tech spec'ed a power generator to add an upgrade slot and miniaturized it twice, it would be a diminutive object, which I think could be used as integrated equipment, and then you would have UNLIMITED POWER MUHAHAHAHAHAHA for the repulsor pack. Is there a rule that you can/can't miniaturize an object twice (I couldn't find it)?. If there is such a rule, could you add the storage capacity upgrade to the armor (page 42), and stick a power generator (miniaturized for weight) in the storage and then fly forever?

Could you extract the repulsor pack and use it separately from the armor? How big would it be, and how much would it weigh? Could you put swap out the jet pack of another suit of armor and put the repulsor pack in its place? Are there any restrictions on that, perhaps the repuslor pack from the GTU AV-1C could only go into heavy armor, and the one from the GTU AV-1S could only go into medium or heavy armor. What if you miniaturized the one from the GTU AV-1S could you then put it into a suit of light armor that already had a jetpack that you removed to make space? Or would there be an upgrade slot cost for the repulsor pack that as long as you paid it you could put it into any armor and what would that be?

The goal I'm after is to get (or rather make, because it's rare, and the rules say you can make something for the same cost as buying it) a mandalorian combat suit (KotOR page 201, light armor, 5 upgrade slots, a jet pack, vacuum seals 10 hours), and let it fly forever, and trick/pimp it out in a bunch of other ways. The light armor bit is critical because I don't want to sacrifice the 6 square walking speed. And before you say it's up to my GM, this is an exercise in rules legal optimiziation not creating a character I intend to play (though I might some day)

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Fri Jun 10, 2011 3:02 pm 
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Question about gas grenades, wanted to make sure I'm doing them right. (RECG)

So are they essentially stun grenades on steroids? They release a gas that targets Fort defense. It moves affected targets -2 steps down the CT on a hit, and -1 on a miss. It also does 4d6 stun damage, just like a stun grenade. And it affects an area of twice the size. It costs the same too, the only difference is that it is military grade instead of restricted. If the attack succeeds and the stun damage beats the targets threshold, that's -4 steps down the track from one attack (and just from the weapon itself, no character investment required). If the character has some talent that does condition track damage (Hunter's Mark, Dastardly Strike, Set for Stun, ect), instant knockout in a 4 square burst, which is pretty big.

So some questions:

These seem way overpowered to me. Do you think the extra stun damage was intentional, or is that a typo? Would it make sense to simply drop the stun damage?

Also, if you re going to keep both affects, which do you apply first? Resolving the attack against Fort first is probably more beneficial to the attacker (since it's usually easier to hit a defense with an attack than beat damage threshold), and also attacks against defenses are usually resolved before damage. But if there is a stun explosion, realistically it would make more sense for people to be hit by that before the gas comes out.

Also, I know the gas attacks Fortitude defense. But does it also have to hit the target's reflex defense as well? That is how most area attacks work.


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Fri Jun 10, 2011 11:33 pm 
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Big_Dumb_Gamorrean wrote:
Question about gas grenades, wanted to make sure I'm doing them right. (RECG)

So are they essentially stun grenades on steroids? They release a gas that targets Fort defense. It moves affected targets -2 steps down the CT on a hit, and -1 on a miss. It also does 4d6 stun damage, just like a stun grenade. And it affects an area of twice the size. It costs the same too, the only difference is that it is military grade instead of restricted. If the attack succeeds and the stun damage beats the targets threshold, that's -4 steps down the track from one attack (and just from the weapon itself, no character investment required). If the character has some talent that does condition track damage (Hunter's Mark, Dastardly Strike, Set for Stun, ect), instant knockout in a 4 square burst, which is pretty big.

So some questions:

These seem way overpowered to me. Do you think the extra stun damage was intentional, or is that a typo? Would it make sense to simply drop the stun damage?

Also, if you re going to keep both affects, which do you apply first? Resolving the attack against Fort first is probably more beneficial to the attacker (since it's usually easier to hit a defense with an attack than beat damage threshold), and also attacks against defenses are usually resolved before damage. But if there is a stun explosion, realistically it would make more sense for people to be hit by that before the gas comes out.

Also, I know the gas attacks Fortitude defense. But does it also have to hit the target's reflex defense as well? That is how most area attacks work.


I think this was clarified by the devs, the 4d6 stun damage was excess text lieing around from an earlier version of the grenade, it's just the straight -2 condition track steps from breathing it

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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sat Jun 11, 2011 2:31 pm 
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EliasWindrider wrote:
Big_Dumb_Gamorrean wrote:
Question about gas grenades, wanted to make sure I'm doing them right. (RECG)

So are they essentially stun grenades on steroids? They release a gas that targets Fort defense. It moves affected targets -2 steps down the CT on a hit, and -1 on a miss. It also does 4d6 stun damage, just like a stun grenade. And it affects an area of twice the size. It costs the same too, the only difference is that it is military grade instead of restricted. If the attack succeeds and the stun damage beats the targets threshold, that's -4 steps down the track from one attack (and just from the weapon itself, no character investment required). If the character has some talent that does condition track damage (Hunter's Mark, Dastardly Strike, Set for Stun, ect), instant knockout in a 4 square burst, which is pretty big.

So some questions:

These seem way overpowered to me. Do you think the extra stun damage was intentional, or is that a typo? Would it make sense to simply drop the stun damage?

Also, if you re going to keep both affects, which do you apply first? Resolving the attack against Fort first is probably more beneficial to the attacker (since it's usually easier to hit a defense with an attack than beat damage threshold), and also attacks against defenses are usually resolved before damage. But if there is a stun explosion, realistically it would make more sense for people to be hit by that before the gas comes out.

Also, I know the gas attacks Fortitude defense. But does it also have to hit the target's reflex defense as well? That is how most area attacks work.


I think this was clarified by the devs, the 4d6 stun damage was excess text lieing around from an earlier version of the grenade, it's just the straight -2 condition track steps from breathing it



Ok thanks, that's what I suspected. Do you happen to have a link to that clarification? Not that I don't believe you, I'm just curious. I know RECG never got any official errata.


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sun Jun 12, 2011 8:44 am 
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Big_Dumb_Gamorrean wrote:
EliasWindrider wrote:
Big_Dumb_Gamorrean wrote:
Question about gas grenades, wanted to make sure I'm doing them right. (RECG)

So are they essentially stun grenades on steroids? They release a gas that targets Fort defense. It moves affected targets -2 steps down the CT on a hit, and -1 on a miss. It also does 4d6 stun damage, just like a stun grenade. And it affects an area of twice the size. It costs the same too, the only difference is that it is military grade instead of restricted. If the attack succeeds and the stun damage beats the targets threshold, that's -4 steps down the track from one attack (and just from the weapon itself, no character investment required). If the character has some talent that does condition track damage (Hunter's Mark, Dastardly Strike, Set for Stun, ect), instant knockout in a 4 square burst, which is pretty big.

So some questions:

These seem way overpowered to me. Do you think the extra stun damage was intentional, or is that a typo? Would it make sense to simply drop the stun damage?

Also, if you re going to keep both affects, which do you apply first? Resolving the attack against Fort first is probably more beneficial to the attacker (since it's usually easier to hit a defense with an attack than beat damage threshold), and also attacks against defenses are usually resolved before damage. But if there is a stun explosion, realistically it would make more sense for people to be hit by that before the gas comes out.

Also, I know the gas attacks Fortitude defense. But does it also have to hit the target's reflex defense as well? That is how most area attacks work.


I think this was clarified by the devs, the 4d6 stun damage was excess text lieing around from an earlier version of the grenade, it's just the straight -2 condition track steps from breathing it



Ok thanks, that's what I suspected. Do you happen to have a link to that clarification? Not that I don't believe you, I'm just curious. I know RECG never got any official errata.



I think rodney said during episode 78 of the order 66 podcast

you can also look here
http://community.wizards.com/wiki/SWRPG ... _Equipment
they turned raving dork's faq thread into a wiki over at the wizards boards

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"One should not seek to control the force for it is an ally not a slave, rather one should seek the aid of the force in controlling one's own self." --Elias Windrider quoting his father


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Sun Jun 12, 2011 8:45 am 
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Big_Dumb_Gamorrean wrote:
EliasWindrider wrote:
Big_Dumb_Gamorrean wrote:
Question about gas grenades, wanted to make sure I'm doing them right. (RECG)

So are they essentially stun grenades on steroids? They release a gas that targets Fort defense. It moves affected targets -2 steps down the CT on a hit, and -1 on a miss. It also does 4d6 stun damage, just like a stun grenade. And it affects an area of twice the size. It costs the same too, the only difference is that it is military grade instead of restricted. If the attack succeeds and the stun damage beats the targets threshold, that's -4 steps down the track from one attack (and just from the weapon itself, no character investment required). If the character has some talent that does condition track damage (Hunter's Mark, Dastardly Strike, Set for Stun, ect), instant knockout in a 4 square burst, which is pretty big.

So some questions:

These seem way overpowered to me. Do you think the extra stun damage was intentional, or is that a typo? Would it make sense to simply drop the stun damage?

Also, if you re going to keep both affects, which do you apply first? Resolving the attack against Fort first is probably more beneficial to the attacker (since it's usually easier to hit a defense with an attack than beat damage threshold), and also attacks against defenses are usually resolved before damage. But if there is a stun explosion, realistically it would make more sense for people to be hit by that before the gas comes out.

Also, I know the gas attacks Fortitude defense. But does it also have to hit the target's reflex defense as well? That is how most area attacks work.


I think this was clarified by the devs, the 4d6 stun damage was excess text lieing around from an earlier version of the grenade, it's just the straight -2 condition track steps from breathing it



Ok thanks, that's what I suspected. Do you happen to have a link to that clarification? Not that I don't believe you, I'm just curious. I know RECG never got any official errata.



I think rodney said during episode 78 of the order 66 podcast

you can also look here
http://community.wizards.com/wiki/SWRPG ... _Equipment
they turned raving dork's faq thread into a wiki over at the wizards boards

_________________
"One should not seek to control the force for it is an ally not a slave, rather one should seek the aid of the force in controlling one's own self." --Elias Windrider quoting his father


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 Post subject: Re: Watto's Bargain Basement
 Post Posted: Fri Aug 12, 2011 9:43 pm 
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Two things I'd like to see discussed in Watto's:

The riot shield (Threats of the Galaxy pg 61...?)

Animal mounts from Unknown Regions.

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Board index » d20 Radio Podcasts » Tabletop RPG Podcasts » Order 66 Podcast - SAGA EDITION


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