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d20radio.comWhere Gamers Roll |
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barabelsftw
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Post subject: Re: Hidden Rules Posted: Fri Mar 11, 2011 9:38 am |
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| Gamer |
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Joined: Wed Dec 01, 2010 9:38 am Posts: 133
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I thought this was discussed somewhere else and it was determined that held objects were force disarmable, but anything that is carried/worn that isn't tied down or secured (example: when grevious takes obi-wan and anakin's lightsabers) can be moved via move light object.
_________________ "Don't ask questions and we won't have to lie to you" "The true definition of insanity is doing the same thing over and over again expecting different results."
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pukunui
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Post subject: Equipment Size Posted: Fri Mar 25, 2011 5:16 pm |
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| Jedi Knight |
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Joined: Mon Sep 14, 2009 4:59 am Posts: 904 Location: New Zealand
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The rule for determining the size of objects with no predetermined size canbe found on page 38 of Scum & Villainy: "Equipment: Unless otherwise noted, the size of a piece of equipment is determined by its listed weight (see Table 2-1: Equipment Size). If no size or weight is listed, treat it as Diminutive (about the same as a blaster pistol or medpac) for [the] purposes of the upgrade rules."
_________________ Rainbow Dash is proud to be a Kiwi. Are you?
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pukunui
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Post subject: Persuasion on PCs Posted: Fri Apr 01, 2011 2:56 pm |
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| Jedi Knight |
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Joined: Mon Sep 14, 2009 4:59 am Posts: 904 Location: New Zealand
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Here's another hidden rule, discovered due to a very heated debate on the WotC forums about whether or not NPCs should be able to improve a PC's attitude with a Persuasion check:
SECR, pg 250, under "Intriguing Interactions: "Although a GM character can use the Persuasion skill to influence another GM character, the attitudes of the heroes are never influenced by a skill check--the players always decide those."
So the answer is: by RAW, no. An NPC cannot use Persuasion to improve a PC's attitude.
_________________ Rainbow Dash is proud to be a Kiwi. Are you?
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pukunui
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Post subject: Falling Posted: Thu Apr 07, 2011 5:31 pm |
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| Jedi Knight |
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Joined: Mon Sep 14, 2009 4:59 am Posts: 904 Location: New Zealand
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While it's easy enough to figure out "terminal velocity" when falling based on the way falling damage works (1d6 dmg per 3 meters fallen, which maxes out at 20d6, which would be 60 meters), the sidebar on falling doesn't say anything about how far you fall in a round.
One answer can be found in the chapter on vehicles. While you could argue that vehicles, being bigger, should fall faster than people or whatever, I think that because this game is already full of abstractions, it wouldn't be that big of a deal to just use the same figures for all falling things, regardless of mass.
Anyway, so the "hidden rule" here is found on page 169 in the second-to-last paragraph covering a vehicle's Damage Threshold: "If the vehicle was flying in a gravity well at the time it became disabled, it immediately falls 150 meters (100 squares) plus another 300 meters (200 squares) every round until it either hits the surface or is reactivated."
So basically, if your character ever falls, he's going to hit the ground "immediately" as long as the fall is 100 squares or less. If it's more than 100 squares, then it's going to take him more than one round to hit the ground. But! no matter how far he falls in actual distance, when determining falling damage, he only has to worry about the first 60 meters (40 squares), since the damage maxes out at that point.
_________________ Rainbow Dash is proud to be a Kiwi. Are you?
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mysticknight232
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Post subject: Re: Hidden Rules Posted: Thu Apr 14, 2011 3:05 pm |
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| Padawan Learner |
Joined: Fri Dec 03, 2010 10:29 am Posts: 201 Location: Oshkosh, WI
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First, great job on adding the post numbers. Second, I think you should add page numbers as well. I envision this growing quite a bit and page numbers would be easier to find IMO.
Secondly, I'd like to add a hidden rule. Where are the actual rules for lvling up your character in SWSE? I'm an experianced RPGer so I don't have a need for this, but for some reason I was trying to point it out to one of my newer players and I could not find specifically what to do at each lvl. I do know where the rules are for MCing at a different lvl, but beyond that I wasn't sure. My guess is that's it's going to be a compilation of places such as the Character Progression chart that tells you where you gain your character feats and ability score increases, combined with the heroic classes. But it would be nice to know I'm not missing anything.
Thanks!
_________________ Who's the more foolish: The fool, or the fool who follows him?
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pukunui
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Post subject: Re: Hidden Rules Posted: Thu Apr 14, 2011 3:35 pm |
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| Jedi Knight |
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Joined: Mon Sep 14, 2009 4:59 am Posts: 904 Location: New Zealand
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mysticknight232 wrote: First, great job on adding the post numbers. Second, I think you should add page numbers as well. I envision this growing quite a bit and page numbers would be easier to find IMO. Even better would be to add links to the specific posts. Quote: Secondly, I'd like to add a hidden rule. Where are the actual rules for lvling up your character in SWSE? I'm an experianced RPGer so I don't have a need for this, but for some reason I was trying to point it out to one of my newer players and I could not find specifically what to do at each lvl. I do know where the rules are for MCing at a different lvl, but beyond that I wasn't sure. My guess is that's it's going to be a compilation of places such as the Character Progression chart that tells you where you gain your character feats and ability score increases, combined with the heroic classes. But it would be nice to know I'm not missing anything. If you're asking about stuff like how much money and equipment and such to give a character starting at higher level, the answer is: there aren't any rules for that. Everything for leveling up a PC is in the Heroic Classes chapter. There's the "experience and level-dependent benefits" table, and rules on how many hit points and such to give each character at each level. And each class has its own progression, although they're all pretty much the same, at least for the base classes (talent at odd level, class bonus feat at even level).
_________________ Rainbow Dash is proud to be a Kiwi. Are you?
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Controller
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Post subject: Re: Hidden Rules Posted: Thu Apr 14, 2011 3:39 pm |
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| Super Hero in Training |
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Joined: Sun May 16, 2010 12:54 am Posts: 68 Location: Melbourne; Australia
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If someone wants to tell me how to get link to posts on this forum working, I'd be more then happy to do that, since I couldn't work it out before
_________________ Current CampaignStar Wars - A Call to Arms
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pukunui
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Post subject: Re: Hidden Rules Posted: Thu Apr 14, 2011 3:42 pm |
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| Jedi Knight |
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Joined: Mon Sep 14, 2009 4:59 am Posts: 904 Location: New Zealand
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Controller wrote: If someone wants to tell me how to get link to posts on this forum working, I'd be more then happy to do that, since I couldn't work it out before First, to get the link for an individual post, you need to click on the little "paper with the folded corner" icon to the left of where it says "Posted: [date & time]" that's in the upper right corner of a post. Then copy the URL from your web browser. Then you go (url=copied URL)your text(/url) but replace the () with [].
_________________ Rainbow Dash is proud to be a Kiwi. Are you?
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Controller
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Post subject: Re: Hidden Rules Posted: Thu Apr 14, 2011 4:05 pm |
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| Super Hero in Training |
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Joined: Sun May 16, 2010 12:54 am Posts: 68 Location: Melbourne; Australia
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And now I know which is half the battle complete. The other half will be done when i get home from Uni
_________________ Current CampaignStar Wars - A Call to Arms
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Controller
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Post subject: Re: Hidden Rules Posted: Fri Apr 15, 2011 3:23 am |
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| Super Hero in Training |
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Joined: Sun May 16, 2010 12:54 am Posts: 68 Location: Melbourne; Australia
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Ok Index has been updated, and ive added links to the posts in question.
_________________ Current CampaignStar Wars - A Call to Arms
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Timballisto
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Post subject: Re: Hidden Rules Posted: Mon Apr 18, 2011 8:00 am |
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| n00b |
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Joined: Sun Apr 17, 2011 9:07 am Posts: 3
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Are there rules for energy cell consumption for powered melee weapons? The vibro-ax needs two energy cells to operate, but it doesn't say how much energy is used by making an attack with a vibro-ax. My gm usually doesn't monitor stuff like ammo use, but I'm curious.
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Darth Pseudonym
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Post subject: Re: Hidden Rules Posted: Mon Apr 18, 2011 8:18 am |
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| Jedi Master |
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Joined: Mon Feb 23, 2009 11:26 pm Posts: 1529
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Timballisto wrote: Are there rules for energy cell consumption for powered melee weapons? The vibro-ax needs two energy cells to operate, but it doesn't say how much energy is used by making an attack with a vibro-ax. My gm usually doesn't monitor stuff like ammo use, but I'm curious. Melee weapons don't use ammo. The cells are assumed to run long enough that you can replace them between adventures or whatever. The only time it'll really come up is if you get Drain Energy'd by a force user or lose the battery for a story reason (that is to say, GM fiat, like an EMP bomb going off or a house rule that has battery failure as a possible critical miss effect).
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GM Chris
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Post subject: Re: Hidden Rules Posted: Mon Apr 18, 2011 10:22 am |
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Joined: Wed Jan 09, 2008 8:11 am Posts: 3209 Location: The Death Star.
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I'd like to thank and compliment all the devoted players and GMs who are a part of this project. The community (and our forums) really need something like this.  Kudos to you all!
_________________ Peace, Love, and Good Gaming!
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HeartofJuyoMk2
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Post subject: Re: Hidden Rules Posted: Mon Apr 18, 2011 12:24 pm |
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| Sith Warrior |
Joined: Fri Feb 29, 2008 6:16 pm Posts: 546
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pukunui wrote: One answer can be found in the chapter on vehicles. While you could argue that vehicles, being bigger, should fall faster than people or whatever, I think that because this game is already full of abstractions, it wouldn't be that big of a deal to just use the same figures for all falling things, regardless of mass. Actually, this would work without a flaw because in physics we learn that mass really has nothing to do with how fast you fall, only surface area for wind resistance (meaning that a wider object would actually fall slower). In a vacuum with gravity (say an airless chamber), any object will fall at the same velocity with all other things equal.
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ZRissa
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Post subject: Re: Hidden Rules Posted: Tue Apr 19, 2011 2:59 pm |
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| Princess of Alderaan [Lead Moderator] |
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Joined: Sun Apr 13, 2008 12:16 pm Posts: 2616 Location: Arkansas
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Effects of Having 1 or More DSPs on Use of Force Powers with the [Lightside] Descriptor Thanks to RobShantiRobShanti wrote: ... And be sure to re-read page 96 of the Core Rules. Your Dark Side Score does not "keep[] your jedi from using light sde (sic) powers." The rules state that a Force User with a Dark Side Score of 1 or greater cannot use a Force Point to modify a Use the Force check when activating a Force Power with the "Light Side" descriptor.
_________________ Arkansas Regional Captain & proud member of Spice Runners Squadron Kessel Base, The Rebel Legion
"The bad guys hardly ever quote Star Wars." Harry Dresden, Cold Days
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