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2014-03-10, 04:13 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Sorry, I more meant "Combat gloves don't have a damage die, so if you empower them, what happens?"
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2014-03-11, 03:45 AM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
I'm trying to make a buffing build, we start with a 35 point buy and at 7th level. So far I'm thinking about 7 levels of Noble and prestigeing into Officer. The talents I'm looking at Inspire Confidence, Born Leader, Distant Command, and Coordinate to start with, and grabbing Trust, Assault Tactics, Exploit Weakness, Commander's Prerogative, and maybe Tactical Edge with future levels. The question I put to the Playground is, what feats should I take, and do you know if there is a way for my character to give up my entire turn? So far I can give up my standard action and either my swift or move action depending on if I take Tactical Edge. I'd really like to be able to do something with my entire turn, but I'm at a loss for that last action.
See when a tree falls in the forest, and there's no one there to hear it, you can bet we've bought the vinyl.
-Snow White
Avatar by Chd
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2014-03-11, 06:26 AM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Last edited by Waar; 2014-03-11 at 08:37 AM.
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2014-03-11, 08:06 AM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Last edited by The Random NPC; 2014-03-11 at 08:17 AM.
See when a tree falls in the forest, and there's no one there to hear it, you can bet we've bought the vinyl.
-Snow White
Avatar by Chd
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2014-03-11, 08:37 AM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Sorry, the talent I meant was inspire haste (lets an ally make a skill check that normaly requires a standard action in only a move action), not inspire competence (which is also very good).
edit: do note that inspire haste stacks poorly with crime lord, so there is no need to take both.Last edited by Waar; 2014-03-11 at 08:39 AM.
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2014-03-11, 10:34 AM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
My race is Pau'an which grant an addition +1 with morale and insight bonuses, so I took Inspire Competence and Born Leader right off the bat for a total of +4 to attacks and +2 to skill checks. My plan for turns is to use Commander's Prerogative to go first, then to activate Born Leader, Inspire Competence, and Assault Tactics. Subsequent turns will consist of using Trust and Assault Tactics every turn until everything around us is dead. What I would like to to either find a method of using my Swift action to buff my allies or to find a Move action to buff my allies and grabbing Tactical Edge to make Assault Tactics a Swift action. Currently I'm debating using Crime Lord to grant 1 ally 2 Standard actions or sticking with my current plan to grant 1 ally a Standard action and all my allies +1d6 damage.
See when a tree falls in the forest, and there's no one there to hear it, you can bet we've bought the vinyl.
-Snow White
Avatar by Chd
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2014-03-12, 11:24 AM (ISO 8601)
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- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Them pau'ans look quite strong, while this is less importatnt for a group buffing build, it is worth to consider what level of power the rest of the players are at.
What I would like to to either find a method of using my Swift action to buff my allies or to find a Move action to buff my allies and grabbing Tactical Edge to make Assault Tactics a Swift action. Currently I'm debating using Crime Lord to grant 1 ally 2 Standard actions or sticking with my current plan to grant 1 ally a Standard action and all my allies +1d6 damage.
is an option
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2014-03-12, 01:14 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Crime Lord talent, Impel Ally I:
It says you can spend a swift action to grant one ally the ability to move their normal speed. They have to do so immediately. You may do this up to 3 times on your turn, one swift action each time.
Some questions that came up at our table:
- Does the crime lord need LOS with the ally? Able to communicate with the ally? Neither is mentioned, or errata'd.
- Can the crime lord let the same ally move 3 times in a row?
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2014-03-12, 02:39 PM (ISO 8601)
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- May 2013
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2014-03-12, 02:51 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Not to worry, I always let my group know what I'm playing and what they're capable of, so there's no surprises.
Most of my group is planning on using the force is some way, so I think that'll be the best option.
I've been looking at Crime Lord, but I think I'm going to stick with Officer. So my build is now 15 Noble and 5 Officer.See when a tree falls in the forest, and there's no one there to hear it, you can bet we've bought the vinyl.
-Snow White
Avatar by Chd
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2014-03-12, 03:53 PM (ISO 8601)
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- Feb 2013
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2014-03-12, 05:44 PM (ISO 8601)
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- Nov 2013
Re: SW Saga Edition Thread 2: The Sith Lords
If you roll a natural 20, can the attack still be deflected?
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2014-03-12, 06:20 PM (ISO 8601)
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- Dec 2007
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- UTC -6
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2014-03-12, 07:19 PM (ISO 8601)
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- Jul 2009
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2014-03-12, 08:43 PM (ISO 8601)
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- Nov 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Could a mastercraft helmet package be added to armor that doesn't come with a helmet package? Even if the armor itself already has a superior tech upgrade?
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2014-03-12, 11:50 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Under a rock
Re: SW Saga Edition Thread 2: The Sith Lords
1) There wouldn't be much point in listing a price to add it to a set of armor if it couldn't be added to a set that didn't already have one.
2) Helmet packages (and other "equipment-style" mods, mostly presented in Scum & Villainy) are a completely separate game subsystem from the Tech Specialist/Superior Tech modifications._______________________________________________
"When Boba Fett told Darth Vader, "As you wish," what he meant was, "I love you.""
Phil the Piratical Platypus avatar by Serpentine
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2014-03-13, 03:18 AM (ISO 8601)
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- May 2013
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2014-03-13, 10:17 AM (ISO 8601)
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- May 2008
- Location
- Under a rock
Re: SW Saga Edition Thread 2: The Sith Lords
Why not? You'd use Tech Spec to make the helmet package a superior device, then install it in a Sup Tech-upgraded suit. I don't see how that differs from using TS to upgrade the guns of a vehicle which has also gotten a TS upgrade for the vehicle as a whole, and AFAIK that's entirely kosher.
ETA: AFAICT, the reason you normally wouldn't apply TS upgrades to equipment mods is that they're only eligible for Device Traits - so most of the time it's just not very useful to do so.Last edited by Philistine; 2014-03-13 at 11:23 AM.
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"When Boba Fett told Darth Vader, "As you wish," what he meant was, "I love you.""
Phil the Piratical Platypus avatar by Serpentine
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2014-03-13, 03:58 PM (ISO 8601)
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- Feb 2013
Re: SW Saga Edition Thread 2: The Sith Lords
How much XP would you award for this encounter?
The PCs will be attacked by pirates in a CL8 ship who will attempt to board. There will also be a one-man CL7 ship hanging around as backup. The four pirate crewmen are CL5 and their leader is CL7. The PCs' ship is CL6 when statted with normal crew. I'm hoping they will be boarded so I can run the encounter at starship scale and character scale simultaneously.
I count 5,400 XP for a hand-to-hand fight alone, but I'm not sure what to do about the ships. Awarding full XP for the ships as well feels like double-counting, but then of course the PCs should get more XP than they would for shipless opponents.
The Vehicle Difficulty Modifier system in this link would have me apply -3 to the CL of each opponent, but this feels wrong for a hand-to-hand fight since the PCs won't have the benefit of ships' guns once boarded.
Perhaps the answer is to treat the ships as CL5 and CL4 respectively, but the pirates as normal, meaning the total is 7,200 XP. But then I'm left with the problem of what to do if they aren't boarded, which will depend heavily on the pirates' tractor beam attack rolls...
What do people think?
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2014-03-13, 04:17 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Honestly? Give whatever amount of XP you think is right.
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2014-03-13, 04:49 PM (ISO 8601)
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- Feb 2013
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2014-03-13, 06:24 PM (ISO 8601)
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- Dec 2007
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- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
Here's the perfect way to determine XP gain for Saga:
Are you the GM, and do you feel like the PCs should go up a level? If so, then they got enough XP to go up a level!
Lets you take the campaign at your pace. XP budgets are still useful in this system, but only for estimating a decent challenge against the PCs, rather than planning out how many encounters you can fit in before they level up.
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2014-03-13, 08:22 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Mando wrote it out more nicely than I did. Basically, don't worry about calculating exact totals. Just tell the players to level when you think they should. As long as you're steady and reasonable about it no one will care a bit.
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2014-03-14, 03:18 AM (ISO 8601)
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- May 2013
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2014-03-14, 09:23 PM (ISO 8601)
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- Apr 2005
- Location
- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
Hell, even in D&D 3.5 I think numerical XP is too much of a hassle, and it actually has purposes other than leveling there. For Star Wars? Wing it.
(If anyone's curious, I've never DMed a game of a high enough level to get into item crafting or XP-cost spells, but if I did I'd work out some alternative compensation, probably involving a side quest.)Spoiler
Stealthy Snake avatar by Dawn
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2014-03-31, 08:30 AM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
The Saga Strikes Back. :)
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2014-03-31, 02:38 PM (ISO 8601)
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- Jul 2011
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- Aachen, Germany
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Re: SW Saga Edition Thread 2: The Sith Lords
Horray!
Our group manages to meet more... if it weren't for my stomach cramps we wouldn't have missed last session but anyway.
So far we come out if near to no encounter or subvert encounters because we all feel totally frail right now.
We are travelling for Lightsaber parts to replace the ones we had to give up.
As such we travelled to a jungle and well encountered some "Living Force" and one of us actively got touched by it getting +1 on all force stuff.
With the DM hinting that everyone will probably get a fitting bonus to something.
Tomorrow we will play again... still thinking about writing a log about the adventure...
Current title ideas:
Planlos im Weltall (Planless in Space)
Odyssee der Narren (odyssey of the fools)
or something along the lines... mostly because we are rather clueless...Have a nice Day,
Krazzman
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2014-04-02, 10:10 AM (ISO 8601)
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- Jul 2007
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Re: SW Saga Edition Thread 2: The Sith Lords
I'm trying out Sage for the first time and looking for basic advice, I don't think my group will be very optimized, but I'd like to avoid any obvious traps. We're starting at first level and I'm making a Noble, skill-monkey, probably multi-classing to Scoundrel for the hacking talents and later into Crime Lord if we get that far. Are there any particularly useful feats or equipment for that sort of character? I know one member of my group is making a wookie and the other is making a Scout that will be the group's pilot.
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2014-04-03, 11:32 AM (ISO 8601)
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- Feb 2013
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- Illinois
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Re: SW Saga Edition Thread 2: The Sith Lords
Hey all, long time no post! I don't know if anyone remembers me though. Anyways, good to see this thread alive and kicking!
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2014-04-05, 03:00 PM (ISO 8601)
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- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords