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2013-10-04, 06:19 AM (ISO 8601)
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- Jul 2011
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- Aachen, Germany
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2013-10-04, 07:21 AM (ISO 8601)
- Join Date
- May 2012
Re: SW Saga Edition Thread 2: The Sith Lords
Yes, but everyone got this. Not only the Jedi. And having 4 skillpoints instead of 2 is a big difference if you think about the need for UTF as a jedi so you basically only have 1+int skillpoints.
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2013-10-04, 09:18 AM (ISO 8601)
- Join Date
- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
{{Scrubbed}}
Last edited by LibraryOgre; 2013-10-04 at 11:09 AM.
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2013-10-04, 09:28 AM (ISO 8601)
- Join Date
- Jan 2011
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- Dromund Kaas
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2013-10-04, 09:42 AM (ISO 8601)
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- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
I actually hadn't noticed that blue was sarcasm
Thanks Sith.
Yah, the licencing issues mean that what is out there is what exists for saga. Unfortunately...
401 games in toronto has a lot of different books still if you wanted hard copies
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2013-10-04, 10:39 AM (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
Well you could also check on the official WotC site for SAGA and look up content there.
Oh wait there is an unexpected 404 in the force.
It is annoying. I searched for 20 minutes for character sheets to print and went through 8 threads that all linked to WotC. I doubt that they will touch SWSE anytime soon.Have a nice Day,
Krazzman
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2013-10-04, 02:37 PM (ISO 8601)
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- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
we should probably stop talking about that topic.
Sorry everyone.
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2013-10-04, 03:11 PM (ISO 8601)
- Join Date
- May 2010
- Location
- Lancaster, UK
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
THe backgrounds system is significantly less powerful than this, it doesn't grant you ANY extra trained skills. Basically, each background has a list of three skills, and when you choose that background you pick one to gain as a class skill irrelevant of your class, as well as getting a super minor bonus (either an extra language learned, +2 on the other two skills IF untrained, or a small bonus or ability in a niche circumstance).
Someone mentioned character sheets above; this is tricky for Saga since the official one is pretty rubbish. There are a lot of other ones about though; I prefer MadIrishman's: http://www.mad-irishman.net/pub_starwars.html"Hex grids are the way forward! And slighty to the side..." - Studoku
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2013-10-04, 03:45 PM (ISO 8601)
- Join Date
- Oct 2011
Re: SW Saga Edition Thread 2: The Sith Lords
So, I've been sitting here trying to make classic D&D "monsters" (like, say, a wolf, bear, or horse) and realized something: the Saga beast system is rubbish. It basically boils down to some shrugging and going "Eh, I guess they can be, like, non-heroic characters with no skills, less feats, and a much higher CL. Oh, and I guess they have natural weapons and natural armor, though I'm not sure how to make that useful..."
I then pulled up Unknown Regions and looked at its expanded Beast creation guide, and it just threw out some random, semi-useless stuff for very specific critters without any details about what effect, if any, it has on the critter's CL nor how to judge if something should have it or not.
I like the idea that all Beasts are built with a single class, but so far I'm forced to leave the Beast class as soon as level 4 hits and I can raise the critter's Intelligence to 3, even if it means that I then move them into the nonheroic class.
Anyone have any advice on how to make the Beast class less... handwavy? I'm currently thinking about going through and collecting a bunch of monster special abilities from D&D and giving Beasts one every odd level, like beast talents.
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2013-10-04, 04:06 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
One thing I did with animals in 3.5 was ignore the rules and simply give them levels in NPC classes to represent their approximate difficulty.
If someone had a warhorse that they wanted to make a decent character, I'd level the horse up by giving it levels in Warrior. It was dumb enough that it didn't get skill points, but it got the advantage of HD, BAB, and save increases, as well as the relevant feats.
So, really? Make monsters as NPCs. Use my "classless" rules to pick and choose the features your monster needs. Are you making a big strong monster? Well, give it a base size and a few racial traits... but make most of the racial traits out of its talents and feats. Toss in Melee Smash and Stunning Strike. Give it the armor line of feats, with Juggernaut if you want it to be fast, or the Improved Armor Defense and Second Skin talents if you want it to be tough to injure. Got a bunch of cheeky monkey monsters that are supposed to annoy the players? Give them Evasion or Skirmisher. Since the classless rules let you mix up skills and feats as needed, you don't have to worry that your psycho monkey creatures aren't smart and so lose a lot of skills... they make them up in other feats that they bothered to take.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2013-10-04, 04:55 PM (ISO 8601)
- Join Date
- Mar 2013
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- San Antonio
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
Krazzman you might be able to find sheets at that sight I sent the link to.
As for beasts anyone else can go visit the sight and ask them how they do it. here Where the saga continues...Last edited by Vertharrad; 2013-10-04 at 04:56 PM.
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2013-10-06, 06:22 AM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
A situation came up last night and I'm not sure that we ruled it right. We were holed up in a room with a sith outside. He was cutting through the door with his lightsaber. I delayed until the door opened. On the beginning of the sith's turn, the door opened and I hit him with force grip. This reduced him to a swift action only so he wasn't able to do anything. Then, by my understanding of the rules, my initiative dropped to after his. We ruled that he was stuck until my turn came around again so that I could attempt to maintain it. But that effectively left him trapped for two rounds. The round he was hit and his next because my initiative was after his.
Did we miss something? I just wanted to check since he effectively missed two turns due to the timing.
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2013-10-06, 06:41 AM (ISO 8601)
- Join Date
- May 2013
Re: SW Saga Edition Thread 2: The Sith Lords
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2013-10-06, 09:09 AM (ISO 8601)
- Join Date
- Sep 2013
Re: SW Saga Edition Thread 2: The Sith Lords
Yes, sorry I did mean readied. I looked up the readied rules and apparently you move to before the person you interrupt. That was our mistake. Thanks.
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2013-10-06, 09:25 AM (ISO 8601)
- Join Date
- May 2010
- Location
- Lancaster, UK
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
"Hex grids are the way forward! And slighty to the side..." - Studoku
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2013-10-07, 09:30 AM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Okay, time for another Wisdom of Crowds:
Sith Lord prestige class, Dun Moch class ability (or 'Temptation.) Can someone explain how to properly and effectively use this? It just seems... not that awesome. It eats the Sith Lord's standard action, to, if successful... punish the target if they spend a Force Point, or punish them harder if they spend a Destiny Point.
I can see one way to use this, but it requires the Sith Lord to not be the one actively combating the PC(s). The classic Palpatine, mocking Luke while Vader does the actual fighting. Palpatine is trying to weaken Luke with Dun Moch, hoping Luke will spend FPs or DPs and thus stack up DSPs.
But what good is this if the Sith Lord has to deal with a PC themselves, which is most likely the case in a Saga game? It seems the general flow would be:
Sith Lord: Nyah, evil! Don't spend a Force Point! There, that was my standard action.
PCs: OK. *makes a bunch of attacks being careful not to spend Force Points*
Sith Lord: Ouch! Fine, I'll use Force Lightning and Grip instead.
Compared to the Jedi Master's Serenity power, it just seems... underwhelming. Or am I missing some strong application?
Also, any suggestion for what to do if you don't use Destinies in your game, and thus strip out half the power of Dun Moch?
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2013-10-07, 02:54 PM (ISO 8601)
- Join Date
- Apr 2005
- Location
- Back in the USSR
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
I haven't played a high level game of this yet, but as you say the basis for this ability is the climax of Return of the Jedi. And in case you forgot, that was being used on a single PC who was being tanked quite well by the Sith Lord's apprentice (and before that, actively not engaging in combat).
That's how it seems the ability is meant to be used - stand back and speech at the hero(es) while they're in the middle of fighting your minion(s). If you're cornered and don't have your beef wall with you, it's time to admit you've missed part of the point of being a Sith Lord in the first place, switch to Revenge of the Sith mode, and just whip out your saber and lightning.Spoiler
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2013-10-07, 02:55 PM (ISO 8601)
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- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
Well, its basically to replicate the Palpatine feel. They were really trying to make you be able to make a Palpatine.
Otherwise, it is kinda meh.
What I would do is convert it to a Force Power that they get for free and give em something else (like Serenity) to replace it
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2013-10-07, 02:55 PM (ISO 8601)
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- Jul 2012
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Re: SW Saga Edition Thread 2: The Sith Lords
Well, if there's a beef apprentice and (mostly useless) talkative sith lord, it doubles the CR, which ultimately benefits the PC more then his opponents.
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2013-10-07, 02:56 PM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
Not every Sith Lord is the same. Palpatine and Vader both have Sith Lord, but are very different in their style in and out of combat. Another way to put it would be, what good is Dun Moch to Vader, or any other Sith Lord that actually mixes it up with PCs?
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2013-10-07, 03:02 PM (ISO 8601)
- Join Date
- Apr 2005
- Location
- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
The way combat usually flows in Star Wars films, there's lengthy pauses in the middle for one side or the other to disengage and catch their breath. It would be a good use of a combatant Sith Lord's time then (see Vader getting in on Palpatine's act to taunt Luke near the end of the RotJ fight), but as far as I can tell Saga doesn't really support that...
Spoiler
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2013-10-07, 03:08 PM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
It might work better if it was simply a swift action instead of a standard.
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2013-10-07, 03:10 PM (ISO 8601)
- Join Date
- Dec 2007
- Location
- UTC -6
Re: SW Saga Edition Thread 2: The Sith Lords
Dun Moch actually has its use: at high levels, it can be really hard to reliably hit an opponent without using Force or Destiny Points. Use it at the right time, against the right target, and you can turn an opponent against his own allies.
Of course, it has absolutely no use if you ignore Dark Side Points completely.
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2013-10-07, 03:18 PM (ISO 8601)
- Join Date
- Jul 2009
Re: SW Saga Edition Thread 2: The Sith Lords
What if:
- Swift action
- Persuasion vs. Will
- Success: Target must choose: go 1 step down CT, or gain one DSP
- Subject cannot be reduced to unconciousness with Dun MochLast edited by Alejandro; 2013-10-08 at 09:53 AM.
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2013-10-10, 03:17 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Canada Land
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords
A lot of people at the edge of the empire forums don't even know what Mandalorians are. I feel like we're being obliterated from the lore lately.
They say hope begins in the dark, but most just flail around in the blackness...searching for their destiny. The darkness... for me... is where I shine. - Riddick
Exile
Deny a monochrome future!!! -Radio Gosha-
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2013-10-10, 10:03 AM (ISO 8601)
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- Mar 2013
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- Toronto
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Re: SW Saga Edition Thread 2: The Sith Lords
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2013-10-10, 10:04 AM (ISO 8601)
- Join Date
- Dec 2007
- Location
- San Antonio, Texas
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Re: SW Saga Edition Thread 2: The Sith Lords
The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
Written by Me on DriveThru RPG
There are almost 400,000 threads on this site. If you need me to address a thread as a moderator, include a link.
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2013-10-10, 10:06 AM (ISO 8601)
- Join Date
- Apr 2005
- Location
- Back in the USSR
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Re: SW Saga Edition Thread 2: The Sith Lords
It is the circle of fandom karma. Just as the Jedi end up getting wiped out in-universe whenever they get too powerful, so too are the Mandalorians forgotten by fans and writers whenever they get too popular.
Or more likely the people on the EotE forums are only familiar with the movies.Spoiler
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2013-10-10, 10:25 AM (ISO 8601)
- Join Date
- Dec 2008
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2013-10-10, 10:25 AM (ISO 8601)
- Join Date
- Mar 2013
- Location
- Toronto
- Gender
Re: SW Saga Edition Thread 2: The Sith Lords