2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Roleplaying Games > Older D&D/AD&D and Other Systems
Register FAQ Members List Mark Forums Read End

Older D&D/AD&D and Other Systems The forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).

Reply
 
Thread Tools
Old 11-01-2012, 05:36 PM   Top  -  End  -  #1
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Saga Edition: Kinetic Combat

One of the players (and my significant other) I GM for plays a noble/Jedi that uses the Kinetic Combat power. Charisma and Wisdom are her best stats.

Can anyone provide any suggestions as to how to make Kinetic Combat as effective as possible? She is somewhat frustrated at its general lack of ability compared to the other characters (no one is particularly optimized.) I have house ruled that she may apply Weapon Focus: Lightsabers to her attack rolls, but I would appreciate any other build or tip suggestions. Thanks!
Alejandro is offline   Reply With Quote
Old 11-01-2012, 06:39 PM   Top  -  End  -  #2
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Re: Saga Edition: Kinetic Combat

In the absence of any better ideas, one change I was considering was clarifying the power's vague text of

"Talents and feats that would normally enhance a weapon's use do not do so
while you are using kinetic combat to wield the weapon (for example, you cannot use Mighty Swing or Power Attack while wielding the weapon)"

to

"Any benefit granted by a feat or talent that is based on Strength (such as Power Attack or Mighty swing) cannot be applied to the kinetic weapon's attacks. GM's discretion."
Alejandro is offline   Reply With Quote
Old 11-01-2012, 07:52 PM   Top  -  End  -  #3
IdleMuse
Barbarian in the Playground
 
 
Join Date: May 2010
Location: 
Lancaster, UK
Gender: Male
Default Re: Saga Edition: Kinetic Combat

This sounds like an interesting situation; I've never really looked at optimising Kinetic Combat before. I guess the place to start is to look at why you'd use KC in the first place, and work from there:

Firstly, and fairly importantly, you get to attack at a distance, which comes with the obvious benefits of survivability and flexibility; you don't need to worry about taking talents to aid your movement, as you can, for the most part, remain 'safe'. One way to optimise this is to really make sure you are out of harm's way while using KC; powers like Surge to get you onto high platforms, high stealth checks, that sort of thing. I note that confusingly, in the KC description, there's no mention of needing line of sight to maintain or use the power, just that you remain within 12sq. If you accept this, as a GM, then things like Smoke Grenades can provide extra defenses.

Secondly, with Improved KC (an obvious selection for someone specialising in it), you can wield three weapons, each of which provoke AoOs, so you can really get your money's worth with Combat Reflexes and a highish dex. Other things which play well with this are the Hold the Line talent (great for protecting you+other ranged combatants from melee charges), Demoralising Strike feat (plus other intimidate combo talents, if your player has Noble levels, great for getting more out of your AoOs that just damage).

Other things to note: KC doesn't specifically mention lightsabers, just one-handed melee weapons. While obviously, lightsabers are going to be the weapon of choice for melee, I noted a cool synergy with Force Disarm; if you Force Disarm somebodies weapon at range, and choose the option for it to fly into your hand, you can then use it with KC next round, which I thought was pretty funky, if not particularly powerful. Force Disarming people who are locked in melee combat with you at range seems good though, although action-intense.

The only weapon which qualifies that strikes me as particularly 'optimised' just beyond a basic saber is the oft-ridiculed Lightwhip; using the Threats of the Galaxy writeup, you can pin and trip people even without the feat (bypassing the restriction on KC, depending on how you view it?). I think a fair house-rule here would be to allow Cha rather than Str on the opposed roll But I love the idea of tripping people over with KC'd lightwhips! This could really add the punch your player is looking for, power-wise. Don't forget that lightwhips also have reach, making all the AoO stuff above better as well!

Finally, KC obviously has the [Telekinetic] keyword, so looking for stuff that combos off that is a fairly easy optimisation; One that stood out for me was the Waveform talent from the Order of Shasa tradition, which could easily be ruled to work with KC; might require a bit of flexibility from you, the GM, if you're normally strict about buying talents from traditions. Mini-adventure time?

That's pretty much all I came up with. I like the idea of the Lightwhips most, can really provide some very solid battlefield control once you get Improved Kinetic Combat.
__________________
Try your hand at the Iron Jedi Character Creation Contest for Saga Edition Star Wars!
"Hex grids are the way forward! And slighty to the side..." - Stu42
IdleMuse is offline   Reply With Quote
Old 11-01-2012, 08:41 PM   Top  -  End  -  #4
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Re: Saga Edition: Kinetic Combat

Idlemuse,

Thank you for a thoughtful response. Some good ideas here.

Something else I am looking at is the Zeison Sha tradition in the Jedi Academy book. They are all about telekinetic wielding of weapons, specifically the discblade. However, I could see putting together a variant that uses the lightsaber instead, especially since both weapons do 2d8 damage anyway.

Discblade Arc could become Lightsaber Arc, but with the added requirement that each time the Jedi wishes to make this 3 target full attack, they must burn one use of Kinetic Combat. That way, the player has options; maintain the power and attack with a single saber that can be placed tactically, or make rapid, multi-target attacks?

Edit: Waveform isn't really useful for Kinetic Combat, because the character already gets to add their Charisma modifier to damage.

Last edited by Alejandro : 11-01-2012 at 08:43 PM.
Alejandro is offline   Reply With Quote
Old 11-01-2012, 11:52 PM   Top  -  End  -  #5
IdleMuse
Barbarian in the Playground
 
 
Join Date: May 2010
Location: 
Lancaster, UK
Gender: Male
Default Re: Saga Edition: Kinetic Combat

I was imagining adding double your Cha bonus, with Waveform

Pretty much all of the Zeison Sha talents can be adapted without difficulty;

Discblade Arc: Your suggestion is perfect, burning a use to do it.
Distand Discblade Throw: Can extend the range of KC in a similar manner.
Recall Discblade: Would be very useful with KC at any rate.
Telekinetic Vigilance: Just replace Intercept with KC.
WS(Discblade): Isn't needed, since there are other ways of getting WS(Lightsabers).
__________________
Try your hand at the Iron Jedi Character Creation Contest for Saga Edition Star Wars!
"Hex grids are the way forward! And slighty to the side..." - Stu42
IdleMuse is offline   Reply With Quote
Old 11-02-2012, 01:34 PM   Top  -  End  -  #6
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Re: Saga Edition: Kinetic Combat

That's what I will likely offer.

The Kinetic Combat power is really interesting, but very badly written. I suppose the only reason it's there is because of KOTOR 2.
Alejandro is offline   Reply With Quote
Old 11-04-2012, 12:54 PM   Top  -  End  -  #7
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Re: Saga Edition: Kinetic Combat

Idlemuse: I decided to just let her take 'Lightsaber Arc' and use it as written, without having to expend a Force power each time she does it. It already costs a talent and has a six square range restriction, and is a full round action to do, so she can't maintain any Force powers and still do it. I think that's fair enough. Do you?
Alejandro is offline   Reply With Quote
Old 11-04-2012, 05:54 PM   Top  -  End  -  #8
IdleMuse
Barbarian in the Playground
 
 
Join Date: May 2010
Location: 
Lancaster, UK
Gender: Male
Default Re: Saga Edition: Kinetic Combat

I don't think that's a problem at all, balance-wise. I would certainly say that you shouldn't let her take a version of Distant Discblade Throw in this version, but I'm sure that that isn't too big a problem anyway.

Fluff-wise, I guess it would make more sense to have a tie-in to the force usage there somewhere (although I guess having a prereq of Kinetic Combat is good for that, which she obviously qualifies for). I guess you could make the attack roll UtF vs. Ref instead of Attack, but I actually think that attack is more balanced.

So yeah, in conclusion, I think that's fine.
__________________
Try your hand at the Iron Jedi Character Creation Contest for Saga Edition Star Wars!
"Hex grids are the way forward! And slighty to the side..." - Stu42
IdleMuse is offline   Reply With Quote
Old 11-04-2012, 08:24 PM   Top  -  End  -  #9
Alejandro
Bugbear in the Playground
 
SwashbucklerGuy
 
Join Date: Jul 2009
Default Re: Saga Edition: Kinetic Combat

Thanks. I appreciate having another Saga-speaking person to compare notes with that isn't a player in my group!
Alejandro is offline   Reply With Quote
Old 11-06-2012, 10:58 AM   Top  -  End  -  #10
IdleMuse
Barbarian in the Playground
 
 
Join Date: May 2010
Location: 
Lancaster, UK
Gender: Male
Default Re: Saga Edition: Kinetic Combat

Ah, no worries it's good to talk Saga Edition too, I haven't really been able to run or play in a proper campaign for a while now. I used to ghost the Wizards forum for Saga a whole lot, and that really helped in picking up the general know-how for the system, a bit more of a consensus on what's good, bad, house-ruleable, and so one.

As well as a plethora of useful indices and whatnot for planning Saga characters
__________________
Try your hand at the Iron Jedi Character Creation Contest for Saga Edition Star Wars!
"Hex grids are the way forward! And slighty to the side..." - Stu42
IdleMuse is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 05:44 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.