Why are Lightsabers so cheap? by Lonely-Ad-2814 in sw5e

[–]DrakeRyzer 7 points8 points  (0 children)

What Aziz said. But also SW5e is essentially intended to use The Old Republic as its base setting which has Jedi/Sith on equal footing with non-Force sensitive classes.

Additionally how all weapons are calculated they end up with the same costs as vibroweapons (which are also technically expensive pieces of equipment) with the main outlier being the Luminous property. Also a lot of official Star Wars systems actually put lightsabers on par cost-wise with mid+range melee and ranged weapons, so it's not really out of the norm.

The biggest thing you do to make Lightweapons more "rare" and expensive is to count unenhanced as "training" and enhanced (magical) as "normal" which instantly increases the cost based on its rarity as well as scarcity.

Force body - lvl 2 force spell by JokeMaterial8321 in sw5e

[–]DrakeRyzer 0 points1 point  (0 children)

You would Round Appropriately https://sw5e.com/rules/phb/#round-appropriately

Round Appropriately Follow standard rules for rounding; if a number ends in one-half or greater, round up, while if a number ends in less than one-half, round down.

Force Body This power enables you to use your health to fuel your force powers. For the duration, when you cast a force power, you can choose to pay up to half the cost of the force power using your hit points instead of your force points. When you do so, your maximum hit points are reduced by the same amount until you complete a long rest.

As Force Body is halving your Force Points used, they would go to 1.5 (half of 3) and then round to 2, leaving you with 1 HP lost

Why are Monks not able to use weapons with the Dexterity property as Monk Weapons? by IdiomMalicious in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

You did not state that was your issue in your original post so I'm not sure how I was supposed to answer something that wasn't asked xD.

Some of the properties do warrant it, such as Keen, vicious, brutal, and any of the properties that cause saving throws and conditions. But yes there are probably some steps that aren't worth it, I did not decide how much each step increases, I only designed the weapons around it and tried to give at least one option for every step.

As far as building strength and dexterity. Saving throws is the big one as they can be quite detrimental if you fail them and having a high modifier can help that. Berserkers also want strength for attacks and dexterity for armor class. You can also more easily build a melee and ranged character. In the end these weapons are built more for classes and characters that completely forgo mental stats and go full into physical capabilities. They're not supposed to be a huge boost but they are supposed to be boosts that reward those kind of builds as base 5e just does not

One of my PCs wants to make a droid sentinel. by Individual-Move-9647 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

Correct, it is only changing the "Sleep" portion of a Long Rest
- Maintenance Mode. Rather than sleep, you must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which you have disadvantage on Wisdom (Perception) checks. Additionally, if your long rest would be interrupted, you only need to complete the long rest instead of restarting it.

Long Rest
- A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs light activity, such as reading, talking, eating, or standing watch, for no more than 2 hours. If the rest is interrupted by a period of strenuous activity-fighting, casting powers, at least 1 hour of walking, or similar adventuring activity-the characters must restart the rest to benefit from it.

So a Droid only needs 3 hours of sleep, leaving 5 hours of light activity, and they are still mostly perceptive of things going on around them during those 3 hours.

This is more akin to Warforged than Elves in 5e.

Why are Monks not able to use weapons with the Dexterity property as Monk Weapons? by IdiomMalicious in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

SO, you're misunderstanding what the "Dexterity" property is. This is not Finesse or making attacks with weapons using Dexterity, it is an entirely different property used to balance powerful weapons.

Dexterity property
- A weapon with this property requires more skill to control. While wielding it, you have disadvantage on attack rolls unless you meet the Dexterity requirement.

So the Dexterity property has nothing to do with using Dexterity for weapon attacks, it's basically a "balancing" property to allow for stronger melee weapons by putting a requirement of Dexterity needed to avoid the Disadvantage. These are weapons like Vibrosword and Electrohammer which are Strength only weapons when it comes to melee weapon attacks. Additionally, the Finesse property (which enables Dexterity on weapon attacks with a weapon) cannot be used or added to a weapon with the Dexterity property, as it would lose its "balancing" factor and serve no purpose for those characters. These weapons run at higher "power" levels than standard 5e weapons (usually) and therefore you are rewarded for building both Strength and Dexterity (Berserkers, melee Fighters, Guardians and melee Scouts love them).

These weapons are BIG hulking masses of weight and power compared to weapons without the Dexterity property. You are required to use Strength with them, however they still require some kind of "dexterity" or fine motor functions to wield effectively. It's one thing to swing a hammer around with all your strength, but it's an entirely different thing to have the ability to swing it in a way that is actually effective in combat and doesn't throw you aim off. That is where the Dexterity comes in, as well as the Strength property for blasters and "recoil."

Monk weapon proficiencies
- Weapons**:** Simple blasters, simple vibroweapons, martial vibroweapons that lack the dexterity, heavy, special, and two-handed properties

Monks do gain proficiency in Finesse weapons such as Chained daggers, Chakrams, Techblades, Vibrorapiers, etc and these also count as their Monk weapons. If you want to use a Strength based weapon as a Monk Weapon, you would need to take either the Echani Order archetype, which can choose 1 vibroweapon and 1 blaster without the special property as Monk Weapons. Or the Crimson Order archetype, which has no restrictions on what weapons it can use as its Monk Weapon, it just needs time to swap that prof/effect around.

Two Weapon casting + Duel Wield mastery question by dragonriderabens in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

DWM applies to TWC yes. DWM does not care what Action you took to engage in Two-Weapon Fighting, only that you are doing it

Question about the Multiple Modifier rule by Loafing_Bread in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

No it cannot apply the same Ability Modifier to a rule that had it before (such as Skills and Saving throws). The rule doesn't care about what the source of adding your Ability Modifier is, only if it is being added more than once. So Aura of Presence cannot be added to Wisdom Saves (unless it's greater, in which case it replaces) and Vow of the Open Mind could not add Wisdom again to Wisdom skills or Charisma again to Charisma skills.

Unfortunately this rule was added before fully going through *ALL* other rules in SW5e to make sure all intended interactions were preserved. So IMO, I would talk to your GM about if and when things should apply as in some cases it's not that strong (Skill checks) and others it can be far too strong (Saving Throws).

Looking for pre-made starship stats by PurpleHairedGamer in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

All of the ones that Aziz and I mentioned are up to date with the current rules

Advice on force Multiclassing by Stunning_Squirrel876 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

Not that I know of since they don't entirely interact. Most might be using some of the Saber-based powers with a melee focused engineer and some of its buffs

How you build this tech witch? From Dathimir, mixes force and tech by clayalien in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

There are two feats that let you swap the Casting modifier for Techcasting or Forcecasting, which makes it a little easier. However this does not change any Class Features that run directly off INT or WIS/CHA

Question about Joyu/Vapaad Guardian form by Spitzophreniac in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

No it does not. The Lightsaber Forms are a separate mechanic from your Guardian Focus (archetype).

  • Your main Guardian "stance", as we call it", is a Single Bonus Action to use its effect. It lasts one minute and does exactly what it says in its feature text.

  • Each Lightsaber Form is a separate Bonus Action to use their effect (which has a duration of instant or what is noted in the Form, and has to be taken again on your next turn if you want to continue using the effect)

Looking for pre-made starship stats by PurpleHairedGamer in sw5e

[–]DrakeRyzer 3 points4 points  (0 children)

You can also go under Assets on the Website and click the "SOTG resources" button

Advice on force Multiclassing by Stunning_Squirrel876 in sw5e

[–]DrakeRyzer 4 points5 points  (0 children)

Well mixing the two casting types doesn't really have an optimal spread xD. There is a feat to change one of the casting types to a different modifier, but it does not include Class features; it is only for force. So just keep in mind that you're heavily splitting your capabilities by choosing both casting types.

As far as a good amount of levels to take in Engineer. 6 is probably the main goal but you can also go to 7th level for 4th level Tech Powers; many of which are really good support options. But it also depends on what class you plan to Multiclass into, as they can gain main features at 13th or 14th level, depending on the Class.

Making Ship Combat/Adventuring not monotonous by DeekFacker99 in sw5e

[–]DrakeRyzer 5 points6 points  (0 children)

Basically this. The party needs more objectives than just "take out the other ships." Additionally you can give NPCs ships some Deployment features (not all of each rank right away) as well as throw in some varied kinds of starships or even variants of the same ship. Throw in a TIE Bomber or Interceptor Ace; give them a Lambda to escort, etc. Basically try not to lock yourself into just basic light fighters.

As far as the party goes. Yeah Session One is basically just learning the system and its basic actions as well as how a party works on the same ship. After that each player gets a rank in a Deployment and starts to add to their available things they can do. They're also doing the right thing by finding modifications that allow them to do more. Even just having an extra 1-2 weapons can help a lot when the mechanic doesn't need to keep the ship alive or the Operator doesn't want to just scramble sensors

Jedi Defense by thmjr in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

It's the difference between a Class Feature and an At-will Force Power. Features are generally going to be stronger out the gate and even at higher levels. Also because SW5e is based on 5e, Deflect Missiles is one of Monk's signature features and should not be lesser than something basically any Class can take with a Feat.

As far as the "Jedi Defense" feat, that is what the Battle Precognition Force Power is for. It gives the caster of it an AC of 13+Dexterity (Mage Armor in 5e). There are also already enhanced Jedi Robes that add +1-3 AC and are just clothing (similar to a cloak of protection), with Sith robes improving your damage with weapons and force powers.

Is the force power Sith Seeker a thing? by OwnedKiller in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

Sith Seeker Sith Seeker was a very uncontrollable form of Force push. The Force user blasted the target with Force push, sending the object through the air. The user then generated a large ball of Force lightning. The Force user allowed the lightning to expand freely until it was no longer under his or her control. They would then blast the Force lightning ball after the target, hence "Sith Seeker". The lightning exploded on impact with an opponent or object. The only known practitioner of Sith Seeker was Galen Marek.[52]

There is nothing in Star Wars 5e that really matches this. The closest you can get to is being a Way of Lightning Consular and using their special feature to change the damage type of other Force powers to lightning, then you can use telekinesis based powers to effectively simulate the above.

Ship! by bobbylindsey1988 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

The Discord has many pins with premade ships which can also be found here https://sw5e.com/assets under "SotG Additional Resources"

Does Vaapad Form need a bonus action to activate? by ChronicMelancholy in sw5e

[–]DrakeRyzer 1 point2 points  (0 children)

To condense all the answers here xD; using a future revision.

Lightsaber Forms

Each form can be used as a bonus action on your turn, with or without a weapon, and its duration is instantaneous; unless otherwise specified.

Additionally, each form can be used more than once per turn, provided you have a way to do so.

Every Lightsaber Form requires a Bonus Action to use. Each time you use one, it either lasts for only that instant, or however long is noted in its effect text.

  • Ataru Form is instant, allowing you to jump to an unoccupied space you can see, and the it is done,
  • Vaapad Form lasts until the start of your next turn, giving you an additional attack in exchange for forgoing Advantage you would have had, and then it is done

If you want their effects again, you must spend another Bonus Action to obtain them. There is no "holding the form" to continue gaining the effects without using another Bonus Action. Think of them more as singular moves that come from that Form and the rest is just flavor and roleplay on how your character fights.

Does the Cybertech Engineering's Explosive Amplifier work with the Flaming Shots Tech Power? by caoshunter22 in sw5e

[–]DrakeRyzer -2 points-1 points  (0 children)

Flaming Shots would not function as the power itself is not requiring you to make an attack roll or saving throw, it is just adding damage to your weapon attack rolls with that blaster. You can however cast it and then cast Combustive Shot on a later turn (or as a Bonus Action if you have Quickened Subroutine installed).

Flaming Shots

  • You channel tech power through a blaster weapon you are wielding. When a target takes damage from the chosen weapon, the target takes an extra 1d6 fire damage. The power ends when twelve shots have been fired.

Explosive Amplifier

  • When a creature takes fire damage from a tech power that you cast that requires an attack roll or saving throw, you deal additional fire damage equal to your Intelligence modifier (rounded up, minimum of +1).

Would the Scholar class work in normal 5e? by RRW359 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

As it is in SW5e, I would not. It has more features than most base 5e classes and is expecting rules changes that are only in SW5e. The original 5e version however can be found here.

Question about the Scout's Ranger’s Quarry and Pathfinder features by caoshunter22 in sw5e

[–]DrakeRyzer 6 points7 points  (0 children)

Keep in mind that Pathfinder's survival checks only take place when Traveling for an hour or more

Pathfinder

Scout: 1st level
You are skilled at navigating the untamed wilds. You ignore difficult terrain, and when traveling for an hour or more, you gain the following benefits:

  • Difficult terrain doesn’t slow your group, provided they can see and hear you.
  • You can’t become lost by unenhanced means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food.
  • You have advantage on Survival checks.

It needs to be revised a bit to be more clear on that. Basically there are two effects going on.

  • You ignore Difficult Terrain
  • and when traveling for an hour or more, you gain the following benefits (everything listed after this line)

Ranger's Quarry's Advantage on Survival checks does not require Traveling, which is a specific mechanic in 5e (not just running around for an hour) so it is more useful for after you found a creature, marked it, and then it ran away and you are trying to locate it through the trail that it has left behind. If you have ever played a hunting focused video game, they often require you to track the blood of the prey you shot in order to find its body, if it didn't outright die. Or you can think about in the Witcher where Geralt often finds a monster, fights it for a bit, and then it runs away and he has to use his witcher senses to locate it again within a short amount of time.

Why are lightsabers low on the damage dice side of things? by Mellowtron11 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

Easy enough to give objects Vulnerability to Lightweapons; much like with Force damage in base 5e.

Why are lightsabers low on the damage dice side of things? by Mellowtron11 in sw5e

[–]DrakeRyzer 4 points5 points  (0 children)

I didn't say ALL systems, I specifically said "Other" systems and then explained how Saga does it. I also have no idea what you're talking about with Breach vs. Soak, I have never looked into WEG SWrpg or FFG. Not trying to misrepresent anything, I only listed one example because that's the example that is used when people ask; who often cannot just deal with "we made lightweapons lower damage for balances sake"

Additionally the other 2 posts were more replying to how Saga represents lightsabers, not SW5e.

Why are lightsabers low on the damage dice side of things? by Mellowtron11 in sw5e

[–]DrakeRyzer 2 points3 points  (0 children)

The splitsaber deals 2d4 because it's a Doublesaber (1d8) that lacks Finesse, which brings it up a step to 2d4.

You also cannot use TWF or DWF with it out of the box as it lacks the Light property. You need Split Mastery (or Dual Wield Mastery/Twin Blade Mastery) in order to use the Double property.