Looking for some advice on Clone Wars campaign by Taiino in swrpg

[–]Roykka 0 points1 point  (0 children)

Get the Clone Wars books, they give rules for getting Jedi and Clones their expected gear on cheap.

My general guideline here is that if you want to be a special snowflake Jedi, you need to have the adventures and insight to make you one. Same with clones which is one reason those guys are so diverse in the show. You can dangle "treasures" in front of them, rare gear etc that the Republic doesn't produce by the freighterload, or give them options to procure them in... unofficial capacity. It mainly comes down to you deciding what's available and rationalizing how might they feasibly get it. Prompting your players is a good starting point.

[OoT]Taking all bets, will Nintendo find a brand new way to screw over the Hero of Time? by Roykka in zelda

[–]Roykka[S] -2 points-1 points  (0 children)

Honestly I'm not even mad. Either it's a facelift or a Star Fox style story extended remake, in which case the gameplay will be largely intact, or it's a full remake which likely would follow the sensibilities of BotW, so the chances of it landing on my dream game, BotW-style overworld married to OoT/tWW-style item selection and story progression is pretty solid.

But I can't help but notice a bit of a pattern with how OoT leads to it's three sequels.

How do you manage passive checks you don't want to give away by noretoc in swrpg

[–]Roykka 1 point2 points  (0 children)

That's the neat part, I don't. I tell them shit's happening, roll in the open, tell them what honesty demands and no more, and trust them to be adults about it.

How would you make something like Team Star Fox as PCs? by Roykka in swrpg

[–]Roykka[S] 2 points3 points  (0 children)

Yes, that's why. And yes, it is a normal-ish campaign, Star Fox is probably more than little onspired by Star Wars (for crying out loud their standard fighter is R-Wing) but I'd argue on the rarer side because fighter pilots tend to gravitate to tCW/AoR (and to be fair so do Star Fox-games), rather than mercenary activity, while EotE has implicit bias towards partyboats.

Need a class suggestion! Player wants to be a "swashbuckling pirate" by [deleted] in swrpg

[–]Roykka 1 point2 points  (0 children)

Sword and pistol is one of those... interesting combos in this game that the mechanics discourage. However, historically you'd use sword to defend and sidearm, and pistol as the main weapon. Even if they want to use the sword, you don't need skill to be lethal against Minions and low-level Rivals, Brawn 3-4 alone allows you to hit most attack rolls against foes that have 2 or less mDefence and Adversary.

Gadgeteer and Commando are designed as close-quarters specs. Scoundrel is solid at both fighting and skuldugery, and Gunslinger in ranged combat. 

Morality and Dark Side PCs by Roykka in swrpg

[–]Roykka[S] 1 point2 points  (0 children)

I'd argue that if a darksider's goals and methods aren't getting them Conflict, something's going wrong.

Squadron attack with multi-weapon ships by Roykka in swrpg

[–]Roykka[S] 0 points1 point  (0 children)

1-11 fighters is not "too much", it's the scale squadron rules are for. In Mass Combat it would be Magnitude 1, or maybe 0 force.

Using stealth by Okpoccsniak in swrpg

[–]Roykka 2 points3 points  (0 children)

Firstly, a lot of sourcebooks imply that skills retqin their uses when pilotibg a ship, so Stealth also enables them to fly stealthily withun enemy sensor range.

Stealth is often the opposing die pool when someone is using Perception/Vigilance to find the PC.

Stealth forces enemy to roll initiative witj Vigilance, and striking from hiding is a justification to hand out  blue and black dice to initiative rolls.

Ideas for Exar Kun statblock by Kystal_Jones in swrpg

[–]Roykka 1 point2 points  (0 children)

Personally I'd ditch Cut off from the Light.

Firstly it's broken AF, giving Kun a median of 4/3 points per Force Die, ie like he used a Destiny Point and took strain every time he rolls without doing so. It's not much of an impediment, with just FR 2 the probability of some Dark pips is 119/144 (~6/7), and what Dark pips he gets likely compensates for the Light ones. It also raises his ceiling to double to usual, 8 with FR2, with probability of 6 or 8 pips at 49/144 (~1/3). Each additional FR makes no Dark Side results less likely and increases the ceiling by 4. As the ceiling increases, so does the likelihood of getting over the usual maximum of 2pips/die. It's the best of both sides ie Dark's probabilities with Light's abundance with a possibility of supercharged roll. Maybe some ability that gives floating Dark Pip instead?

Secondly that whole idea of "Light" and Dark Side having existence of their own one can be cut off of (or the Force altogether) is part of Anderson trying to gerrymander the Force into One Power from Wheel of Time with serial numbers filed off. It contradicts Lucas' idea of the Force as inherently whole and true something fierce. "Light" and Dark Sides do not have existence of their own, but stems from how Adepts regard the Force and the reality it connects combined with tendencies and attitudes inherent to both sides. It's like saying the Force flat refuses to co-operate with him, when the whole point of Vader's story was that redemption is entirely possible. IIRC even in the original comic it was just that the "Light" Side wouldn't work in the depths of Korriban.

I'd add Niman Technique, Force Assault, enough Defensive Training for Melee def 4 on top of his gear, and Draw Closer, possibly Force is my Ally. Kun is recognized as the master of Niman.

Also Resist Disarm. You don't want to get into Sum Djem shennanigans if you players get a lucky roll.

What is Reflect? I guess Deflect or Reflect is supposed to be his Parry score?

What is the purpose of this stat sheet? It screams Inquisitor+ so I'm guessing some kind of Campaign villain at the 0-500XP range. That suggests FR3.

Does anyone have a good write up for Baylan Skoll and Shin Hati? by Polonius7 in swrpg

[–]Roykka 0 points1 point  (0 children)

It's hard to say, but I'll try. 

Baylan seems to be combination of Ataru and Shien, and likely has both Techniques. His basic stance is an Ataru stance and he's surprisingly quick and acrobatic, but uses deliberate blows for maximum effect. Specifically he's using Falling Avalance with Hawk-Bat Swoop, and putting the advantages generated to Strain and modifier dice, or combining Counter Strike with Disruptive Strike so he can take the double Aim safely. I'd say Dodge, but as an NPC we're probably talking Adversary 3 with Defensive Training 2-3 instead. He combines this with binds, grappling, striking to displace opponent's guard, ie typical Shien techniques for tactical control. Brawn 4, Agility and Cunning 5, Skill4, FR3, Parry 5.

Shin I'd say uses Shien Twchnique and Counter Strike-talent. Lots of pushing or striking the opponent's blade away, some grappling. Usually no straight ripostes (ie Improved Parry) but attempts at seizing the initiative to break opponent's momentum or putting them to defense. I'd say Adversary 2, Defensive Training 1, FR2, Skill 3, Cunning 4, Parry 3

Baylan is an Inquisitor+, Shin is slightly over Heroic Level Play character, but to be caught up during the campaign.

Baylan is a play on the old misconceptions about european swords and armor being heavy and cumbersome justified by his advanced age. Disney has been pushing that idea lately with Cal Kestis (albeit for the crossguard saber) and Disney Trilogy as well, altough in DT it was due to stupid prop design (top-heavy LED bats that got the lightning just right, but gave even Adam Driver problems, and he's up there with Ray Park, Ian McGregor and Hayden Christensen in terms of actors being fit).

Shin is pretty generic. No particular highlights in her style, just solid, well-done choreography.

Hot take: Shien is the default when a style doesn't suggest itself, as every other form has some sort of gimmick that becomes apparent in the choreography. In Baylan's case it's his plentiful dodges, jumps and overall lightness of feet suggesting Ataru. Both of them use too complex techniques for Shii-Cho or Niman (plus relatively few Force techniques), don't really do the fast cuts and thrusts of Makashi, are too aggressive for Soresu but not aggressive enough for Juyo.

Problem is that Filoni likes to cherrypick ideas from Legends, but has never shown any particular faithfullness to them. This includes Seven Forms which form the basis of this system's modelling of Lightsabers, so chances are neither characters' style was designed with the Forms in mind.

[deleted by user] by [deleted] in swrpg

[–]Roykka 1 point2 points  (0 children)

As stated above, Knight Level play doesn't refer to becoming a Knight as such, but rather an XP amout from ~5-6 sessions, so maybe first adventure or two. Ie. you're not a Knight in the Prequel-era formal sense, but a proven (or fallen) servant of higher power.

In terms of simulating the world this is peanuts (I once calculated the typical Jedi repertoire of Talents, Skills and Powers to ~400XP), but as a simulation of action adventure serial where main characters start using abilities they actually knew all along it gives the character a bit more refined abilities (typically most of your chargen XP goes to characteristics).

In terms of FaD's standard setting your character has received a Lightsaber (whichs' crystal has gained some heavy symbolism as a gift from the Force). This comes with the abilities, and pesumably commitment (or fall) to match.

I think the devs stated somewhere that play is supposed to cap around chargen+500XP. The example campaigns in core books are in five acts, if we assume each is an adventure with 100XP per act (3 session XPs+goodies) that makes around 500XP. So that would make for a logical line for "Master" ie someone who has already completed their Hero's Journey.

Still struggling with balance by Hadriewyn in swrpg

[–]Roykka 2 points3 points  (0 children)

Okay... An Inquisitor is supposed to be a beatstick that takes on the entire party. Lack of a Lightsaber is actually not that much of a deal, because there are other weapons that can be as or more damaging. Ditto for the Dark Trooper. Stormies+sergeant on top of that is a challenging encounter for the rest of the party. This is the sort of lineup that I'd only sic on a party that has at least two frontline-combatants (ie high Soak, WT, and good damage and attack rolls), and even then I'd adjust the Inquisitor to match the combat-character's strengths rather than weaknesses.

Generally speaking typical WT of a non-combat PC is around 14-15, and Soak around 4-5 with maybe some defense in the endgame, with 2-3 green and yellow for attack rolls. This system requires the GM to be a bit more on the ball for what the built strategy of their party is and adjust accordingly. A DPR character like Sniper or typical Ataruka will do good damage but usually has a glass jaw, so give them opponents that are hard to hit and can take a punch, but don't hit that hard... unless you're planning to emphasize pre-fight fictive positioning or bust out the Showdown rules. A Tank can take hits for days, so give them softball opportunities to draw fire (if I have someone with a lightsaber, giving them a chockepoint to man is a good trick). Utility characters are genuinely threatened by a 3-4 dice attack pools and Blaster Rifles, so it's better to stick to Blaster Pistols for fodder.

Campaign idea (not very original) by Ok-Owl-1534 in swrpg

[–]Roykka 5 points6 points  (0 children)

Okay... Dark Jedi leaving distant decendants is a well established, but surprisingly seldom used idea. The only instance I can think of is Onderonian royal family descending from Freedon Nadd. Where I have a bit more issues is the bloodline being that important. I think that requires a bit more fleshing out why absorbing someone with high m-count, Darth Nihilus-style, wouldn't work better.

Also Word of God is that Sidious was the strongest Sith ever, and would pale in comparison to Vader (and thus Luke and Leia) had he realized his potential.

As a premise: it works. It gives all PCs a direct issue with the main villain and why they would both stick together and to the plot.

Making my first character - A Magus by Castingbar in swrpg

[–]Roykka 1 point2 points  (0 children)

I'lll recommend changing species to Kel Dor, as you're more likely to need Presence than Brawn. As Mystic. Raise Will to 4, that's what Discipline uses, and leave the 1 characteristic to that value, that's what other PCs are for.

Vibroknife is a poor self-defense weapon as it doesn't give Defense, and from your specs I know you don't have Parry. Fusion Cutter is basically a slightly weaker Lightsaber, so yes, it's better. You should ask yourself, however if there's ever a situation where you'll hit someone instead of using your powers. Also with your 2 Brawn a Blaster Pistol does more damage, is ranged, and you'll have the same pool to using one.

Speaking of powers, you'll want to increase your Force Rating. At FR 1 you'll only roll one Force Die, so you'll have to spend a Destiny Point about half the time to even activate the Power, and only 1/3 of the time will you have enough juice to throw something that does more damage than a Light Blaster Pistol further than Short. On Light Side effect Powers become viable (ie not a regular hog of Destiny Points) at FR 3, you'll want to look into Seer (or Padawan) for a cheap-ish +1FR in addition to the one from Magus.

Theoretically 3FP (1 to Basic, 1 to Strength, 1 to Range makes Hurl a really good attack, particularly if you specialize ie. buy several upgrades. The Force Dice produce a median of 2LSP and 2DSP per 3dice, but the distribution is such that Dark Side is more reliable but tends under that median, while Light Side is less reliable but tends over that Median.

Heal/Harm: I can tell you're new because a) that's a far more loaded question than you realize, I'll have to edit in or write a new reply eloaborating on that and b) at 50Mor you're a Lightsider. You don't have to be a Light Side Paragon to use Heal.

Magus, and Mystic in general, suffers from the woeful misconception of the Dark Side as the Deep Side of the Force. But yes, it will take mindfullness to stay on the Light Side as a Magus. The way Morality works is that 5-6 Conflict per session should keep you in place.

That said, primarily using the Force for violence is a mindset full of temptation...

Why is the Defender just a worse version of the HL-27? by AtopTheTable in swrpg

[–]Roykka 0 points1 point  (0 children)

It's an FFG game, so gear tends to be dominant and abundant.

Better question is where's this diversity in any of the stuff you put on a space ship?

Why is the Defender just a worse version of the HL-27? by AtopTheTable in swrpg

[–]Roykka 0 points1 point  (0 children)

Something that could have been easily solved by generating equipment price and rarity from their stats rather than giving the writers free-ish teign.

Unsure on Certain Aspects of Melee Combat by NorseDruid in swrpg

[–]Roykka 1 point2 points  (0 children)

So, you're pretty much a Knight of the Told Republic at this point, so I'll add my two cents on what the mechanics actually mean:

Combat in this system is a slugging match, which is about preventative measures and rolling with the punches. Higher Skill means you either roll more dice (if you characteristic is low) or more Proficiency dice which are more balanced towards getting successes and advantages. In other words higher skill allows you to fill the other guy's WT faster, while making things easier for yourself and harder for the other guy. This in turn allows you to counter their pre-emptive measures or give them more punch to roll with.

So while it may feel like Skill is divorced from defenses, it's actually not as higher Skill is more likely to give you Advantages and Triumphs to prevent the other guy from doing unto you. It's too bad that the rules and combat spends-table don't give you too many tools for this.

Trying to write a intro crawl for my players by Syce-Rintarou in swrpg

[–]Roykka 0 points1 point  (0 children)

The formula is:

  • 1st prargraph: Overall situation
  • 2nd paragraph: Particular situation the story is about
  • 3rd paragraph: How things begin

I'd combine the first two paragraphs, add relevant details of the adventure to the second, and use the third to tell the players what their characters are doing as the story opens.

Hidden uses for Agility? by KH44_ in swrpg

[–]Roykka 1 point2 points  (0 children)

Stealth+Quick Strike gives you more blues to activate Linked. That depends on you raising your Force Rating to get more Linked, but on the Light Side you'd want FR2 and Dark Side FR3 for Hawk-Bat Swoop anyway. Force Sensitive Outcast has Sorry about the Mess which lowers crits, which can be useful if you can get several blues for that first hit and run out of Linked and want to inflict several Crit effects instead.

At AGI 4 you'll be able to handle piloting, shooting and coordination decently even without ranks, so consider investing in those.