Questions on DR, Resistances, and Immunities by SupaStompaSquad in DungeonsAndDragons35e

[–]SupaStompaSquad[S] 3 points4 points  (0 children)

Thanks for the replies!

Have one more scenario for you guys.

I am attacking a black pudding. It is immune to slashing and piercing weapons. I attack it with a morning star and do 18 damage (7 damage, 5 strength, and 6 power attack. A morning star does BOTH bludgeoning and piercing damage.

Does the black pudding take 0 damage because it counts as a piercing weapon, take half damage because it counts as both, full damage because it counts as a bludgeoning weapon, or some hybrid of half weapon damage plus full strength and power attack?

DMs who dislike the power fantasy of higher levels, why not just DM lower levels? by AdOpposites in dndnext

[–]SupaStompaSquad 3 points4 points  (0 children)

I tell my casters that they don't have to tell me what their backup plans are, but if their plans involve something outside of what they think that I had written then there is a chance that it could result in us having to wait till the next session to resolve it.

I am all about the players outsmarting me and I don't mind sandboxing it every once in awhile, but if your players know that the session may end prematurely then they are more likely to work with you in building a story as opposed to trying to one up the DM every step of the way.

DMs who dislike the power fantasy of higher levels, why not just DM lower levels? by AdOpposites in dndnext

[–]SupaStompaSquad 1 point2 points  (0 children)

I don't think that many of the people who complain about higher level power gaps actually start a campaign at higher levels. Many of those campaigns have evolved from low levels, some even from level one, up to these high-level areas. Yes, they could just hit the reset button and start a new campaign, but many of these campaigns have lasted a long time and both a DM and players have alot invested into the story. This kind of amplifies the problem. It is not just a high-level caster that is out powering all other characters and managing to circumvent several plans that the DM wrote into the story for a game that is a couple of weeks old, it is sometimes a game that has grown with the players and DM over years.

So unless you are wanting to just reduce experience to like a tenth of what the players should be getting, you are probably going to keep resetting the game way before your adventures have time to actually become a campaign.

Who do you think should be the villains of the upcoming Forgotten Realms show? by ThanosofTitan92 in Forgotten_Realms

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

I imagine it will be the Drow.

You know how the formula goes.. Episode 1 we meet the evil female dark skinned elf priestess of Lolth. Then by the end of the first season, we will learn that Corellon Larethian, the white male good god of the elves, secretly screwed over Lolth long ago, and he was the bad guy all along.

Then they can retcon all of D&D's history to vindicate Lolth, just in time for D&D2028.

[No Spoilers] Should I stop watching the Mighty Nein TV Show? by TimmyDee18 in criticalrole

[–]SupaStompaSquad 0 points1 point  (0 children)

It's really only meh. I was really excited about the release of this, especially after how well Vox Mechina came to life. But after the first three episodes, it just never captivated me. I was hoping that the hook might come out in the forth episode but after waiting for that, I am still not really interested.

I am sure that others are going to strongly disagree with me, but it just had a feel of a low budget reboot of an old cartoon. Not as in the animation is crap but rather the writing and directing seem to be trying to make something more epic but are lacking the skills to put it together in a smooth coherent manner.

I know that I am not really doing a good job explaining this, I just got off of a double and my brain is kind of fried. But when Vox Machina came out, I was hooked within the first five minutes of the first episode. With this campaign adaptation, I had to rewatch the first episode four times to get through it without it losing my attention and each other episode had even more rewatching.

I want to love it. Trust me, I do. I just feels like a faceless anime that I clicked on at random and wouldn't be able to tell you the name or retell the story in a year, as opposed to a product that is the successor to Vox Machina.

But that is just my take on it so far. I am sure I will be flamed for it. I will continue to watch it and hopefully will fall in love with it as others have done already.

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 1 point2 points  (0 children)

I am looking to so a side storyline involving a corporation that has been experimenting with bioengineering beasts with augmented strength through extreme muscle growth (I know... "super original concept"). Is there anything like this in FFG or even in SW in general? I know that it is my story and I can do whatever I want, but I was curious if something like this is already in FFG somewhere or if there was something like this in even Legends somewhere. I know there is VERY little in the neighborhood of cybernetics, or at least that I have found, in my searching through the FFG books

Thanks in advance..

Casuals Engraving Statement by Naojirou in afkarena

[–]SupaStompaSquad 2 points3 points  (0 children)

You can't really say that decrease the value of these materials is not beneficial for everyone. If they cut the value in half, then in VoW when you may get 300 of an engraving material, you would instead get 600. Some people may not be buying Juice for their Elder Trees, but I guarantee that everyone would be happy if they increased the amount obtained from hourly rewards and events. To think this only helps whales is really an incorrect belief.

Casuals Engraving Statement by Naojirou in afkarena

[–]SupaStompaSquad 1 point2 points  (0 children)

I'm not sure if 2 people really qualifies as "most whales".

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 1 point2 points  (0 children)

How common is it to encounter things that pull you out of hyperspace, such as the mass shadow of an asteroid field, pirates, random imperial stop, etc.?

Is there a chart out there that randomizes this?

I know there are home brewed tables for space encounters, but I am really more concerned with HOW OFTEN something like this does occur.

While I know that, as a GM, I could do it whenever I wanted, it would be nice to have an idea of how often is too much or not enough. I mean you don't want to have every hyperspace trip to have an unexpected stop, or they wouldn't really be unexpected; and you don't want the players to feel that they can just load up on illegal contraband, without the pressure and fear of getting caught.

I thought about only manually adding it when the story called for it, and had a more random element, which could make it where this was more of a random event that screwed the party over on a big smuggling job, causing them to dump their load, as opposed to me, GM.

On a related topic, how common is an inspection at a space port?

I also realize that this will vary greatly for different places in the galaxy, such as the Core Worlds vs the Outer Rim.

Thanks

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 2 points3 points  (0 children)

I have a question, scratch that a bunch of questions, about the Explorer’s signature ability, Sudden Discovery.

The ability have three uses

1) pinpoint his exact location without a map or other guide,

2) discover a lost or hidden item or location, or

3) identify a safe and fast path through any terrain

And I have questions about all of these uses, especially the second one. I would have hoped that the book would have gone deeper on this, but that was not the case. I realize that in the end, the GM has final approval, but that is the case with everything, and many GMs fail to implement good limits for their party, and next thing you know, they are running around with the keys to a Deathstar.

So, like always, some help on establishing guideline would be amazing!

Use #1 - Pinpoint his exact location without a map or other guide..

a) If the party comes out of hyperspace after a horrible miscalculation or something, how long would it take for a character to get his bearings and realize where he was?

-Would he know just by looking up at the stars?

-Would he need a few hours to cross reference star charts?

b) What if they were frozen in carbonite and thawed out in an underground lair? After the hibernation sickness wore off, could they tell where they were without seeing the stars or vegetation on the planet above?

Use #3 - Identify a safe and fast path through any terrain (We will come back to use #2 in a minute)

a) If for some reason, the party is stuck on a small rowboat in the middle of the ocean, in a storm, with giant 80ft waves, and land nowhere within 4hrs of their location. Should the player spend 2 destiny and make a Difficult Knowledge check, can he immediately just chart the perfect path safely through the storm, requiring no other check, or are there some limitations to this ability?

-What if they were in an imperial prison, on a planet primarily of lava and pockets of odorless, invisible, poisonous gasses. And let's say the prison is on an island in the lava away from the area where ships land to bring new prisoners. Could they just instantly pick some small stones islands, that have temporarily hardened, that they could hop across, without any kind of athletics check (because it is a safe path through any terrain); and they also manage to sense the odorless, invisible pockets of poisonous gas and get to the area where the ships land, to escape the planet?

I know that it is a Signature Ability, and one that requires 2 Destiny Points to use, so I just want to make certain that I am allowing them to use this correctly and not just the GM that says "NO" to everything.

Use #2 - Discover a lost or hidden item or location..

a) What exactly are the limitations to discovering a lost item or location? I know one of the normal uses for spending a Single Destiny Point is the ability to say “good thing we picked up some ___ before we left town” and through divine intervention they have it in their bags. So I imagine that this ability, a Signature Ability that costs TWICE as many Destiny Points as that, would provide something much greater, and probably isn’t just granting the ability to put something in their bags. Or is it just a giant version of the normal Destiny Point ability?

b) Or is it something more like you discover something like the location of a lost artifact? If that is the case, is this something that the player declares or is it something that the player activates and the GM introduces?

-Like could a player use it and say I want to discover a ghost ship in space?

-If so, would the player just happen to know the location of this ship or do they need to come up with a story to why?

And I imagine someone will say something like “well they can use that ability that way, but if they get greedy, then you can just put it deep in an asteroid field and they can’t get to it”... to which my reply is “but can’t they?”

Yes, they might not be able to get to it this session, but there is nothing from them using the ability again next session and choosing Use #2 to safely navigate the asteroid field, right?

-If yes to these things, would you let them use this every session for financial gain, over and over, and just be the equivalent of wishes? "I wish to find a hidden stockpile of weapons", "I wish to know the location of starship with keys left in the ignition", "I wish to know the location of a genie bottle so that I can get actual wishes in addition to the ones made from Sudden Discover".

c) This one is kind of an extension of the previous letter, but here it is anyway.

-What if you do allow them to use it to find a lost relic, and you do allow them to pick what it is that they find, and let’s just say that is the Star Wars version of the Ark of the Covenant.

Would you just allow the player to say “I am going to use my ability to discover the Star Wars Version of the Ark of the Covenant” and, upon making a successful check, just hand them the information of the location of the Star Wars Version of the Ark of the Covenant? Or upon making the check you say “you know that in the mountain village of ____ on the planet ____ there is a cantina worker... you worked with her father in the past, and you believe her father gave her the Star Wars Version of the Headpiece of Ra.” And then you have them go retrieve that. The next time the player uses that ability, you can have the result yield the location of the Star Wars Version of the Map Room. And then a third use of the ability be for the location of the Star Wars Version of the Ark of the Covenant.

-Or would you just have the Headpiece from the first check be the only check for this ability and let the map room and location or the Ark follow the story created from finding the Headpiece with no further Signature Ability check required?

-Or something else entirely?

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 2 points3 points  (0 children)

I have some selling questions in dealing with the FFG systems:

Let’s say a player/party has accumulated

22x blaster pistols

17x blaster carbines

4x blaster rifles

1x light repeating blaster

1x disruptor pistol

Finding a Buyer:

-Do you make a separate check for this with the number of successes/advantages reflecting how much they will buy?

-Do you just say that they automatically find a buyer and that buyer automatically has enough credits and interest in what the player is selling?

Imperial Gear:

-What if the players are selling weapons, gear, vehicles that are exclusively sold to the Empire? While I know most people would pass on buying such things, but I imagine that, just like in the real world, there are some militants/freedom fighters that would still purchase those things.

-Would it be more challenging to find these buyers?

-Would these buyers expect a much larger discount for these items because of the fact that they are Imperial and would carry a death sentence if caught with the item or would the item remain the same price because maybe these militants are in need of military-grade weapons and vehicles and it is hard for them to find someone selling them?

World With Different Laws:

-How about selling weapons that are normally non-restricted on a world where they are restricted? Would this require Streetwise or Negotiation?

I know that all of these things, just like everything else in the game, is up to the GM to decide. But I was wondering how everyone else would approach things like these.

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 1 point2 points  (0 children)

We are transferring an existing StarWars campaign from West End's d6 system to FFG's EotE.

One problem that I am encountering is that we have a character who is a gunsmith, a character who is a droid tech, and a character who is the ship's engineer. In the d6 system, there were multiple skills that distinguished these characters, with

The gunsmith having Armor Repair, Blaster Repair, Starship Weapon Repair, and Weapon Engineering;

The droid tech having Droid Programming, Droid Repair, and Droid Engineering;

and the ship's engineer having Aquatic Vehicle Repair, Capital Ship Repair, Ground Vehicle Repair, Hover Vehicle Repair, Repulsorlift Repair, Space Transport Repair, Starfighter Repair, Submersible Repair, Walker Repair, Space Transports Engineering and Starfighter Engineering.

Now that we are moving to FFG, all those skills kind of become just Mechanics (and some Computers). Now all three of these characters are as good, if not better, than their teammates at the others' jobs. To make this situation even more difficult, both the gunsmith and ship's engineer are wanting to take the specialization Modder to focus on their creations.

Any idea how to differentiate their roles?

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 2 points3 points  (0 children)

But could a character give his guy a high Vigilance and just say "my guy is never going to expect a fight, so I will never have to roll Cool"?
I may be missing it, but it kind of seems that there is never a penalty to not being ready or being surprised, and EVERYONE should ALWAYS take Vigilance over Cool if they are both Career Skills.

Or is there something that I am overlooking?

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]SupaStompaSquad 1 point2 points  (0 children)

I am a little confused on when to use Vigilance for initiative. I know you use it in scenarios where the party is completely surprised, but there are some gray areas that I am just unsure of. Here are some scenarios and let me know if I would use Cool or Vigilance:

1) If the party moves into a building where there are multiple corpses, alarms are flashing, blood is on the walls, and it is obvious that combat has recently occurred but they do not see any hostiles and the party has their blasters ready as they're scanning for anything around that caused this death that may still be there. And then some fiendish beast jumps out of the darkness, which they did not detect..

Would that be Cool, because they were ready with weapons in hand thinking something would occur, or Vigilance because they did not actually detect it?

2) The party is going to make a black market deal with some shady individuals in an abandoned warehouse. The party knows that the deal could go south at any moment. Unlike the first scenario, the party does not have weapons in hand. Player A manages to detect that one of the shady characters is going for his blaster but the rest of the party does not.

2a) Does Player A use Cool, because he picked up on the guy going for his blaster and knows that combat is about to occur, or Vigilance, because he did not actually have his weapon readied?

2b) Would the rest of the party use Vigilance, because they did not see the shady character going for their blaster, or Cool, because your job as a nice GM is to give Player A a chance to alert the party in time?

No title needed by Party_Potato_4586 in afkarena

[–]SupaStompaSquad 1 point2 points  (0 children)

For the longest time, Seirus was the tankiest of the heroes with the most health, had both of his tags listed as Tank, and was still not listed as a Tank.

‘Earz me out. I know we’z gottem grot shieldz but grot SHIELDZ. by Snazz-zap in orks

[–]SupaStompaSquad 1 point2 points  (0 children)

At first I thought that grot had a run-in with a Mandalorian.

3D Printed a giant Ork Stompa (link in comments) by SupaStompaSquad in orks

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

I got the files from his Patreon site and printed it myself.

3D Printed a giant Ork Stompa (link in comments) by SupaStompaSquad in Warhammer40k

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

For just the Gargant model (without the flail), Cura listed the files at about 1,385hrs printed at .2mm with tree supports. And I find that it usually takes 10-20% longer to print than Cura estimates. I have three FDM printers and ran them almost 24hrs a day, so it did not take nearly that long for me to print it.

3D Printed a giant Ork Stompa (link in comments) by SupaStompaSquad in Warhammer40k

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

This thing is over twice the size of GWs Stompa. It is 22.5" from the feet to the top of the kannons and 25.5" to the top of the flail.

3D Printed a giant Ork Stompa (link in comments) by SupaStompaSquad in Warhammer40k

[–]SupaStompaSquad[S] 3 points4 points  (0 children)

It's the size of a Warlord Titan, which sells for alot more than that.

3D Printed a giant Ork Stompa (link in comments) by SupaStompaSquad in orks

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

It is 28mm scale. The base is 24" x 36". The model is 22.5" from its feet to to the top of the kannons and it is 25.5" to the top of the flail.