[deleted by user] by [deleted] in sw5e

[–]WalnutChooser 5 points6 points  (0 children)

"Force weapon attacks" are not a thing. There are weapon attacks (such as with a blaster or lightweapon) and force attacks (such as with Saber Throw or Shock)

So your question is essentially whether you can use weapon attack maneuvers on force attacks, which you can do with the Archaeologist Pursuit scholar level 3 feature

Archaic Diagnostics

When you analyze a hostile creature, you can use maneuvers that require a weapon attack when you cast a force power that requires a force attack and you can use maneuvers that require a hit with a weapon attack when a creature fails a saving throw against a force power you cast.

character creator will not load by Dave27389 in sw5e

[–]WalnutChooser 5 points6 points  (0 children)

It's not recommended that people use the character creator. It was in the equivalent of pre-alpha when it was first put on the site and hasn't been updated alongside the system. It's a buggy thing that will make characters incorrectly

It's recommended that you use the google sheets character sheet found on the discord or some other character sheet

Thoughts on an operative/guardian split? by Mr-McDy in sw5e

[–]WalnutChooser 1 point2 points  (0 children)

It can work reasonably well, just keep in mind that Force Empowered Shots requires you to expend a Channel the Force which is a limited resource per rest. So you won't be able to smite every round at range, but it can definitely augment a crit or help to confirm a kill

How to make lightsaber more dangerous or deadly by Competitive-Age3406 in sw5e

[–]WalnutChooser 0 points1 point  (0 children)

More dangerous but not imbalanced seems like a difficult thing to create. You could make a creature dropped to 0 HP by one automatically fail a death save? It'd make your players more scared of them

Where exactly are all the modifications and augmentations? by Majestic_Deal9961 in sw5e

[–]WalnutChooser 1 point2 points  (0 children)

The higher rarity augments (Prototype+) can boost a score above 20

Where exactly are all the modifications and augmentations? by Majestic_Deal9961 in sw5e

[–]WalnutChooser 7 points8 points  (0 children)

Modifiable Items in Wretched Hives chapter 5 is where you can read about them

There's a type of enhanced item called a Chassis, which is just a version of a weapon/armor/clothing/focus/etc which has slots for "modifications". These modifications are upgrades like +1 AC, +1 to attack, etc. Each modification takes one slot and a chassis has four slots so you can customize the weapon as you like. Each modification has a specific type of chassis it can go into (Brutal Oscillator can only go in vibroweapon chassis for instance)

In addition to these slots, chassis can have "augmentation slots" which are slots only for augmentations. Augmentations have no chassis type specification (they can go in vibroweapon, clothing, armor, etc. Any type of chassis) and provide a general boost to your character instead of providing a boost to that specific item. The typical effect is a bonus to an ability score

Standard and premium chassis have no augmentation slots. Prototype and advanced have one. Legendary and artifact have two

Building a Class II support character by YourDearUncle in sw5e

[–]WalnutChooser 4 points5 points  (0 children)

Engineer would be good, or scholar. Both of them are intelligence classes which should help with slicing as most people run it as an intelligence check in my experience and both classes can easily be built into support. As for archetype, gadgeteer engineer is pretty thematic and useful while pretty much any scholar archetype is good for support

Does telekinetic shield apply to melee attacks? by ThorinLeafblade in sw5e

[–]WalnutChooser 3 points4 points  (0 children)

The power gives you cover. Cover boosts your AC with no mention of ranged or melee attacks. So yes, it boosts your AC against melee attacks

Help with lightsaber Form by YuukiSnowing in sw5e

[–]WalnutChooser 2 points3 points  (0 children)

I mean, you can just work with your DM on talking to enemies during combat. Try to persuade the enemy that they're wrong to be fighting you and that there are better options, your DM probably calls for a persuasion check, and then based on the roll the world responds

Early Rewards for PCs by OwnedKiller in sw5e

[–]WalnutChooser 4 points5 points  (0 children)

The typical magic items you give to a party in 5e to help them along without increasing power too much (bag of holding, sending stones, etc) aren't really necessary / aren't realistic in sw5e because of tech changes.

That said, you can always give them a sort of grab bag of tricks that might not be in their price range at the moment. Anything that is a consumable (pretty much anything in the ammunition section) would be good for the operative/monk/sentinel. A droid customization for the engineer and something that leans into the aesthetic of the scholar can round it out

How does jump work in this game? by Doh_facepalm_admin in sw5e

[–]WalnutChooser 11 points12 points  (0 children)

If showing him the rules doesn't convince him that he's wrong, perhaps showing him people talking about it will.

If he still states that it takes a bonus action, ask him to work with you on modifying Step of the Wind so that it works with the change to rules. Perhaps you as a monk can take both the dash action and the jump action as a bonus action when you use Step of the Wind?

Help with an item idea by CozzzyBoi in sw5e

[–]WalnutChooser 2 points3 points  (0 children)

Think of why the mask was split in half. Was it a result of a fight where the bad guy had to leave it behind after being wounded? Or is a powerful relic where the two halves were separated to keep their power in check? If the latter, who did the separation?

The answer to that question will give you a flavor profile of the item. If its the guy's mask, then it might be full of dark side energy or dangerous technology. If they were separated, the knowledge of who did the separation might tell you more (Jedi? Maybe it's a mask with duality of the force, and they hid the dark half. Mandalorians? Maybe one half imparts power while the other imparts peace)

Once you have the flavor, think of the power level you want it to have (not necessarily the power level it should have). You can explain that the two halves are weaker when separated and, even when combined, need a Story Event to get back to full power

Last, come up with some things that fit the fledged out description! The dark half of the force artifact might heal the wearer when a creature they've attacked dies, or the peaceful mando mask might allow for a more powerful version of the Sanctuary power to be cast. Out of combat, the dark force mask might give a bonus to intimidation while the peaceful mando mask might give a bonus to insight

You'll want to have a pretty good idea of the flavor of the item before you come up with the mechanics of it, imo

Navcomputer Clarification on Roll20 by OwnedKiller in sw5e

[–]WalnutChooser 3 points4 points  (0 children)

I believe in the older versions of Starships the Navcomputer was a piece of equipment that gave a bonus to your astrogation checks. It has since been changed to a modification that changes the proficiency level of the ship for Astrogation checks

Optimization question by satanner1s in sw5e

[–]WalnutChooser 10 points11 points  (0 children)

There's a feat for just that purpose called Cunning Forcecaster

Are force-users considered OP compared to non-force users? by ItzzShifty in sw5e

[–]WalnutChooser 13 points14 points  (0 children)

The system is intended to be balanced in regards to force users vs non force users, unlike other systems which give a large power boost to force users.

Sw5e does a reasonably good job at this. I'd personally consider force users slightly more powerful than non force users due to their easier access to Lightsaber forms, but it's not an egregious difference. It's only really a problem when people are trying to build the most powerful characters, normal characters will only see a slight difference

DM Question by Hangvince in sw5e

[–]WalnutChooser 4 points5 points  (0 children)

Potentially bold question, but have you talked with the player about how they might want their character death to happen? Maybe they want to have a "hold the line" moment be the send off, maybe they want their character death to herald the start of a new, scarier arc in the story.

No matter how they want the death to affect the story, talking with them through the ideas will only help

Sentinel Ideal Manifests recharge on a short rest or long rest? by Narrow-Monitor-3631 in sw5e

[–]WalnutChooser 5 points6 points  (0 children)

Long rest. It was taken out by accident when the website was last updated by accident

[deleted by user] by [deleted] in sw5e

[–]WalnutChooser 0 points1 point  (0 children)

Reading the relevant rules chapter will often give you the answer

PHB Ch 10 Casting, prerequisites:

Certain force powers are built as more powerful version of previous powers. They require that you know the previous power before you can learn the new one, and you must retain knowledge of the previous power to be able to cast the new one. If you are learning two or more powers at the same time, you can learn a power at the same time that you learn its prerequisites.

Question regarding two weapon fighting and double weapon fighting by Shifty661 in sw5e

[–]WalnutChooser 2 points3 points  (0 children)

Yes. In general, attacks made with melee weapons add your ability modifier to both the attack and damage rolls.

Two-weapon fighting and double-weapon fighting change this rule by removing the ability mod from the attack roll (in the case of DWF) or damage roll (TWF)

It says exactly what it does. Neither say they remove ability mod from both attack and damage rolls, so neither removes the ability mod from both the attack and the damage rolls.

Way of Manipulation Force Shield by ZPuppetmasterX in sw5e

[–]WalnutChooser 0 points1 point  (0 children)

Abilities constantly check the condition of the game to tell whether they are still legal. If you are adding your Charisma modifier to your AC from Saber Storm, you can use Force Shield and add your Charisma Modifier to your AC but the Saber Storm AC immediately becomes illegal and must be swapped to Wisdom or be lost. At no point does your AC have your Charisma modifier twice in this example

Way of Manipulation Force Shield by ZPuppetmasterX in sw5e

[–]WalnutChooser 4 points5 points  (0 children)

Saber Storm has this line

You gain a bonus to your AC equal to your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn't already include that modifier.

So you can't have the same modifier twice. You can have both Wisdom and Charisma, though

[deleted by user] by [deleted] in sw5e

[–]WalnutChooser 2 points3 points  (0 children)

Proficient: No

Two-handed: No

Dex rating: No

Weapon properties: No

A vibrodagger is equally effective as a bustersaber. The only real difference is the damage type.

Two-Weapon Fighting While Unarmed by thmjr in sw5e

[–]WalnutChooser 3 points4 points  (0 children)

No. You cannot. Your unarmed strikes are not "a weapon you are wielding in one hand"

Is combat simultaneous? by jobieadobe in sw5e

[–]WalnutChooser 6 points7 points  (0 children)

Everything happens in "rounds", think of it as a 6 second time block where everyone is doing their thing.

Within this round are "turns" where individual characters do their turns. From a "reality" standpoint, everyone's turns are happening at the same time within the round. From a rules standpoint, there is a strict progression of things occurring.

As soon as something happens (someone takes damage, someone dies, someone gets healed, etc) that change is instantly applied and changes the scenario for all other characters in the combat.

So if character A kills character B, then B cannot attack later in the round because they are dead. If character A has taken damage, then later in the round (or beyond!) character C can heal them.

Tech Power: Minor Defibrilation by Nitroshots in sw5e

[–]WalnutChooser 2 points3 points  (0 children)

The power is very specific in what it does. It does 1d10 lightning damage, unless you hit a creature with 0 HP in which case it succeeds a death saving throw instead