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Lightsaber Dueling
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Galadrin
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Joined: 20 Jun 2013
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PostPosted: Fri Jun 21, 2013 12:45 pm    Post subject: Reply with quote

atgxtg wrote:

Sorry, but you do not seem to understand how the rules work. When you parry, you replace the normal difficulty [which can be somewhere in the 16-20 range(\ with the parry total. You do not add to the difficlty unless you do a full parry.

What makes the duels so anti-climatic in the RPG is that since Lightsaber Combat bumpes up the damage dramatically, any hit pretty much ends the duel. So with fairly evenly matched opponenets you got about a 50-50 chance of one guy cutting the other in half on a given attack. So most duels only tend to last a round or two. Toss is the doubling effect of spending A Force points and it just gets worse - especially when one side has more Fps than the other.


Oh, I was referring to the rulebook when I posted that, not the house rules mentioned in this thread. I.E., according to page 49 in the rulebook, a parry is a reaction skill that boosts the difficulty (base 20 for lightsaber) by the parry skill roll. Thus, in 1st Edition, two duellists would role their melee skill (the highest winning initiative), and the loser would have the chance to make a last-minute reaction parry to avoid death. It's true though, a Force point can definitely end a duel very quickly. A devious gamemaster might give the NPC a force point to counter, though!
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DougRed4
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PostPosted: Fri Jun 21, 2013 6:17 pm    Post subject: Reply with quote

I think the confusion came because atgxtg probably didn't realize you were talking 1E rules. Lightsaber combat changed considerably between 1E and the later editions.

I've actually gone back and taken some of the 1E ideas for my own house rules, as it improves things (by actually giving a character a chance of parrying a lightsaber blow). With the RAW (2R&E), it's almost impossible to avoid being hit, so the person who goes first wins, making for an extremly anticlimatic duel.
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atgxtg
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PostPosted: Sat Jun 22, 2013 3:54 pm    Post subject: Reply with quote

Yeah, not only that, but I didn't think anybody was using 1E as written anymore.


Just to explain a few things so we are all on the same page:

In 2E there is a Force Power that Jedi use that allows them to add their Control to their Lightsaber Damage, their Sense to their Lightsaber skill, and deflect and redirect blaster bolts. Also in 2E Jedi use Lightsaber to parry and not Melee Parry or Sense. Without the power raised, Jedi don't get to add their Control to their damage. So you can see 2E is a different animal.


Now as far as 1E goes, shortly after the rules were release, they were upgraded. In pretty much every early 1E supplement, there was 4 page rules upgrade handout. The bits of this handout that are relevant to this topic are:

1) You no longer add your Dodge or Parry rolls to the base difficulty, but instead replace the difficulty with the roll. To be able to add to the difficulty a character must perform a full dodge or parry, and that means the dodge/parry is their only action for the round.

2) The difficulty ladder has been expanded so that instead of fixed increments of 5, the difficulties are a spread of several numbers. Very Easy was 2-5, Easy 6-10, Moderate 11-15, Difficulty 16-20, Very Difficult 21-30,
and Heroic 31+

Now both these rules have officially been part of the game for nearly as long as the game has been out, and I assumed that everybody was aware of them.

With 1E as written, you do get a very different feel to lightsaber combat, and Jedi aren't quite as problematic.


But without the rules upgrade there are some bugs in the system that can break the game. For instance, the one my group figured out pretty quickly was to fight stormtroopers at long range. In 1E, STs had a blaster skill of 4D which was reduced to 3D in armor. As there is no way they could roll a 20 on 3D (in 1E), there was no way for the STs to hit. The rules upgrade helped to address this, as did the wild die in 2E.
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