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Lightwhips
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BentuSinn
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PostPosted: Wed Oct 16, 2013 12:14 pm    Post subject: Lightwhips Reply with quote

So the official rules for a lightwhip says thats when an opponent attempts to parry an attack from the weapon he should "increase the difficulty by one level"

Now what difficulty is meant here?



2022 ADMIN EDIT: Moved this necroed-thread from Official Rules to the Ships, Vehicles, Equipment, and Tech forum because there are no known "official rules" for "lightwhips".
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Ral_Brelt
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PostPosted: Wed Oct 16, 2013 1:35 pm    Post subject: Reply with quote

I would think one category. If its a medium difficulty, to parry with the light whip would be a difficult parry. (A 10 becomes a 15).
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garhkal
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PostPosted: Wed Oct 16, 2013 1:38 pm    Post subject: Reply with quote

Yup. So going from moderate to diff adds +5, but diff to very diff adds 10.
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BentuSinn
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PostPosted: Wed Oct 16, 2013 2:08 pm    Post subject: Reply with quote

But don't you also have to beat the opponents skill check?

For instance:
Lumiya attacks Luke with her lightwhip and rolls a total of 32.
Wouldn't Luke need to beat THAT total and not just the "difficult" of his lightsaber (16-20)?

Is this more in case lumiya only rolled a 17?
And then luke would need to roll a 22(ish) to parry?
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Sandokiri
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PostPosted: Thu Oct 17, 2013 1:06 am    Post subject: Reply with quote

BentuSinn wrote:
But don't you also have to beat the opponents skill check?

For instance:
Lumiya attacks Luke with her lightwhip and rolls a total of 32.
Wouldn't Luke need to beat THAT total and not just the "difficult" of his lightsaber (16-20)?

Is this more in case lumiya only rolled a 17?
And then luke would need to roll a 22(ish) to parry?


Once you hit Heroic, there are tiers of Heroic that go up by 10 (H+10, H+20, etc.) So if Lumiya's roll is in the Heroic range (eg, 32,) Luke would need to roll at least 10 higher than that.
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CRMcNeill
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PostPosted: Thu Oct 17, 2013 9:10 am    Post subject: Reply with quote

Actually, the +10 steps start between Very Difficult and Heroic
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garhkal
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PostPosted: Thu Oct 17, 2013 4:12 pm    Post subject: Reply with quote

BentuSinn wrote:
But don't you also have to beat the opponents skill check?


Yup. Base difficulty or parry roll. So their parry can actually make it easier to hit them!
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CRMcNeill
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PostPosted: Fri Oct 25, 2013 12:55 pm    Post subject: Reply with quote

On a similar note, considering the nature of a lightwhip, should it not also be more difficult for the lightwhip itself to parry incoming attacks?
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garhkal
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PostPosted: Fri Oct 25, 2013 3:39 pm    Post subject: Reply with quote

It should plus i feel the whip should have a higher base difficulty AND 'cut oneself' level.
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Leon The Lion
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PostPosted: Fri Oct 25, 2013 4:27 pm    Post subject: Reply with quote

Do I remember correctly, that a lightwhip actually has a solid conducting wire core?

If so, couldn't one use telekinesis to help himself wield it more safely and/or effectively?
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CRMcNeill
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PostPosted: Fri Oct 25, 2013 10:20 pm    Post subject: Reply with quote

garhkal wrote:
It should plus i feel the whip should have a higher base difficulty AND 'cut oneself' level.


Agreed. The existing stats (at least those found in the Weapons compilation) make no mention of such.


Leon The Lion wrote:
Do I remember correctly, that a lightwhip actually has a solid conducting wire core?

If so, couldn't one use telekinesis to help himself wield it more safely and/or effectively?


One would think, but the depiction of the lightwhip isn't really consistent. The lightwhip is described as having both solid and energy components, but in the comic book, Lumiya's lightwhip more closely resembles a flail than a standard whip, so the alternate argument would be that the weapon contains both solid and energy whips that are distinct from each other.

I personally picture something more along the lines of the whips used by Whiplash in Ironman 2, more of a force whip than a light whip.
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shootingwomprats
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PostPosted: Mon Nov 04, 2013 5:14 pm    Post subject: Reply with quote

I have been watching this posting with great interest. Here are some things I came up from different sources as well as some original material:

Sith Lighwhip
Model: lightwhip
Type: Custom melee weapon
Scale: Character
Skill: Lightwhip (this is a specialized skill)
Cost: Not available for sale
Availability: 4,X
Difficulty: Moderate (13)
Damage: STR+3D+2 (Maximum 7D)
Range: 1/3/5
Game Notes:
1. A lightwhip cannot be used to parry.
2. A lightwhip may be parried at a -2D skill modifier.
3. A lightwhip gets a +1D modifier for the purposes of snagging/trapping/tripping.
4. A lightwhip is difficult to wield properly at short range making the difficulty one level higher, Difficult.
5. A lightwhip is more effective and easier to use at long range, making it one level lower, Easy.
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CRMcNeill
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PostPosted: Tue Nov 05, 2013 10:03 am    Post subject: Reply with quote

Personally, I would combine 1 and 2, in that a whip can still be used to parry, but at greater difficulty. Just because it can't do a hard block doesn't mean it can't be used to redirect or otherwise counter an attack; it's just more of a challenge.

With regards to #3, I would refer you to the article in D6 Magazine #1 on whips. It can be found here.
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shootingwomprats
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PostPosted: Tue Nov 05, 2013 10:33 am    Post subject: Reply with quote

Thank you for the additional information. The D6 Magazine stuff was helpful but keep in mind that though similar, SWD6 is NOT OpenD6. The rules could easily be adapted to SWD6 if one wanted to add that level of additional complexity to SWD6.

I have used a whip before and I can you flat out, there is no freakin way, EVER, your going to use it to block ANYTHING. This is modeled in Game Notes #1.

Depending on the range of the attacker, your not going to block a whip coming at you. The VERY best you can hope to do, is not be where its landing. This is modeled in the Game Notes #2.

I am thinking of changing the rule to: A lightwhip may be parried using Melee Parry at a -2D skill modifier. This will allow a standard Dodge without penalty and common sense dictates your not going to use Brawling Parry to get away from a whip stroke.
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CRMcNeill
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PostPosted: Thu Nov 07, 2013 9:52 am    Post subject: Reply with quote

shootingwomprats wrote:
Thank you for the additional information. The D6 Magazine stuff was helpful but keep in mind that though similar, SWD6 is NOT OpenD6. The rules could easily be adapted to SWD6 if one wanted to add that level of additional complexity to SWD6.

I have used a whip before and I can you flat out, there is no freakin way, EVER, your going to use it to block ANYTHING. This is modeled in Game Notes #1.


Even blaster bolts? Remember, this is a space opera setting, where the characters who will be using this weapon are capable of feats that are quite literally superhuman, and the rules should take that into account.
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