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BentuSinn Cadet
Joined: 30 Sep 2013 Posts: 24
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Posted: Wed Oct 16, 2013 12:14 pm Post subject: Lightwhips |
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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 Lieutenant Commander
Joined: 05 May 2013 Posts: 221
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Posted: Wed Oct 16, 2013 1:35 pm Post subject: |
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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 Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 16, 2013 1:38 pm Post subject: |
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Yup. So going from moderate to diff adds +5, but diff to very diff adds 10. _________________ Confucious sayeth, don't wash cat while drunk! |
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BentuSinn Cadet
Joined: 30 Sep 2013 Posts: 24
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Posted: Wed Oct 16, 2013 2:08 pm Post subject: |
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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 Ensign
Joined: 16 Mar 2006 Posts: 34
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Posted: Thu Oct 17, 2013 1:06 am Post subject: |
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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. _________________ "Worry to lose is to lead to the evil augury."
*Find yer own truth.* |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Oct 17, 2013 9:10 am Post subject: |
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Actually, the +10 steps start between Very Difficult and Heroic _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 17, 2013 4:12 pm Post subject: |
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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! _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Oct 25, 2013 12:55 pm Post subject: |
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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? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Oct 25, 2013 3:39 pm Post subject: |
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It should plus i feel the whip should have a higher base difficulty AND 'cut oneself' level. _________________ Confucious sayeth, don't wash cat while drunk! |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Fri Oct 25, 2013 4:27 pm Post subject: |
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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? _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Oct 25, 2013 10:20 pm Post subject: |
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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. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Mon Nov 04, 2013 5:14 pm Post subject: |
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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. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Nov 05, 2013 10:03 am Post subject: |
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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. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Tue Nov 05, 2013 10:33 am Post subject: |
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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. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Nov 07, 2013 9:52 am Post subject: |
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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. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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