View previous topic :: View next topic |
Author |
Message |
Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
|
Posted: Mon Sep 21, 2015 7:47 pm Post subject: Lightsaber With Ionizing Effect |
|
|
An idea just popped into my head:
What if some Jedi somewhere built a lightsaber with an ionizing effect. What applications would it have (other than the obvious)?
If someone like Vader were hit with it, would it ruin his suit?
Can we imagine any scenarios in which such a weapon would be preferable to just using a regular lightsaber?
Last edited by Naaman on Thu Sep 24, 2015 4:37 am; edited 1 time in total |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Sep 22, 2015 1:16 am Post subject: |
|
|
IMO it wouldn't work... _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
|
Posted: Tue Sep 22, 2015 9:34 am Post subject: |
|
|
But... its Star Wars... |
|
Back to top |
|
|
cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
|
Posted: Tue Sep 22, 2015 11:50 am Post subject: |
|
|
I don't think it's something that I would encourage in my game, but I do know that others have gone that route. For example, there is some effects in KOTOR that allow for additional ion damage to be done with certain lightsaber modifications.
If I were to have it in my game, I would make the ion damage set at a standard damage code, and would not let the person add the Control to the damage roll for the ion damage. Ion damage is already fairly powerful, able to knock out controls and robotics fairly easily, much like stun damage on an organic character. Allowing to up the power, imo, could interrupt game balance. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Sep 22, 2015 2:59 pm Post subject: |
|
|
Naaman wrote: |
But... its Star Wars... |
And?? Just cause it's...starwars... does not mean you toss out common sense. A lightsaber is built with one function, to contain an energy beam that is DAMAGING.. Not 'disrupting, not causing the enemy to get sick when it touches them... _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
|
Posted: Wed Sep 23, 2015 9:38 am Post subject: |
|
|
garhkal wrote: |
And?? Just cause it's...starwars... does not mean you toss out common sense.... |
I emphatically disagree with this statement! |
|
Back to top |
|
|
Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
Posted: Wed Sep 23, 2015 8:54 pm Post subject: |
|
|
garhkal wrote: | Naaman wrote: |
But... its Star Wars... |
And?? Just cause it's...starwars... does not mean you toss out common sense. A lightsaber is built with one function, to contain an energy beam that is DAMAGING.. Not 'disrupting, not causing the enemy to get sick when it touches them... |
That seems to be a very silly thing to say. A regular lightsaber does not work by any kind of common sense. It is pure fantasy. So some other kind of plasma/energy bladed weapons with different but equally fantastic effects? Why not? I'm not saying I will do it in my game, but I certainly wouldn't rule it out on the basis of "common sense". Hyperspace and Death Stars are not common sense.
WEG said lightsabers don't function well under water because they evaporate water and bubble up the surrounding water. But in the TCW they show some lightsabers working normally under water without a single bubble. The ability to function under water and not are drastically different functions. I might not call energy-bladed weapons that disrupt machinery or have different effects "lightsabers" but I don't see why they couldn't exist.
I do agree with you that Star Wars doesn't need any sick sticks though! _________________ *
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage |
|
Back to top |
|
|
Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
|
Posted: Thu Sep 24, 2015 12:26 am Post subject: |
|
|
An ionizing lightsaber? Hmmmmmm. In a million worlds...why not?
As a suggestion, how about allowing it to roll damage against one piece of equipment/weapons/sensors/electronics plus an extra one for every 5 points over the 20 required to hit (director's choice) and it would be harmless against life forms.
It'd be different. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Thu Sep 24, 2015 3:16 am Post subject: |
|
|
In the old Jedi Handbook, there is an alternate Jedi weapon called the Stun Saber, which (as you may have surmised by now) inflicts stun damage rather than normal damage. It's not too much of a stretch to include an ionizing effect in such a weapon. _________________ "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
|
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Thu Sep 24, 2015 5:23 pm Post subject: |
|
|
Which i also felt the same way about.
Do what you want for your own games, but i will never like this sort of option. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Fri Sep 25, 2015 12:35 am Post subject: |
|
|
The prequels featured low-powered training lightsabers, with more powerful electromagnetic containment on the blade to reduce damage. Since we don't know exactly how stun energy weapons function, all it would take is a simple sci-fi hand wave to say that training sabers inflict stun and/or ionization damage. _________________ "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
|
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Fri Sep 25, 2015 12:36 am Post subject: |
|
|
garhkal wrote: | Which i also felt the same way about.
Do what you want for your own games, but i will never like this sort of option. |
That's cool. _________________ "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
|
|
Back to top |
|
|
Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
|
Posted: Mon Oct 05, 2015 12:04 am Post subject: |
|
|
I can see how some might argue that such a weapon would be overpowering in the game. I mean, there are already a lot of people who believe that Jedi have no place in this game for that very reason.
For such people, I'd suggest that if you're going to have such a weapon, you might consider some options:
1. Have the lightsaber be along the lines of a dual-phase weapon, where phase one is the regular-damage lightsaber blade, and phase two is the ion-based weapon which only does ionization damage;
2. Have the lightsaber do reduced regular damage because energy is being diverted to the ionization effect;
3. Raise difficulty numbers for a lightsaber with this ability, or at least make it much harder to accomplish in some fashion. It will obviously require more parts, which incurs more cost, more time to acquire those parts, and of course, more time to assemble them...and quite feasibly with much more difficulty, since you're adding functions to the lightsaber.
I'm certainly not advocating that all GMs should allow this; after all, being the one in charge, it's YOUR game. Just giving some ideas to add some 'common sense' to those who need some, and to give some drawbacks to throw at the players who want to do this, but perhaps haven't thought it through. |
|
Back to top |
|
|
Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
|
Posted: Mon Oct 05, 2015 9:54 am Post subject: |
|
|
Quite honestly, I'm javing trouble coming up with any advantages that such a weappn would have over a normal lightsaber, other tha.n perhaps wanting to avoid serious damage to a droid or speeder or some such while still being able to disable it.
In most scenarios I can imagine, it males no difference whether a droid is destroyed or disabled... |
|
Back to top |
|
|
Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
|
Posted: Mon Oct 05, 2015 8:37 pm Post subject: |
|
|
That's yet another point; a lightsaber in and of itself is a highly notable weapon. Modify it so that it does ion damage, and you're changing a number of things about it...most notably, appearance and sound; that's going to make whoever wields such a weapon stand out even more than they already would... |
|
Back to top |
|
|
|