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Ejacobs Lieutenant Commander
Joined: 07 Nov 2005 Posts: 183 Location: Afghanistan...Again
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Posted: Fri Dec 02, 2005 1:29 am Post subject: Lightsaber Combat |
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Okay, I am not getting lightsaber combat. Do I have to activate the power to block blaster bolts? If I do, does that count as a third action if I do it all in one round and then parry the first bolt, and then additional actions for each additional action, or a second action if I did control, then sense in separate rounds and then activated it on the round I activated sense? What about if keeping the power up?
Am I making any sense? I just started a jedi character and this seems to be the only force ability that can really have multiple uses. I know there are more, but they are easier to use/understand.
Please help. Thanks.
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MA-3PO Lieutenant Commander
Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Fri Dec 02, 2005 2:07 am Post subject: |
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Yes, the power has to be up to block blaster fire. To bring up LS Combat in one round it is two actions...so -1D. Now add anymore actions including blocking a shot and that adds to the penalites. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Fri Dec 02, 2005 2:16 am Post subject: |
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Yes, you must have lightsaber combat up to parry blaster bolts back.
Two Scenarios:
#1: Stormtrooper attacks Jedi off guard, Jedi activates Lightsaber combat and decides to parry the blaster bolts. The stormtrooper is firing twice. The Jedi is at a -3D penalty to their sense and control to bring up lightsaber combat and at a -3D to their lightsaber skill on the parries. So, assuming a Jedi has 8D in all skills/ect: 5D control to activate, 5D sense; and 10D on the parry roll (5D lightsaber skill (8D-3D) + 5D sense (8D -3D)).
If the Jedi keeps the lightsaber combat up, and the stortrooper continues to attack, then the jedi's Lightsaber combat counts as one skill, so any other action would be at a Multiple Action Penalty (MAP)
#2: Jedi activates control in round one (no MAP), activates the sense part of Lightsaber combat (8D - no MAP). The Jedi while keeping the power up encounters a stormtrooper, he decides to parry the two blaster shoots. In that round, he suffers a MAP of 2D. (LS combat kept up, and 2 parries) That means the two parries are 12D each. _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 02, 2005 3:20 am Post subject: |
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Quote: | If the Jedi keeps the lightsaber combat up, and the stortrooper continues to attack, then the jedi's Lightsaber combat counts as one skill, so any other action would be at a Multiple Action Penalty (MAP) |
Incorrect. AS per the book, keeping up a 2 power skill, is 2 actions... So it would still be -1d.
So for #2, it would be - round 1, control activated (no maps as there is noting else being done).
Round 2, Sense at -1d, as he already has the control side up (and has to be maintained). If succeeds, LS combat is now active.
So any parrys after that, are starting at -2d....
EG Hyro, has control 6d, sense 5d+2, and Lightsaber 7d. He is facing off against 3 opponents, each with blaster pistols: blaster (S) of 7d+2 , and one has a vibro sword: Melee (S) vibro sword 9d. All have 7d dodge.
At this time, no one has their weapons out, but Hyro has his LS (deactivated) in hand. So initiave is rolled.
Hyro gets 10, while the npcs get 6,7,5 (gm feels this is small enough of a combat to make each baddie have individual initiave).
Hyro gets to act first, while the troopers act after him.
Trooper 1 (on 5) declairs he is taking 3 actions total, 1 for drawing his blaster, and 2 shots.
Trooper 2 (on 6) declairs he is taking 2 actions, 1 for drawing his sword (he is the one with it), and taking a move action to close in for melee.
Trooper 3 (on 7) declairs he is taking 3 actions, same as trooper 1.
Hyro, seeing what is going on, declairs he is taking 4 actions. 2 to activate LS combat, a parry of the incoming bolts, and an attack (at the end of the round) against mr sword boy.
So the round would go: Hyro's first action - he decides to roll sense first, which is at 2d+2 (5d+2 - 3d for multiple actions). He gets a 18 on the roll, thanks to a wild die rollover.
Then comes all the troopers first actions (drawing their weapons!).
Then comes hyro's second action, activating the control part, which is at 3d (6d control - 3d for MAPS). Unfortunatly he gets a lowly 8, so spends a pair of CPs, to hit the 15 needed. He now has LS combat up. Just in time as the enemy is now firing!!!
Trooper 1 and 3 each take their shot (since for trooper 2's second action, he is just moving in). Trooper 1's shot is at 5d (7d blaster -2d for MAPS), and he rolls a 22. Trooper 3 get a darn good roll, at 43 (lucky wild dice 8) )
So, now Hyro uses his declaired parry.... His LS skill is 7d, and he adds in sense (5d+2 - 3d for MAPS) for a grand total of 9d+2. His parry roll (since he only needs to make 1 for all bolts coming at him this round), is a 38. He manages to deflect trooper 1's shot, but is not good enough to deflect trooper 3's shot. Luckly, he soaks the damage (with another CP spent!)
Now we get to the troopers last blaster shot.... they have 38 as their target number to beat, and neither make it, with a 18, and 11 (trooper 3's dice did not like him this time).
Then Hyro gets his last action in, and rolls his attack (same dice pool as he used for defense), against trooper 2. His roll comes up a 36. Trooper 2 though, gets a massive 40 on his parry roll, and so parries the attack.
That is the end of round 1.
Next round, the troopers each get a 9 on their initiave, while Hyro gets a 8. He declairs 1 bolt parry, 1 melee parry (using his LS) and 1 attack. Since he is also keeping up LS combat, that is still 2 actions, for a total of 5 actions now, or -4d for MAPS. Trooper 1 and 3, each declair 2 shots, and trooper 2 declairs 1 swing with his sword.
With the init for the baddies the same, the gm has trooper 2 get his melee in before he does the ranged attacks.
Trooper 2 rolls a 28. Now Hyro has to parry it. Since we knew last round he rolled 9d+2 for attack/defense with his LS at 4 actions, and this round he is doing 1 more, he looses 1 die, and so rolls 8d+2 for a parry roll of 32... enought to deflect the sword away (though the gm decides it is not enough to cause a damage roll for the sword or the sword wielder )
The blaster shots, are both a 30.... Hyro's parry of them is a 34, so both get deflected away....
NOW it is his only attack (since of all his actions he declaired, he only has one attack) and muffs it up, getting an 11, thanking the dice he did not slash himself....
Now we get to trooper 1 and 3's second shot, which trooper 1's manages to slip through the Jedi's defenses, and actually wounds him.
That is the end of the round.
Now it is round 3. Since hyro was wounded last round, he dropped LS combat, and so if he wishes to use it again, he needs to reactivate it. BUT he is also wounded, and so at a further -1d from his actions.
The initiaves are Hyro 9, trooper one at 6, trooper 2 at 12, and trooper 3 at 7.
Hyro declairs he is reactivating LS combat (2 actions). His player remembers, now, he does not need to declair his parries, and so does not. Since he is wounded, he starts with -1d, and takes a further 1d off from 2 actions declaired. But unfortunatly for him, he is not first, that is trooper 2...
Trooper 2, rolls his melee, and gets a whapping 50!!! (after 3 straight rerolls on the wild). Hyro rolls his LS skill (only) to parry, but at 3d off (2d from LS combat activation and the wound, and another -1d from doing a third action, taking his LS skill down to 4d!) He only gets a 15, no where close enough, but through the use of a trio of CP, manages to stave off any damage.
Now we come to Hyro's first action. He goes for sense again, and due to not bothering to declair the parries, still is rolling 2d+2. Unfortunatly, for Hyro, he rolls a pair of snake eyes.... So no activation of LS this round. He hopes he can get the control side up, though so he only has to worry about the sense side next round.
Now we come to trooper 3's shot, which is at a 29. Being that Hyro cannot get LS combat up in time, he can only dodge. Realising his dodge is only 4d at base, and his MAPS would leave him with only 1d, he decides to not bother... taking the shot in the chest, and reciving another wound. Since he is wounded again, he cannot act for the rest of the round...
Trooper 1's first shot comes in, and causes a third wound... which takes Hyro into the land of unconsiousness.
That is a rundown of how it should be...
Let's hope his friends, who are not here, get wind of his being captured!! _________________ Confucious sayeth, don't wash cat while drunk! |
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Ejacobs Lieutenant Commander
Joined: 07 Nov 2005 Posts: 183 Location: Afghanistan...Again
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Posted: Fri Dec 02, 2005 4:15 am Post subject: |
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Wow! Thanks for that. It does make sense to see it all spelled out. Thanks to all of you. Garhkal gets honorable mention for his very descriptive and thorough explanation. Thank you.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Dec 02, 2005 9:20 am Post subject: |
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I live to Edjumicate the less knowledgable.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Fri Dec 02, 2005 12:07 pm Post subject: |
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Yes, garkhal, that was a very well-written narrative of the way lightsaber combat should go. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Dec 03, 2005 1:15 am Post subject: |
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Takes a bow! _________________ Confucious sayeth, don't wash cat while drunk! |
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Vartax Lieutenant Commander
Joined: 13 Oct 2003 Posts: 203 Location: Salem, OR
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Posted: Sat Dec 03, 2005 4:52 am Post subject: |
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Remind me of when a certian Jedi I knew went into an ally looking for info, but ended up getting shot from above.... Instead of turning to face the bolts he thought I'll try running. My character ended up getting a dsp just to break his bottom out of the prison they put him. |
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MA-3PO Lieutenant Commander
Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Sat Dec 03, 2005 11:20 am Post subject: |
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Very good! I was surprised to see you rolled inittiative every round. I don't have my book with me. Is this how you're supposed to do it? I always just rolled it once at the beginning of combat. |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Sat Dec 03, 2005 12:10 pm Post subject: |
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I'm gonna have to check that out to. I'm fairly sure my last GM wasn't doing that right, so I need to brush up on it anyway... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Dec 04, 2005 1:47 am Post subject: |
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From page 77 and 78, R&E.
Each round has 2 phases.
1) Initiave
2) Roll actions.
Initiave. Decide how many sides are in the battle, normally 2. The character(s) with the highst Perception on each side, rolls that attribute. Whom ever rolls the highest, decides if their side acts first, or last, rerolling in the event of a tie.
Rolling for initiave does not count as an action. A character cannot spend force points or character points on the initiave roll BUT penalties for wounds do count.
Rolling actions. The side that goes first, acts. The character with the highest Perception goes first. That player tells you how many actions they are going to take, THEN he rolls his first action.
Acting in perception order, of highest to lowest, go down through the 'ranks' asking for their actions and have them roll their first..
That is as per the book. BUT i do it differently.
1) Choose how many actions each person is going to take.
2) Roll for initiave, 1 per side (unless there are distingtive groups on one side, like troopers, commandos and scouts for example, in that case the troopers get 1 init, the scouts another and the commandos a third).
3) Side that decides to act first, rolls for their first action, in order of left to right (or right to left, depending on how i did it last round!).. _________________ Confucious sayeth, don't wash cat while drunk! |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Sun Dec 18, 2005 1:18 pm Post subject: |
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Yes, the MAPs from lightsaber combat is something everyone who breaks out the "Jedi Glowlight Stick of Doom = Unbalanced even for a 3D Jedi" keep forgetting. Once you factor in MAPs to raise both powers, reaching that moderated difficulty can become impossible for a Jedi of less than at least 4D, and That's just to raise the power...forget being stunned or wounded with it up...
Yes, with Lightsaber Combat, blocking a blaster bolt is one action, reflecting it back is a seperate action that can be done as a reaction (another -1D each additional time). Against a few oponents, this is a neat trick, against more it can be overwhelming to all but a Jedi master. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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worfbacca Lieutenant Commander
Joined: 31 Oct 2003 Posts: 105
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Posted: Tue Nov 28, 2006 3:27 pm Post subject: Lightsaber combat parrying blaster bolts |
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So does anyone think that by a jedi only rolling once to block ALL blaster shots in a round is kind of powerful? How did the weak clones take out those Jedi Masters? Who hears makes it an additional action for each blaster bolt blocked? _________________ "That was left handed!" |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Tue Nov 28, 2006 3:40 pm Post subject: |
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well, for a simple example, the jedi master has 3d dodge. average being around 9
and lets say 12 troopers are shooting him, with 2D blaster - they will get all variations including (on average) a 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12. so by sheer numbers, and probability of one getting a great roll, you can beat a master. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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