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worfbacca Lieutenant Commander
Joined: 31 Oct 2003 Posts: 105
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Posted: Wed Jan 26, 2005 9:49 pm Post subject: Force point with multiple actions.. |
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When using a force point with multiple actions do you subtract for multiple actions first or do you double it then subtract? Any quoted West End Games sources would help. _________________ "That was left handed!" |
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john brewer Cadet
Joined: 25 Dec 2004 Posts: 15 Location: Houston, Texas
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Posted: Wed Jan 26, 2005 11:15 pm Post subject: |
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To quote: "A player may spend one Force Point in a round; all skills, attributes and special ability die codes are doubled for the rest of that round" (R&E, p. 84).
Sounds to me like you double the score. Then subtract for actions. At least that's how I read it.
John |
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Volar the Healer Jedi
Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Thu Jan 27, 2005 11:31 am Post subject: |
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I agree. Double, then subtract. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Thu Jan 27, 2005 11:49 am Post subject: |
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My group has always done the Double-Then Subtract. And we've doubled the amount of allowed actions as well (This started out as a cemamatic thing for Crunch, and became a house rule.).
Gets really insane when Oota uses one for his... 7D or 8D (I forget which) of Blaster skill. Which makes for 8 Actions at a 12D or 14D.
Then goes "John Woo" Blasters Akimbo style, gets two shots per action at -1D to the Primary Hand and -2D for the Off Hand. 8 Shots at 11D or 13D and 8 Shots at 10D or 12D.
With T-6 Thunderer Heavy Blaster Pistols. "The Most Powerful Hand Blasters In The Galaxy".
Before you ask, no, he isn't a Munchkin, just a really, really, *REALLY* experienced PC with a love of carnage. Oldest PC in the group, and the second one made by his Player (The first character sheet had been lost by the GM after one game.). |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4850
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Posted: Thu Jan 27, 2005 1:10 pm Post subject: |
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I think we had this discussion a little while ago (or maybe it was on another board), but the R&E states that you apply all die penalties after you doubble. |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Thu Jan 27, 2005 4:45 pm Post subject: |
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Ray wrote: | My group has always done the Double-Then Subtract. And we've doubled the amount of allowed actions as well (This started out as a cemamatic thing for Crunch, and became a house rule.).
Gets really insane when Oota uses one for his... 7D or 8D (I forget which) of Blaster skill. Which makes for 8 Actions at a 12D or 14D.
Then goes "John Woo" Blasters Akimbo style, gets two shots per action at -1D to the Primary Hand and -2D for the Off Hand. 8 Shots at 11D or 13D and 8 Shots at 10D or 12D.
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Yeah, we had a guy in my gaming group who played a gunslinger and did a similar kind of thing when the group got ambushed by a squad of stormtroopers. The GM's jaw hit the floor when he uttered the words: "I spend a Force point." _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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Crell Damar Line Captain
Joined: 31 Jul 2003 Posts: 845
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Posted: Fri Jan 28, 2005 11:15 am Post subject: |
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Really? My group used to do subtract die penalties, then double. I'm not sure why. But I guess it just seemed ok to me at the time. Although subtracting afterwards makes for much more potent use of the force, with possibilities for some very amazing stuff to happen.
I may try it that way. And we'll see which works better for the group. _________________ "For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times... before the Empire. "
Obi-Wan Kenobi |
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Fri Jan 28, 2005 12:02 pm Post subject: |
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Crunch killed and wounded alot of Veteran Stormies under Force Point abilities.
With his bare hands. In his rage, he kinda forgot that he had his force pike on him. |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Mon Jan 31, 2005 6:31 pm Post subject: |
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We've always done double then subtract however any bonus for equipment (fire control on ship guns or scopes on blasters) are not doubled and come in after subtractions.
Yeah I woked out that my Esoomian character (10D brawl 7D strength) has a dice pool of 20D when spending a force point and does 14D damage.
Fortunately it's never come up as something I've needed |
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Trask Cadet
Joined: 05 Dec 2004 Posts: 10
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Posted: Tue Feb 15, 2005 3:43 pm Post subject: |
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Agreed. You don't double penalties for multiple actions, you don't double penalties for armour or wounds or the like, but likewise you don't double bonuses, be they for fire control, maneuverability or damage (a STR+2D vibroknife remains STR+2D, just STR is now doubled) |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Oct 02, 2005 6:33 am Post subject: |
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I have only been under one gm who did it differently, but the others (as well as me) double the skill THEN take off for MAPS and wounds.
That other Gm did it strange.. Start out with doubling the base skill, then after the SECOND action start to apply MAPS, at the following rate..
Frst action = full
Second action = full
third action = -2d
Forth action = -2d
Fifth action = -3d
Sixth action = -3d
Seventh action and so on.... _________________ Confucious sayeth, don't wash cat while drunk! |
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