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Savaad Lieutenant
Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Sat Oct 21, 2006 8:38 am Post subject: Armor Modification |
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Would you allow someone to mod the Dex penalty on armor in order to reduce it? For example, a guy has Stormtrooper armor (which give +2D physical, +1D energy, and reduces DEX by -1D while wearing) and he wants to mod it out to reduce the penalty. I figured that I would allow someone to mod out the Dex penalty in the same way as moding the resistance, except that you can't do both. You can either mod the resistance or mod out the DEX penalty. What do you guys think? _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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Gry Sarth Jedi
Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Sat Oct 21, 2006 8:52 am Post subject: |
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Short and to the point: I agree. _________________ "He's Gry Sarth, of course he has the stats for them." |
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PsiberDragon Commander
Joined: 31 Jul 2006 Posts: 260
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Posted: Sat Oct 21, 2006 9:02 am Post subject: |
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Makes sense...
You're allowed to improve armor by up to 1D+2 if I'm not mistaken for resistances....
Allow that to be a max... you can improve any aspects you want to a max of 5 pips... so... given the example...
you could improve physical up to 2D+2, Energy to 1D+1 and reduce the armor penalty to -1 pip...
*shrugs* If you wanted to go that route... Like Gry said: Yours is short and to the point. Stick to it if it works for you... _________________ "Love like you will die tomorrow. Hate like you will live forever." - Unknown |
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Savaad Lieutenant
Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Sat Oct 21, 2006 9:55 am Post subject: |
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I try to keep it simple for Star Wars. So do you guys think that one could modify the resistance and the dex penalty, or no? _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Sat Oct 21, 2006 11:51 am Post subject: |
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Anything is possible. After all, this is YOUR game. YOU make the final call.
If modding armor in that fashion is highly irregular, then you could allow it, but make it VERY costly. In fact, you could even make that an adventure hook. The characters need to take this mission that's dropped into their laps because it's gonna pay well and is relatively straightforward (or so it seems from the beginning ), and will therefore provide a decent way for them to make the creds necessary to upgrade their armor.
But don't back down on the price. Either the armorer they go to is highly reputable, and therefore worth the credits (because he can command those prices), or is black market, (where it's illegal, and so who are they going to complain to about the price?) so either way you have them over a barrel. You're providing a way for them to get what they want, but in order to do so they're going to have to WORK for it and do what YOU want.
It's a win-win. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sat Oct 21, 2006 8:10 pm Post subject: |
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There are specific armours that I've come across in official sourcebooks that mention in the armour's description that they are outfitted with servos to reduce/eliminate the Dex penalty, though I can't recall which (perhaps Bounty Hunters? I don't have access to that one anymore).
With that in mind, I see no reason why you couldn't do both... with the purchase of some costly equipment and a fairly difficult Armour Repair roll.
I wouldn't allow this fix for archaic armour styles (ie Coynite armour) though. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 21, 2006 9:34 pm Post subject: |
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IIRc there were rules in one of the crakken books for this... or was it gundarks...
Something about spending X credits per pip you wish to buy off, AND spending X cp. _________________ Confucious sayeth, don't wash cat while drunk! |
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Savaad Lieutenant
Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Sat Oct 21, 2006 9:54 pm Post subject: |
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I will scour the books for the information on this issue.[/quote] _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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Savaad Lieutenant
Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Mon Oct 23, 2006 9:56 pm Post subject: |
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Quote: | IIRc there were rules in one of the crakken books for this... or was it gundarks...
Something about spending X credits per pip you wish to buy off, AND spending X cp.
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I can't seem to find this ruling. Can someone help me out please? _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Oct 24, 2006 4:23 am Post subject: |
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I looked through my books last night, but did not see anything...
IIRC of the ruling. it was something like 400 creds, per pip to be bought off for the first D worth, 500 per pip from 1d-2d, 600 from 2d-3d and 700 above 3d (though i don;t know of any armors with more than 2d+2 dex penalty). CP was 3 base, +3cp per pip.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Savaad Lieutenant
Joined: 30 Apr 2006 Posts: 96 Location: Elrood Sector (STL, MO)
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Posted: Wed Oct 25, 2006 8:41 pm Post subject: |
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If you spend CPs, does this mean you have to mod it yourself? And also, does this make the armor specialized for you? _________________ "I've got a bad feeling about this!"
"Go to red alert!" "Are you sure sir, it does mean getting up and changing the bulb." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 26, 2006 4:15 am Post subject: |
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nurvel wrote: | If you spend CPs, does this mean you have to mod it yourself? And also, does this make the armor specialized for you? |
Yes and yes... _________________ Confucious sayeth, don't wash cat while drunk! |
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Raiz Ensign
Joined: 08 Jun 2006 Posts: 25
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Posted: Mon Oct 30, 2006 7:39 am Post subject: |
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Just simply look at Boba Fett's armor and think if it can be done without "modifications"
In our campaign if you have good skill rolls you can upgrade every aspect of every modifyable item by 1d+2 "seperately". However the costs or required materials may be hard to acquire. Otherwise how could Boba would be able to build such a 4d armor ?! |
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Xynar Commander
Joined: 10 Aug 2003 Posts: 282 Location: Northwest Indiana
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Posted: Mon Oct 30, 2006 7:14 pm Post subject: |
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My impression was that any Die code can be altered, ie modified, on any piece of equipment. This includes equipment bonuses from scopes, sensor detection, armor values, Dex penalties, weapon damage, etc. But then again, I make a few concessions. I use the 1st edition starship mod rules as a basis. You want more armor protection? Greater Dex penalty or add a Dex penalty on a pip for pip basis. After all, the armor is being modified, not re-engineered. Better scope? Loose that quickdraw bonus. This way players don't get carried away unless they have some serious cash on hand. _________________ Xynar
The Great Adventurer |
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