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De-powering Lightsaber Combat
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garhkal
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PostPosted: Sun Feb 10, 2013 4:53 pm    Post subject: Reply with quote

vanir wrote:
Well that's the real trick about RAW and FP usage, in dealing with Player/PC motivations as a ruling factor it invites argumentation from Players to justify FP usage and ultimately a GM ruling upon their frivolous use, which can make the gaming table a little uncomfortable for a while.

Say you use one against an understrength squad of five stormtroopers while trying to escape the death star with the stolen plans. The GM could argue the PCs did not even test the strengths of their opponents before using a FP to even see if one was necessary, as it turned out these were fresh recruits with minimal skill easily dominated by the PC party of a big tough wookiee and an expert gunslinger.
Meanwhile the Players can argue that escaping successfully with the stolen plans is so crucial to life in the galaxy and the rebellion that FP use is easily justified to ensure escape from any obstacle above all other considerations.
Meanwhile they've run out of FP when they face the sith lord in the hangar and scream unfair GM organisation of the gaming conditions. Let alone the arguments when you don't give the FP back later.

Okay bit of a rough example that's not quite how silly our games get (they do sometimes get silly), but you get what I mean.


While not heroic (to get one back), i might hear the argument that it was at a dramatic moment/time..

but you are right, the way the rules are wrote out does give leway for arguing the point on what gets it spent and not returned, what gets it spent with it coming back and what gets it spent with an extra one coming back..

Quote:
I've never seen a FP used againsst any number of storm troopers... a CP on a poor strength roll to resist damage, maybe... but a FP? No.


I have seen (and used them my self) plenty of spendings of FP's when facing storm troopers... Yes they may as one person have only 4d-5d to hit, but when you have 30+ shooting and some officers present, they can combine them into groups of 6 (for +3d) or 10 (for +4d)...
Also not all troopers are going to be regulars/greenbacks.. i love mixing it up and having a veteran squad or two, or even an elite squad show up.
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CRMcNeill
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PostPosted: Sun Feb 10, 2013 6:13 pm    Post subject: Reply with quote

I based my own variant of Lightsaber Combat based on how Force augmented combat is described in the EU. Since Jedi seem able to use the Force to augment combat in any situation (not just when holding a Lightsaber), I made the Lightsaber more mundane (Damage is now Str+5D instead of just 5D). I dropped the Control entirely, and allow damage bonuses based only on how well the character's To Hit roll goes (+1 for every 3 points of success). I also linked the Sense bonus to the level of the skill being augmented (bonus can't be lower than 2D, but can't be higher than the character's Sense dice or the difference between the character's skill and the base attribute, whichever is lower). I also use a Lightsaber combat variant derived from the Dueling Blades optional rule that raises the threshold to score a damaging hit, so that characters of dissimilar skill levels are more likely to achieve stalemate results while in combat. I haven't been able to play test it as much as I would like, and there are still some issues that need to be worked out, but on the whole, it creates a much more cinematic feel for Lightsaber battles.
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Naaman
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PostPosted: Mon Feb 11, 2013 2:51 pm    Post subject: Reply with quote

garhkal wrote:


I have seen (and used them my self) plenty of spendings of FP's when facing storm troopers... Yes they may as one person have only 4d-5d to hit, but when you have 30+ shooting and some officers present, they can combine them into groups of 6 (for +3d) or 10 (for +4d)...
Also not all troopers are going to be regulars/greenbacks.. i love mixing it up and having a veteran squad or two, or even an elite squad show up.


I like to run it where stormies can combine without needing a command roll. So that the "elite" stormtroopers are something to actually think twice about when faced with a squad or more. The regular imperial army guys (black suits) need officers/NCOs to coordinate and gain the bonuses.
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DougRed4
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PostPosted: Mon Feb 11, 2013 2:57 pm    Post subject: Reply with quote

I'd love to see that Dueling Blades optional rule.

As I've been considering this, I've realized that what's really needed - at least between two Jedi fighting (or Jedi vs. Dark Jedi) - is that the chance to Parry needs to be much higher than the chance to hit. Thus I'm considering going to a system much like it was in 1E, where you have a straight chance to hit (based on one's Lightsaber skill), and the chance to Parry is based on Lightsaber skill + Sense (though I will likely make it 1/2 one's Sense skill, rounded up).

I also feel the numbers attained should be lower, as the larger the numbers the greater chance of significant spread. Throwing around 11D or 15D means a huge variance, especially when one side rolls a "6" on the Wild Die and the other side gets a "1".

Doing this should mean that the vast majority of attacks will be parried, but isn't that what we saw in the movies, especially in the better duels?

My son and I played through a combat between Obi-Wan Kenobi (E1) and Darth Maul (based on the stats for The Phantom Menace fan-made Sourcebook) using RAW for the duel.

Maul hit Kenobi with his first blow (despite Obi-Wan using multiple Character Points to try to Parry) and easily sliced him in half, being as his damage roll was nearly 40 points higher than Kenobi's Strength save (and for that he was using 5 Character Points).
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CRMcNeill
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PostPosted: Mon Feb 11, 2013 5:14 pm    Post subject: Reply with quote

Do you mean the original optional rule, or my version that is based on it?
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garhkal
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PostPosted: Mon Feb 11, 2013 6:02 pm    Post subject: Reply with quote

crmcneill wrote:
I based my own variant of Lightsaber Combat based on how Force augmented combat is described in the EU. Since Jedi seem able to use the Force to augment combat in any situation (not just when holding a Lightsaber), I made the Lightsaber more mundane (Damage is now Str+5D instead of just 5D).


So a wookie using a LS does 10d base damage even without activating LS combat?
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DougRed4
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PostPosted: Mon Feb 11, 2013 6:11 pm    Post subject: Reply with quote

crmcneill wrote:
Do you mean the original optional rule, or my version that is based on it?


I'd love to see both, actually (if it's not too much trouble).
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CRMcNeill
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PostPosted: Mon Feb 11, 2013 6:23 pm    Post subject: Reply with quote

garhkal wrote:
crmcneill wrote:
I based my own variant of Lightsaber Combat based on how Force augmented combat is described in the EU. Since Jedi seem able to use the Force to augment combat in any situation (not just when holding a Lightsaber), I made the Lightsaber more mundane (Damage is now Str+5D instead of just 5D).


So a wookie using a LS does 10d base damage even without activating LS combat?


I don't use LSC, and my combat variant caps the damage level inflicted by the To Hit roll, so that a massive damage result won't matter if the skill roll to hit caps the damage at Wounded.
_________________
"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.

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CRMcNeill
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PostPosted: Mon Feb 11, 2013 6:29 pm    Post subject: Reply with quote

DougRed4 wrote:
crmcneill wrote:
Do you mean the original optional rule, or my version that is based on it?


I'd love to see both, actually (if it's not too much trouble).


I know the original dueling blades is available as a download somewhere (cheshire may have it on his 4shared account), and my version is actually posted on the forum, here:

http://www.rancorpit.com/forums/viewtopic.php?t=3608&highlight=

It's not complete, as I haven't figured a method I like for incorporating movement into combat, but the rest is usable. The key to it is there is a core, bare-bones rule for saber combat, with a whole slew of optional rules that allow you to tailor the rules to fit the needs of your campaign.
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"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.

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