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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 21, 2011 12:19 pm Post subject: |
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garhkal wrote: | What i am not understanding though is, if he is getting to act 1 round PRIOR to the 'ambusher', how is initiative even a concern? |
My basic idea is that I want to maintain the idea of the Jedi always having initiative in the round the attack occurs (even though he has to roll a little higher for it). I just loosened up the wording somewhat as a catch-all to include more convoluted attacks that might take more than one round to complete. _________________ "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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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jan 21, 2011 6:40 pm Post subject: |
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Why not just say that if the jedi successfully id's the danger, he gains initiative over his attacker in the round the attack occurs... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 21, 2011 7:49 pm Post subject: |
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garhkal wrote: | Why not just say that if the jedi successfully id's the danger, he gains initiative over his attacker in the round the attack occurs... |
<shrug> That's as good a way to word it as any. _________________ "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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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Jan 25, 2011 1:19 pm Post subject: |
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Regarding the re-edited Danger Sense, why not just use a single roll?
Simple success allows the Jedi to Detect Danger and a success roll of +15 (or something) over the difficulty allows the Jedi to Identify the danger. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jan 25, 2011 3:11 pm Post subject: |
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Bren wrote: | Regarding the re-edited Danger Sense, why not just use a single roll?
Simple success allows the Jedi to Detect Danger and a success roll of +15 (or something) over the difficulty allows the Jedi to Identify the danger. |
Im all for keeping things simple. Add to this that you roll the Sense test at the moment of danger so the Jedi cant count on exactly how much information (if any) hell get. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 25, 2011 7:48 pm Post subject: |
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I could see that. Or hows about a tiered initial number.
The closer danger is (eg if i have a bomb in your landspeeder set to go off in 3 hrs, versus i have a .50 cal sniper rifle trained on your head), the lower the initial roll is. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 25, 2011 8:24 pm Post subject: |
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garhkal wrote: | I could see that. Or hows about a tiered initial number.
The closer danger is (eg if i have a bomb in your landspeeder set to go off in 3 hrs, versus i have a .50 cal sniper rifle trained on your head), the lower the initial roll is. |
Two rolls down to one roll works for me. How many tiers are you thinking, what would their difficulty levels be, and what would be the knowledge gained at each tier? _________________ "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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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jan 26, 2011 5:58 am Post subject: |
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Danger / roll
Immediate (next 1-3 rounds) - 10
Not too distant future (4 rounds to 2 minutes) - 15
Not to distant future (2 min to 2 hrs) - 20
Distant future (2 hrs to 2 days) - 30
Days to weeks add 10
weeks to months add 10 _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jan 26, 2011 10:26 pm Post subject: |
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garhkal wrote: | Danger / roll
Immediate (next 1-3 rounds) - 10
Not too distant future (4 rounds to 2 minutes) - 15
Not to distant future (2 min to 2 hrs) - 20
Distant future (2 hrs to 2 days) - 30
Days to weeks add 10
weeks to months add 10 |
I was thinking more along the lines of how to apply it to my proposed skill, as in how much information the Jedi would gain about the attack, depending on his skill roll.
Also, I can't recall any instances in the canon where Danger Sense predicted danger anything more than hours in advance... _________________ "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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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 27, 2011 2:44 am Post subject: |
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Well. you was on about danger sense also notifying you of more obscure threats (its not us its the mission master)... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 27, 2011 10:34 am Post subject: |
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garhkal wrote: | Well. you was on about danger sense also notifying you of more obscure threats (its not us its the mission master)... |
Even with that, the danger was still only minutes away, and not fully formed (i.e. Sidious hadn't yet ordered the Neimoidians to kill them). Nevertheless, the potential danger was there, and Obi-wan picked up on it, but not enough to truly recognize what it was. _________________ "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 Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 19, 2012 2:33 pm Post subject: |
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I had a brainstorm on this one.
I'm thinking of having Sense be stacked with Perception for initiative rolls, with situational modifiers applied, such as a -4D penalty for what would normally be a surprise attack. The number by which the Jedi beats his opponent for initiative would then dictate the number of Sense dice the Jedi can use to respond to the attack.
For instance, a Jedi with 9D Sense and 3D Perception rolls initiative against a Bounty Hunter with 3D Perception who is attempting a surprise attack (+4D bonus). The Jedi rolls a 48 versus the Bounty Hunter's 29, for a success total of 19. Converting 19 into dice and pips results in a total of 6D+1, so when attempting to react to the Bounty Hunter's attack (parrying a blaster bolt with his lightsaber), he can only roll a Sense bonus of 6D+1 to parry, not his full 9D.
This would tie into some other house rules I'm using, specifically having the Force as an attribute, so that a Sense total of 9D is more easily attainable by lower level characters. The idea here is having Danger Sense actually be fallible, such as being subject to MAPs and other situational penalties, so that only the really high-powered Jedi (like Yoda) would have the near-infallible danger sense as described in the RAW, while lower level Jedi could still potentially be surprised and/or ambushed.
Thoughts? _________________ "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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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Sep 19, 2012 4:40 pm Post subject: |
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So even a low level jedi who bumped his perception up as well, could consevably block all attacks/any attack? Are they impinged by maps too? As that 9d/3d S/P was not taking into account he would need to have danger sense up as well as lightsaber combat to block the bolt. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Sep 19, 2012 5:15 pm Post subject: |
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How about the Jedi substitutes his Sense for his PER instead of stacking? That way fledgling Jedi don't get uber PER.
But the Jedi could use his Sense to detect things that he couldn't notice with his normal senses, like Stormtroopers hiding behind a door, or a bomb in the room. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Sep 19, 2012 6:31 pm Post subject: |
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He'd only stack Sense with Perception for initiative, so über Per wouldn't be an issue. Plus, I'm still working on situational modifiers to more subtle or indirect threats, in addition to MAPs for threats from multiple sources at once. _________________ "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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