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    test fights using SR rules

    Chris
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    Post  Chris Mon Oct 27, 2014 6:44 pm

    After waiting 20 minutes for an underworld contact that never showed up, Daxx exits the Skinny Dewback and into the war-ravaged streets of Corelia.  

    His Jedi senses alert him to danger just in time to see 2 Imperial Sith soldiers across the street who alert to his presence.

    test fights using SR rules Sith-t10

    test fights using SR rules Coreli10

    Initiative!

    Sith soldiers have Initiative score of 6 + 1d6 = they roll a 10 and act together for GM convenience

    roll your initiative die\dice + initiative rating (reaction + intuition)
    whit10
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    Post  whit10 Mon Oct 27, 2014 8:35 pm

    so... I roll 11d6 and add 11 (target number of 5, per the rules, unless I missed something)

    Roll(11d6)+0:
    5,3,6,3,1,4,1,5,5,5,6

    I count 6 successes so, I have a 17 Initiative?  ...and there should also be a die for being an Adept?

    Roll(1d6)+0:
    6,

    success, 18 initiative?
    Chris
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    Post  Chris Mon Oct 27, 2014 9:32 pm

    that looks correct for Daxx

    drunken GM already messed up, I used the 5e rules, since that is what I had at work.

    study

    sorry, initiative is 7 then, not 6 + 1d6
    Roll(7d6)+0:
    2,4,5,3,5,6,6,+0

    4 successes + 7 = 11 initiative, for both

    1st pass
    Daxx 18
    Sith Grunt 11
    _________
    2nd pass

    Daxx 18

    Daxx is up
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    Post  whit10 Mon Oct 27, 2014 11:47 pm

    Ok, if I'm reading this right, he's just going to perform two simple actions... charging up Improve Attribute (Agility) and drawing and igniting the lightsaber.

    Improve Attribute (Magic Rating plus Level of IA)

    10d6 total (this is where the high magic rating comes in)

    Roll(10d6)+0:
    2,1,1,2,6,1,2,2,6,5

    3 successes - Agility at 8 for 6 rounds.

    I think he's done? This combat system is a little confusing
    Chris
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    Post  Chris Tue Oct 28, 2014 12:51 am

    whit10 wrote:Ok, if I'm reading this right, he's just going to perform two simple actions... charging up Improve Attribute (Agility) and drawing and igniting the lightsaber.

    Improve Attribute (Magic Rating plus Level of IA)

    10d6 total (this is where the high magic rating comes in)

    Roll(10d6)+0:
    2,1,1,2,6,1,2,2,6,5  

    3 successes - Agility at 8 for 6 rounds.

    I think he's done?  This combat system is a little confusing

    I think you are correct so far, nicely done (you keep making me read the rules again!)

    study this is a change i LOVE about 4e from 1e.... remember in 1e?  all those 1s would have taken away your other successes.  Now the 1s only matter if you 1/2 your dice come up as 1s or if you get no 5s or 6s at all + some 1s.  

    Max augmented Agility for Daxx is 9  (6 x 1.5), so no problems there.

    Daxx has 6 rds, before he takes Drain

    Sith goons are up!

    Sith goon on the left

    Walks diagonally up and left (no cost to walk, 10m since he is human) which gives him some cover behind the trunk of the abandoned landspeeder.

    Simple action - ready his rifle (draw)
    Simple action - fire his blaster rifle

    agility 3 + rifles 3 = 6 dice
    Roll(6d6)+0:
    1,4,3,1,1,2,+0


    ouch, what was that I was just saying about 1s?  lol!

    so this is a Critical Glitch (botch), he got half his dice as 1s and 0 hits (successes)

    for the sake of ease, his power pack shorts out

    Sith goon on the right walks diagonally up and left, then up 3, taking cover by the hood of the landspeeder

    simple - draw rifle
    simple - fire

    Roll(6d6)+0:
    5,4,5,1,3,5,+0

    ok, 3 hits! on Daxx

    Daxx needs to decide how he wants to defend the attack

    basic defense vs ranged attack is just to roll his Reaction attribute

    or he can use Full Defense (taking up his next action) as an interrupt and then he could roll his Dodge + Reaction or
    Lightsaber Parry (missle parry) + Reaction
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    Post  whit10 Tue Oct 28, 2014 9:11 am

    You're thinking old WoD... 1s never cancelled successes in SR, just Vampire and friends... NOW THAT was a stupid game mechanic.
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    Post  whit10 Tue Oct 28, 2014 9:22 am

    yeah, just rolling Reaction... I though there were dice pools in this somewhere? Too many versions of this game, I'm getting confused now.

    Reaction + lightsaber (missile parry)

    8d6

    Roll(8d6)+0:
    5,1,3,1,2,5,5,2,

    3 successes?
    Chris
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    Post  Chris Tue Oct 28, 2014 10:49 am

    whit10 wrote:yeah, just rolling Reaction... I though there were dice pools in this somewhere?  Too many versions of this game, I'm getting confused now.

    Reaction + lightsaber (missile parry)
    8d6

    Roll(8d6)+0:
    5,1,3,1,2,5,5,2,

    3 successes?

    please re-read your options below, you can't use Lightsaber\missle parry unless you use a Full Defense

    Chris wrote:
    Daxx needs to decide how he wants to defend the attack

    basic defense vs ranged attack is just to roll his Reaction attribute

    or he can use Full Defense (taking up his next action) as an interrupt and then he could roll his Dodge + Reaction or
    Lightsaber Parry (missle parry) + Reaction

    I think "dice pools" also disappeared with older rules.  you do take a cumulative -1 penalty for some multiple attack options (firing more than 1 shot, redirecting more than 1 blaster shot)

    we can talk about the Defense vs Full Defense option....

    my take is that you only get Reaction - no other dice - as the basic Defense.  If you want to use any other dice, like dodge or missle parry, you need to go Full Defense, which takes up your next action.  this is consistent with SW d20, if you recall, using Lightsaber defense cost your next action in that game as well.  

    During Full Defense, if your Reaction + Lightsaber\missle parry beats the # of hits the attacker got, you get to redirect the shot, using Agility + Lightsaber parry.  Since SW d20 had a hard limit on the # of redirections, but SR using diminishing dice for extra actions, I am going to eliminate the hard cap number of redirects, but just apply a -1 to each redirect per deflection.  does that make sense and seem fair?
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    Post  whit10 Tue Oct 28, 2014 11:56 am

    it only used up a move action in SW. It didn't wipe out your next action.

    Fine, just Reaction then:

    Roll(5d6)+0:
    1,3,4,6,4,+0
    Total:18

    gee, one success.... and now I remember why I don't like this system

    Target #s of 5 or more means that you'll never have more than a 33% chance of doing anything... that makes no damned sense.
    Chris
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    Post  Chris Tue Oct 28, 2014 1:49 pm

    whit10 wrote:it only used up a move action in SW.  It didn't wipe out your next action.

    Fine, just Reaction then:

    Roll(5d6)+0:
    1,3,4,6,4,+0
    Total:18

    gee, one success.... and now I remember why I don't like this system

    Target #s of 5 or more means that you'll never have more than a 33% chance of doing anything... that makes no damned sense.



    your math only holds true if you throw 1 die.  when you throw 10d, you are almost guaranteed 2-3 successes on an average roll.

    remember SR has 2 defensive mechanism - the opposed 'to hit' roll and then a second opposed 'to damage' or soak roll.

    it may have only used up a move action in SW, but since moving up to 10m is not even an action (less than free) you still technically have a move ability in SR, even if you use a complex action

    base damage of their blaster rifle is 6P
    Sith goon got 3 hits, reduced by -1 reaction = 2 net hits
    total damage is 7P or 7 boxes of physical damage

    Daxx now rolls his Body + armor (if any) + dissipate energy (if any) to soak 7 boxes

    map updated for Sith goon movement

    test fights using SR rules Coreli11
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    Post  whit10 Tue Oct 28, 2014 1:52 pm

    I'll update after my lunch-time swim.

    And you can have 20 dice rolling, it won't matter... still a 33% chance of ever doing anything if only 5s and 6s count
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    Post  Chris Tue Oct 28, 2014 1:58 pm

    whit10 wrote:I'll update after my lunch-time swim.

    And you can have 20 dice rolling, it won't matter... still a 33% chance of ever doing anything if only 5s and 6s count

    I don't follow your thinking..... you only need 1 hit to succeed most of the time, 20 dice would give you 20 x .33 chance or roughly 6-7 hits every roll
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    Post  whit10 Tue Oct 28, 2014 2:50 pm

    then I'm not understanding this at all... do extra successes actually mean anything?  The book isn't organized all that well.

    so... Body and Spell Resistance for this?  Hmm, that makes the whole "dissipate energy" thing rather pointless.  He'd have to get a success on nearly every die... it's nowhere near that hard in SW.

    anywho...

    Body and Diss. Energy (9 dice total)

    Roll(9d6)+0:
    4,2,2,3,5,2,6,4,2

    what a shock.. 2 fucking successes.  So, he's already at -2?

    Chris
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    Post  Chris Tue Oct 28, 2014 3:10 pm

    whit10 wrote:then I'm not understanding this at all... do extra successes actually mean anything?  The book isn't organized all that well.
    so... Body and Spell Resistance for this?  Hmm, that makes the whole "dissipate energy" thing rather pointless.  He'd have to get a success on nearly every die... it's nowhere near that hard in SW.

    what a shock.. 2 fucking successes.  So, he's already at -2?  

    extra successes give extra results, but only 1 is needed to succeed, most of the time unless it is an extended test, like fix the hyper-drive, that might take 10 total successes and how ever long those repairs take

    in opposed tests, the extra successes help buy off or prevent the opposed part of the roll.  if the Sith goon only got 1 hit on Daxx, then his 1 hit on reaction would have completely negated the shot and all damage.

    as we have discussed, Dissipate Energy was way over-powered in d20 SW, it made anyone that had it basically invulnerable to energy attacks, in fact they usually healed you, all for just a FORT save, which is easy by mid levels.  but don't take it in your final build, I don't care.  I think a couple extra dice to soak energy attacks is really useful, but it's up to you

    7p - 2 = 5 boxes of damage

    perhaps Daxx should consider wearing some armor, especially if he is going to ignore his defensive ability to parry blaster bolts? stand out in the open and not take cover lol!

    armor check penalties - only if the total armor value is greater than Body x2, does it have any effect
    most light-medium armor would add 4-6 dice for soaking damage, even just armor vest or armor jacket (armor robes), nothing super obvious, helmets are +2

    cover is really great in SR, it provides a to-hit threshold study
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    Post  whit10 Tue Oct 28, 2014 3:17 pm

    perhaps it shouldn't fucking cost a full action to activate one ability and ignite a lightsaber???!!! I didn't have any movement left that I'm aware of, and frankly, if just standing there deflecting blaster bolts is all this fuck will ever be able to do, then to hell with it. No Move Object, no Burst of Energy... he's pretty much a sitting target

    where does Dodge figure into all of this, BTW?

    Dissipate Energy wasn't overpowered at all, you still had to make the Fort save and, if the damage was high enough, you had a somewhat low chance of it working (unless the Fort. save was off the charts)

    so everyone will have to wear armor then... good to know.
    Chris
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    Post  Chris Tue Oct 28, 2014 3:26 pm

    d20
    draw a wpn = move action or free with moving 10m
    cast a spell\activate an ability = standard action

    SR
    draw a wpn = simple (move action)
    cast a spell\activate an ability = simple (move action)

    I have said it above - moving 10m is FREE!

    so you can actually do exactly the same (or more, since you could activate 2 abilities at once, or move + complex) in SR than any d20

    Dodge is only rolled when you use Full Defense
    basic defense vs ranged attacks is just Reaction.  if you want to add any dice, like dodge or deflect it costs your next complex action, you can even still MOVE since that is free.  

    Remember, Daxx gets 2 actions from his Adept reflexes, these guys only get 1.  and you chose your abilities, you could have gone mystic adept and had access to spells as well
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    Post  whit10 Tue Oct 28, 2014 3:32 pm

    I don't even understand how the round works, to be honest. So when does he get his extra actions? Can you do a full Defense (that explanation is just dumb by the way) and also then attack if your initiative is high enough?

    We already discussed the mystic adept. It didn't make any sense to do so as it badly weakens the Adept for very little gain... this system isn't set up to accurately represent a Jedi.
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    Post  Chris Tue Oct 28, 2014 3:46 pm

    sorry, let me try to explain it better (at least as I understand it)

    roll initiative

    Daxx 18
    Sith goons 10 (or whatever)

    Daxx has +1 action pass, per round, from his Jedi\adept ability

    so the round would play out like this:

    Daxx  ( 1 complex action + free move, or 2 simple + 1 free)
    Sith goons
    Daxx  ( 1 complex or 2 simple) this is his 2nd action pass from his reflexes

    next round

    Daxx
    Sith
    Daxx

    etc

    you get 1 free move per ROUND, not action pass, so you get 10m for free taken in whole or part during your actions

    whit10 wrote: So when does he get his extra actions? Can you do a full Defense (that explanation is just dumb by the way) and also then attack if your initiative is high enough?

    so to answer your question...  as an example

    Daxx could have drawn his wpn + buffed
    Sith goons draw and fire
    Daxx uses Full Defense (as interrupt) w\ Lightsaber parry

    rd 2
    Daxx is up again - move and attack
    Sith - shoot again
    Daxx - uses Full Defense (as interrupt) w\Lightsaber parry

    rd3
    Daxx - move and attack
    Sith shoot
    Daxx - Full Defense (as interrupt)

    does this help?

    I think this is actually stronger than d20 SW and in my mind reflects what I saw the Jedi doing in Ep1-3, just constantly advancing, parrying and then killing at melee
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    Post  whit10 Tue Oct 28, 2014 4:28 pm

    that makes FAR more sense and I would have played that quite differently had I understood it. I would have done the full defense and then attack afterwords
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    Post  Chris Tue Oct 28, 2014 11:50 pm

    whit10 wrote:that makes FAR more sense and I would have played that quite differently had I understood it.  I would have done the full defense and then attack afterwords

    this isn't a real encounter, so no worries! I am glad that helped, this is a learning process for me as well, which is why I am very grateful you are helping me iron out the kinks, muchos gracias!

    why don't we just rewind to the point where Sith goon on the right shoots at Daxx

    he got 3 hits

    how does Daxx want to defend?
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    Post  whit10 Tue Oct 28, 2014 11:59 pm

    Full Defense? I guess?

    it's back to the drawing board anyway. As I posted on the other thread, am I wrong about how magic works? I've never really grasped how they break this down with Force rating and all that crap
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    Post  Chris Wed Oct 29, 2014 12:55 am

    whit10 wrote:Full Defense?  I guess?  

    ok, so roll Reaction + Lightsaber parry. Sith goon got 3 hits, get 3 or more hits and you deflect his shot and can roll to redirect, if you want using Agility + Lightsaber parry -1

    whit10 wrote:
    it's back to the drawing board anyway. As I posted on the other thread, am I wrong about how magic works? I've never really grasped how they break this down with Force rating and all that crap

    why is it back to the drawing board?

    read pg 182 about how to cast spells
    read pg 195 re: mystic adepts

    I think that should clear it up for you
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    Post  whit10 Wed Oct 29, 2014 2:26 am

    **copied to other thread and edited*******

    anyway, yeah, bounce it back at him

    Roll(9d6)+0:
    3,5,6,2,5,2,5,6,6

    I think that works
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    Post  Chris Wed Oct 29, 2014 9:59 am

    whit10 wrote:**copied to other thread and edited*******

    anyway, yeah, bounce it back at him

    Roll(9d6)+0:
    3,5,6,2,5,2,5,6,6

    I think that works

    ok, is that your Reaction + Lightsaber Parry to deflect the shot?
    or
    is that your Agility + Lightsaber Parry -1 to redirect?

    you need both rolls, I am not sure which one you made....

    if that is the Deflect roll, then yes, you got 6 hits which is more than his 3 against you, so you do successfully Deflect the blaster bolt.

    you need the Redirect roll (agility + lightsaber -1) to redirect it against whichever Sith goon you want, he will get his opposed defense roll
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    Post  whit10 Wed Oct 29, 2014 10:50 am

    that's just a roll to deflect it away
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    Post  whit10 Wed Oct 29, 2014 10:53 am

    and to answer your earlier question... it's back to the drawing board because he ain't a jedi. He has no force powers to speak of, really. None that really matter anyway (no affect mind, no move object, no sense force, no force defense).... I don't know that this is going to work for anyone with force powers given how much easier it was to use in the other game.

    Are you seriously going to require drain rolls for minor shit like the equivalent of Sense Force or Move Object?
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    Post  Chris Wed Oct 29, 2014 11:11 am

    whit10 wrote:and to answer your earlier question... it's back to the drawing board because he ain't a jedi. He has no force powers to speak of, really.  None that really matter anyway (no affect mind, no move object, no sense force, no force defense).... I don't know that this is going to work for anyone with force powers given how much easier it was to use in the other game.

    Are you seriously going to require drain rolls for minor shit like the equivalent of Sense Force or Move Object?

    I think it is going to work fine, but you right, it won't be exactly like the other system.

    yes, all force powers (spells) require drain rolls. they all cost vitality in the other system and that is consistent in SR

    if it really bothers you, don't play a jedi. I have been messing around making Sith mystic adepts and I am really pleased with how they turned out. I think the key is balancing Adept abilities with Magic Pts study

    read my comments in the other thread, you can roll a bunch of dice and max out a lower force spell pretty easily
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    Post  Chris Wed Oct 29, 2014 11:14 am

    whit10 wrote:that's just a roll to deflect it away

    so are you redirecting or not?
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    Post  whit10 Wed Oct 29, 2014 11:26 am

    no, I'm not redirecting.

    At this point, I have no idea what I will play. I don't like the force conversion one bit. Loss of vitality was one thing, you usually didn't go through very much to use a couple powers. Now, if you have a bad roll (very common since you only succeed on a fucking 5 or higher) you get screwed just to use minor stuff. Or I'm just not understanding the magic system in this game... which was always an issue for me and one amongst the many reasons why I gave up on SR.

    You always complained about Wizards getting screwed in PF or D&D by not getting to cast a spell every round like the fighter can swing his sword... drain is the same damned thing. It screws anyone using magic unless they just use wimpy force rating spells or unless they have insane luck with the dice. Honestly, I can't stand this 'magic' system.
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    Post  whit10 Wed Oct 29, 2014 11:31 am

    I'm not trying to be overly combative here... I just think that anyone using force powers is getting screwed as opposed to the other rules system. This strikes me as unfair
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    Post  Chris Wed Oct 29, 2014 11:55 am

    you seem to be getting frustrated and upset, which isn't worth it for a game. you have talked about taking a break from gaming. maybe after you finish your time as GM you should you pass on the SW conversion. you don't like anything outside of d20 and seem to not like SR after multiple complaints of the rules being stupid\confusing\etc

    maybe this isn't the game for you.

    farao you have a tomb-crawl to run, so why not step away from this and go run your game?
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    Post  whit10 Wed Oct 29, 2014 12:41 pm

    I'm trying to stick with it. You cleared a few things up, for the most part (so, do you just get to choose what Force a spell is at? no purchasing 'higher' force spells?)

    If I quit this gaming site, it will be for good.
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    Post  Chris Wed Oct 29, 2014 12:46 pm

    whit10 wrote:I'm trying to stick with it.  You cleared a few things up, for the most part (so, do you just get to choose what Force a spell is at?  no purchasing 'higher' force spells?)

    I think you just purchase the spell and then can choose your force rating (but I could be wrong)
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    Post  whit10 Wed Oct 29, 2014 1:03 pm

    I see.

    so where are we at here with this fight?
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    Post  Chris Wed Oct 29, 2014 2:02 pm

    whit10 wrote:I see.

    so where are we at here with this fight?

    Daxx deflected - I don't understand why you are not redirecting?

    but if you still don't want to redirect, then action pass 2 (for Daxx) would end and we would start round 2

    rd2
    Daxx
    Sith goons
    Daxx
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    Post  whit10 Wed Oct 29, 2014 2:37 pm

    because then I have to reroll and I'd like to just get on with it. He's not even remotely the way I would build him, so this is helpful for you, but not so much for me at the present time. Not your fault, I just don't get the magic system.
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    Post  whit10 Wed Oct 29, 2014 2:38 pm

    I thought he got another set of actions give the bonus to Initiative?
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    Post  Chris Wed Oct 29, 2014 2:50 pm

    whit10 wrote:because then I have to reroll and I'd like to just get on with it.  He's not even remotely the way I would build him, so this is helpful for you, but not so much for me at the present time.  Not your fault, I just don't get the magic system.

    why would you have to reroll anything?  i don't understand, you have missle parry (lightsaber parry), that has nothing to do with the magic system

    I thought this was helping you understand combat, initiative, type of actions....  if this isn't helpful to you, then just stop.

    whit10 wrote:I thought he got another set of actions give the bonus to Initiative?

    he does, see the example below - Daxx drew and buffed - action 1, used full defense action 2

    Chris wrote:
    so to answer your question...  as an example

    Daxx could have drawn his wpn + buffed
    Sith goons draw and fire
    Daxx uses Full Defense (as interrupt) w\ Lightsaber parry

    rd 2
    Daxx is up again - move and attack
    Sith - shoot again
    Daxx - uses Full Defense (as interrupt) w\Lightsaber parry

    Chris wrote: action pass 2 (for Daxx) would end and we would start round 2

    rd2
    Daxx
    Sith goons
    Daxx

    it is now the start of rd 2
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    Post  whit10 Wed Oct 29, 2014 3:13 pm

    oh. Ok then, round 2 it is.
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    Post  whit10 Wed Oct 29, 2014 3:19 pm

    ...and it's somewhat helpful, at least as regards what I didn't think of and it's showing that, as built, I'm completely unsatisfied with his powers and abilities. He's not a Jedi, not at all.
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    Post  Chris Wed Oct 29, 2014 3:35 pm

    whit10 wrote:...and it's somewhat helpful, at least as regards what I didn't think of and it's showing that, as built, I'm completely unsatisfied with his powers and abilities.  He's not a Jedi, not at all.

    well good, then hopefully you can get him built closer to the way you want

    whit10 wrote:oh. Ok then, round 2 it is.

    Daxx is up
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    Post  whit10 Wed Oct 29, 2014 5:17 pm

    will update tonight
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    Post  whit10 Wed Oct 29, 2014 9:49 pm

    Run up to dude at the bottom of the map and cut him down.

    Agility + lightsaber?

    Roll(14d6)+0:
    1,3,4,2,6,4,1,5,5,5,3,4,3,2

    14 fucking dice and only 4 come up as successes... wow, just wow.

    Am I missing something, or is it always going to be this hard to do anything in this game (5 and above for targets)?
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    Post  whit10 Wed Oct 29, 2014 10:33 pm

    discard the attitude of the previous post please
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    Post  Chris Thu Oct 30, 2014 12:16 pm

    whit10 wrote:Run up to dude at the bottom of the map and cut him down.

    Agility + lightsaber?

    Roll(14d6)+0:
    1,3,4,2,6,4,1,5,5,5,3,4,3,2

    yes, agility + lightsaber

    Sith goon does not have a melee wpn out, so he can't use his melee skill + reaction to parry.  He could dodge or block using unarmed.  They are both the same and blocking a Lightsaber doesn't make much sense, so he will attempt to dodge.  He has 4 agility + 4 dodge = 8d

    Result of the throw of dice "8d6" :

    1 + 2 + 4 + 4 + 6 + 4 + 3 + 5

    he got 2 hits, so Daxx connects with his Lightsaber, please calculate damage:

    damage value\ DV = (str\2 + 3) + 2 for the 2 net successes beyond his defense

    then he will get to make his soak roll


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    Post  whit10 Thu Oct 30, 2014 12:22 pm

    I believe that is 7 dice then... that seems really weak for LS damage? (or is the improved damage thing that Jedi used to get just being thrown out?)

    Roll(7d6)+0:
    4,2,4,5,6,4,5

    so 3, I guess
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    Post  whit10 Thu Oct 30, 2014 12:23 pm

    what are you using to calculate the damage for a lightsaber?
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    Post  Chris Thu Oct 30, 2014 12:23 pm

    whit10 wrote:
    14 fucking dice and only 4 come up as successes... wow, just wow.
    Am I missing something, or is it always going to be this hard to do anything in this game (5 and above for targets)?

    just because you have 14d doesn't mean you get 14 hits, that would be like rolling a 20 and then another 20 to confirm... mathematically very rare.

    I think maybe you just aren't grasping the mathematics here..... If you get 3-4 hits out of 14d, you are doing fine (about 33% successes = 4.6), that is like rolling a 9 on your attack roll in d20, about average, but a bit low. There is nothing "hard" about it, the game just calculates things differently.

    Remember, you only need 1 net hit to accomplish something. Look at your dice pool and you can estimate that 1 out of every 3 dice should come up a hit. So if you have 10d, you should average about 3 hits per roll. 15d should average about 5 hits per roll. Of course it will go up and down as you actually roll.

    in d20, you hit and get hit all the time, it is expected that a creature's 1st and maybe 2nd attacks will land and do damage b\c you have 150 hp. in SR the emphasis is on not getting hit in the first place, because taking damage SUCKS and has a real impact on performance.

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    Post  Chris Thu Oct 30, 2014 12:28 pm

    whit10 wrote: I believe that is 7 dice then...  that seems really weak for LS damage? (or is the improved damage thing that Jedi used to get just being thrown out?)

    Roll(7d6)+0:
    4,2,4,5,6,4,5

    so 3, I guess

    it is not a roll, it is just straight up boxes of damage, so Daxx did 7 boxes of physical damage

    did you buy critical strike as an adept power to improve your damage?  it is there as an option if you want it

    Critical Strike
    Cost: .25 per level
    This power uses magic to increase the Damage Value of your unarmed
    attacks, as you strike with more proficiency and power. Each
    level of Critical Strike increases the character’s Damage Value in unarmed
    combat by +1.


    Last edited by Chris on Thu Oct 30, 2014 12:40 pm; edited 1 time in total
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    Post  Chris Thu Oct 30, 2014 12:38 pm

    7 boxes of damage

    soak with 4 Body only, since LS penetrates armor

    Result of the throw of dice "4d6" :

    3 + 2 + 1 + 6

    1 hit, so he takes 6 boxes of damage

    with a body of 4, he has 10 total boxes of health

    so that fills up his top 2 rows and puts him at -2 on future rolls

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