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    Shivak VS Spike duel map

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    Chris

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    Shivak VS Spike duel map

    Post  Chris on Sat Dec 20, 2014 4:28 pm

    No one has surprise, you both see each other and intentions are plain.... it's clobberin time!

    Roll initiative = initiative dice + initiative rating (intuition + reaction)

    Target Numbers are always 5 (barring unusual modifiers)  count your 5s and add to your initiative rating

    Spike 12d + 12
    Shivak 9d + 9

    then I will sequence action phases into Initiative Passes



    Figure the cars are about 5 ft tall and will count as hard cover
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sat Dec 20, 2014 4:48 pm

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

    so four successes plus 9 = 14


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    Re: Shivak VS Spike duel map

    Post  navyik on Sat Dec 20, 2014 4:55 pm

    5,4,3,5,2,1,5,6,3,4,1,6

    5 hits + 12=17
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    Re: Shivak VS Spike duel map

    Post  Chris on Sat Dec 20, 2014 7:13 pm

    Please don't take my word for law here, I am as much a learner with this system.  I expect you to double check  and question me study

    I didn't specify this earlier, but it was my intention to have you both 'ready' for combat.  You each have whatever objects in your hands to start that you wish, drawn and ready to fight.


    Combat Turn 1

    Initiative Pass (IP) 1

    Spike 17
    Shivak 14

    IP 2
    Spike 17

    IP 3
    Spike 17

    IP 4
    Spike 17

    Spike is up
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sat Dec 20, 2014 7:32 pm

    just a quick question, does the Spell Increased Reflexes go immediately into effect, therefore, I'll get more passes?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sat Dec 20, 2014 7:39 pm

    whit10 wrote:just a quick question, does the Spell Increased Reflexes go immediately into effect, therefore, I'll get more passes?

    Funny.... I had the book open to that page already

    Increase Reflexes
    Type: P • Range: T • Duration: S • DV: (F ÷ 2) + 2
    This spell increases the reflexes (Initiative and Initiative Passes) of
    a voluntary subject. Each level of increase adds +1 Initiative and +1
    Initiative Pass. The caster must achieve a certain threshold for each level:
    Threshold 2: +1 Initiative, + 1 Initiative Pass
    Threshold 3: +2 Initiative, + 2 Initiative Passes
    Threshold 4 (max.): +3 Initiative, + 3 Initiative Passes
    A character can only be affected by a single Increase Reflexes spell
    at a time; the maximum IPs any character can have is 4.

    I don't see any reason that it wouldn't go into immediate effect.  Let's say you got 3 successes, thus earning +2 initiative and +2 passes, then instantly your initiative # changes (order per pass) and you gain additional passes.

    Honestly, the spell would be pretty worthless if it didn't work that way.  You'd be dead before the next combat turn started, with the way SR combat works
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sat Dec 20, 2014 8:17 pm

    ok, cool. That's what I thought but I wanted to be sure.
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    Re: Shivak VS Spike duel map

    Post  navyik on Sat Dec 20, 2014 11:00 pm

    Other modifiers change initiative in the middle of a pass. I concur, the spell should add passes to the turn in which it is cast, and it can alter the order.
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    Re: Shivak VS Spike duel map

    Post  Chris on Sat Dec 20, 2014 11:08 pm

    navyik wrote:Other modifiers change initiative in the middle of a pass.  I concur, the spell should add passes to the turn in which it is cast, and it can alter the order.

    see above, Spike gets to start
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    Re: Shivak VS Spike duel map

    Post  navyik on Sat Dec 20, 2014 11:44 pm

    Simultanious quickdraw of 2 pistols raises threshold by 1 and has 2 separate tests. The dice pool is not split for this portion of the action.
    Using quickdraw holsters, spike draws two heavy blasters. He flips like a switch; deeply ingrained stress blockers from a lifetime of warfare sharpen his hairtrigger instinct to kill. He is no more malicious about it than the blasters that heat up in his hands.
    Pistols+reaction=14 dice
    5,3,1,4,1,5,5,5,2,1,5,4,2,5 (do you really want them all listed?) Is 6 hits
    14661166453262 is 6 hits
    Success on both.
    Drawing and firing occurr in the same simple action.
    Triggers squeezed, (dice pool splits).
    8 dice each
    46225234 2 hits
    23151654 3 hits (defender -1 dice to defend 2nd attack)
    Dmg 6p + net hits, AP of -2

    2nd simple action:
    Continue firing. Recoil reduced completely.
    51342315 2 hits (defender at -2)
    64642515 4 hits (defender at -3)
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    Re: Shivak VS Spike duel map

    Post  navyik on Sat Dec 20, 2014 11:49 pm

    How big is a hex? He will center with gun kata to remove range penalties. Free action.
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 2:59 am

    navyik wrote:How big is a hex? He will center with gun kata to remove range penalties.  Free action.

    5ft is the standard for a hex sq.   The old d20 SW used meters, so a hex was 2m.  SR it appears also uses meters.

    I count that you are 18 hexes or 36 meters from Shivak, which looks like Long Range or -3 to hit

    that would reduce each of your shots by 3 dice, so each shot would drop to 5 dice and need to be rerolled.

    I think I follow the Adept Centering of Gun Kata (nice crunch), which would reduce any negative penalties by 3 (your initiate grade)

    Ok, I think that all works.....

    Shivak needs to make 4 Reaction rolls, 1 for each shot.  the shots have  net hits of 2, 2, 3 and 4.  

    Damn, SPIKE is going all Jango Fett on Obi Wann here affraid

    any of those that you Shivak doesn't beat go to damage of 6P + net hits, soaked with Body + Armor (-2)

    Shivak could use Full Defense as an interrupt and add his Dodge or more likely his Lightsaber Parry\Reflect, but that would use up his action later in this IP
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 11:56 am

    Shivak is probably screwed here no matter what... this isn't how he fights, this is why I had suggested a mock fight, not a duel. This guy was never meant to be killer...

    uh, so you can draw two weapons and get four shots off on the first goddamned action? Doesn't that seem a bit overblown?

    4 Reaction rolls

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

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


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


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


    damn... my dice must have decided to stop sucking from earlier...

    I see that as 1 missed 'hit'... so I have one normal hit to roll my armor and body against?

    total of 12 dice (4 Body, 8 armor)

    Roll(12d6)+0:
    3,6,5,5,6,2,2,2,6,4,6,2,+0

    6 hits... no idea what that does
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 12:24 pm

    whit10 wrote:

    I see that as 1 missed 'hit'... so I have one normal hit to roll my armor and body against?

    total of 12 dice (4 Body, 8 armor)

    Roll(12d6)+0:
    3,6,5,5,6,2,2,2,6,4,6,2,+0

    6 hits... no idea what that does

    I think you are correct (nice dice) but Alan's shots are -2AP, so your armor only counts as 6, not 8

    damage is 6P, since you bought off 2\3 hits, if I am reading it right

    you need to reroll your soak with the armor change and then calculate (if) any damage on your health boxes and wound penalties (if any)


    **on the first roll, you would have completely soaked the damage**


    Last edited by Chris on Sun Dec 21, 2014 1:00 pm; edited 1 time in total
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 12:32 pm

    whit10 wrote:Shivak is probably screwed here no matter what... this isn't how he fights, this is why I had suggested a mock fight, not a duel.  This guy was never meant to be killer...

    uh, so you can draw two weapons and get four shots off on the first goddamned action?  Doesn't that seem a bit overblown?

    Chris wrote:
    navyik wrote:Sure.  I will rip him apart!

    whit10 wrote:lol.. I'd like to see you try.  

    Pretty sure Chris meant for us to have a test encounter, not an actual fight between PCs

    sounds like you both want to fight each other, fine with me.  I will build an arena setting for you.  

    sorry, I thought it was mutual.  either way, it is just a test fight to learn about the rules

    and yeah, these characters were supposed to emulate PF\3.x of about 9th-10th level, so that seems about right to me. SR is built for shooting, so I expect to see a hail storm of blaster fire.... which makes a lightsaber wielder who can parry those shots, also very powerful cheers
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    Re: Shivak VS Spike duel map

    Post  navyik on Sun Dec 21, 2014 1:03 pm

    Josh suffurs cumulative defense penalties for each attack defended. He gets 5 dice, then 4, then 3, then 2. But he should get a skill rating added to reaction. Either dodge or deflect.
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:08 pm

    why do I suffer cumulative defensive penalties? This is just a test, I don't care for that part but that seems really damned powerful?!

    Armor and Body soak roll again (adjusted for -2)

    Roll(10d6)+0:
    4,5,5,5,2,2,6,1,6,6,

    that's six hits.... no damage?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:11 pm

    navyik wrote:Josh suffurs cumulative defense penalties for each attack defended.  He gets 5 dice, then 4, then 3, then 2.  But he should get a skill rating added to reaction.  Either dodge or deflect.

    Defender Ha s Defended Against Previous Attacks
    If a character has defended against at least one other attack (melee or
    ranged) since his last action, apply a –1 cumulative modifier for each
    additional defense roll.


    good catch, I had missed that one

    however, you only get to add dodge\deflect on Full Defense

    Defending Against Ranged Comba t
    Normally no skill applies to defending against ranged attacks—defending characters simply
    roll their Reaction (the defaulting modifier does not apply).
    However, characters may chose to
    go on full defense (p. 160), thereby adding their Dodge (or Gymnastics) skill to the equation.


    it is reaction only

    which doesn't really seem fair when you look at Melee defense

    Defending Against Melee Attacks
    Defenders have three choices for defending against unarmed attacks. If
    they have a melee weapon in hand, they can parry the attack by rolling
    the appropriate weapon skill + Reaction. If they have Unarmed Combat
    skill, they can choose to block by rolling .Unarmed Combat + Reaction
    Or they can simply dodge out of the way using Dodge + Reaction.
    Melee defenders can also choose to go on full defense (p. 160),
    and add Dodge skill dice to their defense roll.


    I am not sure why you don't get Dodge\Deflect + Reaction vs ranged.....  maybe something to fix with a house rule?

    A full defense option would include either adding dodge + deflect + reaction (like melee) or going Deflect + Reaction - and then getting the REDIRECT, which is why it takes the complex action


    Last edited by Chris on Sun Dec 21, 2014 1:14 pm; edited 1 time in total
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:13 pm

    whit10 wrote:why do I suffer cumulative defensive penalties?  This is just a test, I don't care for that part but that seems really damned powerful?!

    Armor and Body soak roll again (adjusted for -2)

    Roll(10d6)+0:
    4,5,5,5,2,2,6,1,6,6,

    that's six hits.... no damage?

    ok, no damage, full soak - wow

    Alan is correct about the cumulative penalty, but he highlights something else about the system, read above. I think the cumulative penalty wouldn't matter if you also got Dodge\Deflect dice. those would seem more fair, in my mind.
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:16 pm

    ok, hadn't thought about Dodge. Nice catch Alan!

    so, do I need to re-roll everything or just proceed with my turn?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:17 pm

    navyik wrote:
    Triggers squeezed, (dice pool splits).
    8 dice each

    46225234  2 hits

    23151654  3 hits (defender -1 dice to defend 2nd attack)

    Dmg 6p + net hits, AP of -2

    2nd simple action:
    Continue firing.  Recoil reduced completely.

    51342315  2 hits (defender at -2)

    64642515  4 hits (defender at -3)
     

    Josh, since this is a test, please REROLL your reaction in 2 separate posts.

    1st post - reroll ONLY REACTION with the cumulative penalties
    5 dice
    4 dice
    3 dice
    2 dice

    and note how many shots now hit


    2nd post - reroll REACTION + DODGE\DEFLECT (your choice, but no redirect)

    14 dice
    13 dice
    12 dice
    11 dice

    and note how many shots hit
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:17 pm

    whit10 wrote:ok, hadn't thought about Dodge.  Nice catch Alan!

    so, do I need to re-roll everything or just proceed with my turn?

    you DO NOT get to add Dodge, see my post (n*18) above, unless you go on Full Defense.  but please see my most recent post, to test for this

    SORRY this is confusing - that is why we are testing ! Rolling Eyes
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    Re: Shivak VS Spike duel map

    Post  navyik on Sun Dec 21, 2014 1:22 pm

    His armor is only 6 vs blasters.
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:23 pm

    navyik wrote:His armor is only 6 vs blasters.

    whit10 wrote:

    Armor and Body soak roll again (adjusted for -2)

    Roll(10d6)+0:
    4,5,5,5,2,2,6,1,6,6,



    we caught that, but good eye
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:25 pm

    wow... well, he's kinda fucked then.

    rolling dice:

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

    3 hits

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

    1 hit

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

    1 hit

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

    1 hit

    so that would be a ton o' damage coming my way (with 10 dice to soak each shot, hmm)
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:28 pm

    2nd post... Reaction + Dodge (I can't deflect because the lightsaber isn't ignited) IF he does the 'full defense' thing, does that sacrifice the ability to do a complex action on his turn so that he can cast?

    I'll roll after you clarify
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    Re: Shivak VS Spike duel map

    Post  navyik on Sun Dec 21, 2014 1:40 pm

    Chris wrote:
    navyik wrote:His armor is only 6 vs blasters.

    whit10 wrote:

    Armor and Body soak roll again (adjusted for -2)

    Roll(10d6)+0:
    4,5,5,5,2,2,6,1,6,6,



    we caught that, but good eye

    So then he only gets 10 dice minus another 2 for AP. So 8 dice to soak.
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:43 pm

    whit10 wrote:2nd post... Reaction + Dodge (I can't deflect because the lightsaber isn't ignited) IF he does the 'full defense' thing, does that sacrifice the ability to do a complex action on his turn so that he can cast?

    I'll roll after you clarify

    that is what we are exploring here, read this post please. there is a disparity between Ranged and Melee defense

    Chris wrote:
    navyik wrote:Josh suffurs cumulative defense penalties for each attack defended. He gets 5 dice, then 4, then 3, then 2. But he should get a skill rating added to reaction. Either dodge or deflect.

    Defender Ha s Defended Against Previous Attacks
    If a character has defended against at least one other attack (melee or
    ranged) since his last action, apply a –1 cumulative modifier for each
    additional defense roll.


    good catch, I had missed that one

    however, you only get to add dodge\deflect on Full Defense

    Defending Against Ranged Comba t
    Normally no skill applies to defending against ranged attacks—defending characters simply
    roll their Reaction (the defaulting modifier does not apply).
    However, characters may chose to
    go on full defense (p. 160), thereby adding their Dodge (or Gymnastics) skill to the equation.


    it is reaction only

    which doesn't really seem fair when you look at Melee defense

    Defending Against Melee Attacks
    Defenders have three choices for defending against unarmed attacks. If
    they have a melee weapon in hand, they can parry the attack by rolling
    the appropriate weapon skill + Reaction. If they have Unarmed Combat
    skill, they can choose to block by rolling .Unarmed Combat + Reaction
    Or they can simply dodge out of the way using Dodge + Reaction.
    Melee defenders can also choose to go on full defense (p. 160),
    and add Dodge skill dice to their defense roll.


    I am not sure why you don't get Dodge\Deflect + Reaction vs ranged..... maybe something to fix with a house rule?

    A full defense option would include either adding dodge + deflect + reaction (like melee) or going Deflect + Reaction - and then getting the REDIRECT, which is why it takes the complex action

    I would like to see what Shivak's defense looks like if Ranged were treated the same way as Melee defense and you got Reaction + Dodge\Deflect as the standard roll, not as the Full Defense option
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    Re: Shivak VS Spike duel map

    Post  navyik on Sun Dec 21, 2014 1:46 pm

    The weaker ranged defense may be intended to ballance cover bonuses that dont occur in melee.
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:47 pm

    2nd roll then, with Reaction + Dodge/Deflection... -1 cumulative after 1st shot:

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

    8 hits, yikes...

    Roll(13d6)+0:
    4,3,1,5,1,5,5,4,6,1,1,4,1,

    4 hits

    Roll(12d6)+0:
    6,5,5,2,3,6,5,2,5,2,5,6

    8 hits... damned dice are being wasted! lol

    Roll(11d6)+0:
    2,6,1,4,1,3,4,5,1,3,6

    3 hits

    that would negate all the shots, yes?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:49 pm

    navyik wrote:
    Chris wrote:
    navyik wrote:His armor is only 6 vs blasters.

    whit10 wrote:

    Armor and Body soak roll again (adjusted for -2)

    Roll(10d6)+0:
    4,5,5,5,2,2,6,1,6,6,



    we caught that, but good eye

    So then he only gets 10 dice minus another 2 for AP.  So 8 dice to soak.

    stand by, let's deal with 1 issue at a time, then we can look at the armor. ok?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 1:55 pm

    navyik wrote:The weaker ranged defense may be intended to ballance cover bonuses that dont occur in melee.

    yeah, that's something to consider too.

    melee is already penalized though, since a Melee attack is a Complex action and firing a gun is only a Simple action (not to mention all the burst\auto fire rules for firing multiple times)

    but this is why we are looking it at bounce
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 1:57 pm

    I'm still trying to wrap my head around how a melee attack is a complex action vs. a simple action to fire a gun... I mean, talk about splitting-hairs... yeesh! lol
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 2:00 pm

    whit10 wrote:2nd roll then, with Reaction + Dodge/Deflection... -1 cumulative after 1st shot:

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

    8 hits, yikes...

    Roll(13d6)+0:
    4,3,1,5,1,5,5,4,6,1,1,4,1,

    4 hits

    Roll(12d6)+0:
    6,5,5,2,3,6,5,2,5,2,5,6

    8 hits... damned dice are being wasted!  lol

    Roll(11d6)+0:
    2,6,1,4,1,3,4,5,1,3,6

    3 hits

    that would negate all the shots, yes?

    this is DEFLECT though, right?

    we can talk about igniting a lightsaber in a minute, but let's go with your assumption that you can't Deflect right now.

    Shivak's dodge is only 4 + 5 reaction. you should roll

    9d
    8d
    7d
    6d

    if you are just Dodging
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 3:03 pm

    I thought you wanted both... stand by:

    Roll(9d6)+0:
    5,3,1,6,5,5,2,3,4,

    4 hits

    Roll(8d6)+0:
    6,2,3,1,4,2,6,6,

    3 hits

    Roll(7d6)+0:
    4,1,6,3,5,3,4

    2 hits

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

    3 hits
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 5:22 pm

    whit10 wrote:I thought you wanted both... stand by:

    Roll(9d6)+0:
    5,3,1,6,5,5,2,3,4,

    4 hits

    Roll(8d6)+0:
    6,2,3,1,4,2,6,6,

    3 hits

    Roll(7d6)+0:
    4,1,6,3,5,3,4

    2 hits

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

    3 hits

    ok, so back to getting hit once, on the last shot

    roll body + armor (-2AP) to soak 6P
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 5:29 pm

    so that's 8 dice (because I apply the 6 rating and it's -2)?

    Roll(8d6)+0:
    6,4,3,1,4,6,6,6

    damn, good roll...

    4 hits.

    he has 2 boxes of damage?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 5:37 pm

    whit10 wrote:so that's 8 dice (because I apply the 6 rating and it's -2)?

    Roll(8d6)+0:
    6,4,3,1,4,6,6,6

    damn, good roll...

    4 hits.

    he has 2 boxes of damage?

    yeah, I think that is correct.  I will probably address the armor values, but that can happen later.

    I think the intention is that the first\bigger # is to absorb bullets (most common attack) in SR and the 2nd is a catch-all of melee, lasers, etc.

    In a SW universe, armor probably would have evolved a bit differently, focusing on absorbing blasters (energy\impact) and not ballistic (firearms).  It is just a matter of technological darwinism.

    I think flipping the names of the #\# might make sense, it preserves the built-in balance of the SR damage\soak metrics and is logical in a SW universe.  the first # would be energy and lightsabers\the 2nd # would be ballistics\firearms (less common) and solid melee wpns.

    or just making life easier - eliminating the difference and just using 1 # for soaking
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 5:40 pm

    I actually agree with you and was hoping you would say that... it would make sense that armor is made for the ammunition that it's designed to stop.


    So I have 2 boxes of damage, light wound (-1 die) - that about right? Is it my turn?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 5:43 pm

    whit10 wrote:I actually agree with you and was hoping you would say that... it would make sense that armor is made for the ammunition that it's designed to stop.


    So I have 2 boxes of damage, light wound (-1 die) -  that about right?  Is it my turn?

    right, remember to adjust your initiative down by -1 now as well. It will change once you cast, but just keep that in the mix

    it is Shivak's turn
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 6:28 pm

    ok, ignite the saber, obviously (free action), and 'cast' Improved Reflexes...

    Sorcery (-1 for the damage) plus Magic of 6, right? The force would be 5, so no more than that for successes, as I read it.


    10 dice:

    Roll(10d6)+0:
    5,6,2,2,2,6,6,6,3,5

    six, somewhat wasted, only 5 count. So,it has a 'Threshold' of 4, does that mean that you only get up to that bonus (as listed in the spell)?

    If so...

    so his Initiative should be 11 right now (still with the -1 from the damage) and he has 3 passes.

    Drain: (Force 5/2 =2 +2) 4 needed to resist it, yes?

    Will and Charisma: 13 dice

    Roll(13d6)+0:
    1,3,2,6,6,2,3,1,5,5,3,1,3

    4 hits, I believe... no drain effects?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 9:33 pm

    Shivak's initiative is now +3 -1 (wound) for a net gain of +2 and +3 passes, below should be accurate

    Chris wrote:

    Combat Turn 1

    Initiative Pass (IP) 1

    Spike 17
    Shivak 16

    IP 2
    Spike 17
    Shivak 16

    IP 3
    Spike 17
    Shivak 16

    IP 4
    Spike 17
    Shivak 16


    map is still current, Shivak has ignited his lightsaber and SPIKE has both pistols drawn

    Spike is up
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 9:37 pm

    wait a sec, can't I move too? I just wanted to make sure the spell stuff was right
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 10:07 pm

    whit10 wrote:wait a sec, can't I move too?  I just wanted to make sure the spell stuff was right

    no, remember actions are different in SR

    please reference pg 146 for a complete list.

    I agree that igniting a Lightsaber is a free action
    Walk\run is also a free action

    you only get 1 Free action per action phase
    you can take 2 simple or 1 complex action per AP

    Shivak is done

    SPIKE didn't get to move (free) b\c he used his free action on centering
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 10:12 pm

    oh, ok.

    That really sucks.... does this game hate mages? lol
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    Re: Shivak VS Spike duel map

    Post  navyik on Sun Dec 21, 2014 11:14 pm

    I see my opponent is nimble, goes spike's always analytical internal monologue. Perhaps more careful aim will do the job.
    This time firing one pistol, using laser sight, and centering.
    54522624146253161= 6 hits
    53453133611321142= 3 hits (defender at -1)

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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 11:32 pm

    not sure what I roll with the lightsaber going GM...
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 11:40 pm

    whit10 wrote:not sure what I roll with the lightsaber going GM...

    depends on what you want to do....

    part of which is the issue we were facing earlier, so I understand your confusion

    use an Interrupt Full Defense, which uses up your next complex action?

    just Reaction [maybe + Dodge] (back to wear you were last time) but preserving your upcoming action




    Last edited by Chris on Sun Dec 21, 2014 11:46 pm; edited 2 times in total
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    Re: Shivak VS Spike duel map

    Post  whit10 on Sun Dec 21, 2014 11:44 pm

    fuck it, it's only a test... sacrifice the next complex action to deflect the bolts... so I roll...?
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    Re: Shivak VS Spike duel map

    Post  Chris on Sun Dec 21, 2014 11:46 pm

    ***just what I am thinking at the moment, open to feedback.... I think letting a Jedi\Sith Deflect and Redirect for free is over powered. I think that Deflect\Redirect must be a Full Defense (complex) action, but it can be used as an interrupt.

    this is about the same way that SWd20 did it, to use D\R it cost a move action in the following turn.

    options include.....

    defense vs ranged, as written in SR, reaction only

    more consistent house rule, reaction + dodge always

    full defense =
    reaction + dodge + dodge
    or
    reaction + dodge + deflect \deflect only, no redirect
    or
    reaction + deflect + redirect

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