navyik wrote:2 total hits is 1 net hit. Otherwise 1 hit would still deal +1 extra dmg.
Also, I thought crit strike only worked for unarmed combat?
1) your comment makes sense and I even remember I thinking that too at one point. but if you look above at posts *84 and *86, Spike was playing by the same rules I used for Sithy
pg149
Step 3. Make the Opposed Test
The attacker rolls attack skill + attribute +/– modifiers. The defender
rolls defending skill + attribute +/– modifiers. If the attacker scores
more hits than the defender (the defender wins on ties), the attack hits
the target. Otherwise, the attack misses. Note the net hits (the number
of hits that exceed the defender’s hits).
attacker rolls 10 hits, defender rolls 7 hits = 3 net hits. 10 - 7 = 3
Yes, it does seem like effectively every damage code is always 1 higher, but it applies equally going both ways and keeps the math easier.
2) according to the rulebook, yes, Critical Strike applies only to hands. But I know I said somewhere, that unarmed Adept powers apply to Lightsabers, since this is SW and all of those powers are traditional jedi\sith powers. Missile Parry (by the book) doesn't apply to Lightsabers or blasters either.
I would extend that to apply to an melee wpn, like the old Force Adept ability.
I will probably add a few adept powers, now that I see how some mechanics in the game work. they may even exist in other books that I haven't read.
An obvious missing power is the jedi Speed boost.
Force Speed - .25 per level. each level adds 2m to Sprinting (simple action) speed, works with a charging attack
Extended Defense - cost 1. allows the Jedi to Deflect blaster shots aimed at adjacent friends, as long as they are behind the jedi, relative to the attacker