Alternate Aggressor fix

By dragonfacemcgee, in General Discussion

While looking at this class I got the impression of a character that enjoyed getting up close and personal. This means to me melee, and hand to hand type of combat, real fight club stuff. So I was thinking, "what could be used instead of reflect and saber throw with this?" Then it hit me, if this class is more melee and hand to hand, why not give an ability to enhance these qualities such as the shatterpoint force ability. So I propose one of 2 solutions.

1. Replace reflect with Shatterpoint view (outside of combat, do a hard perception check with additional foce die equal to your force rating. Add advantage equal to amount of foce pips rolled adding 1 conflict for each darkside pip used. If sucessful, add soak equal to advantage to armor for the rest of the session. Useable once per session.) Then replace saber throw with shatterpoint strike. This shatterpoint strike I know needs some tweeking, so lemme know which sounds better here. (Add pierce 1 to any unarmed attacks and pierce 2 to any melee attacks.) Or (once per session (or encounter not quite sure which would be better) you may strike out at an opponent, destroying their armor. This would require you to do some sort of check, but im not sure what yet, and rolling force dice equal to your force rating to add advantage again, kind of the same as ahatterpoint view.)

2. Or alternatively you could just replace both reflect and saber throw with shatterpoint strike ( add pierce 1 to all unarmed attacks and pierce 2 to all melee attacks.)

2 would be easier, but I think 1 would make the class more appealing to players. I would like to do something with the force dice with #2 above (the pierce version) since it is a force technique. So something like add advantage equal to force pips rolled, take conflict equal to darkside pips used. Id also like to make the character take strain for using this ability, but Im not sure how much to make it.

Any ideas on these changes, and suggestions?

While looking at this class I got the impression of a character that enjoyed getting up close and personal. This means to me melee, and hand to hand type of combat, real fight club stuff. So I was thinking, "what could be used instead of reflect and saber throw with this?" Then it hit me, if this class is more melee and hand to hand, why not give an ability to enhance these qualities such as the shatterpoint force ability. So I propose one of 2 solutions.

1. Replace reflect with Shatterpoint view (outside of combat, do a hard perception check with additional foce die equal to your force rating. Add advantage equal to amount of foce pips rolled adding 1 conflict for each darkside pip used. If sucessful, add soak equal to advantage to armor for the rest of the session. Useable once per session.) Then replace saber throw with shatterpoint strike. This shatterpoint strike I know needs some tweeking, so lemme know which sounds better here. (Add pierce 1 to any unarmed attacks and pierce 2 to any melee attacks.) Or (once per session (or encounter not quite sure which would be better) you may strike out at an opponent, destroying their armor. This would require you to do some sort of check, but im not sure what yet, and rolling force dice equal to your force rating to add advantage again, kind of the same as ahatterpoint view.)

2. Or alternatively you could just replace both reflect and saber throw with shatterpoint strike ( add pierce 1 to all unarmed attacks and pierce 2 to all melee attacks.)

2 would be easier, but I think 1 would make the class more appealing to players. I would like to do something with the force dice with #2 above (the pierce version) since it is a force technique. So something like add advantage equal to force pips rolled, take conflict equal to darkside pips used. Id also like to make the character take strain for using this ability, but Im not sure how much to make it.

Any ideas on these changes, and suggestions?

On one hand, the existing EU material seems to suggest that Shatterpoint is a significantly rare technique, so making it easily accessible doesn't seem accurate. Then again, it is so specific as to what it does that it doesn't warrant its own Force Power Tree. Parts of what it does might be adequately covered by Foresee, but the combat applications definitely seem like the purview of at least one talent.

My suggestions:

  • Instead of two talents that don't have much synergy, just use Shatterpoint Strike twice.
  • Shatterpoint Strike: what about a +1 Pierce per rank of Shatterpoint Strike to all combat checks? The power isn't dependent on the weapon you're using, so it doesn't make a lot of sense to differentiate.
  • I'd maybe even make room for an Improved Shatterpoint Strike that may add +1 Vicious per rank of Shatterpoint Strike in addition to +1 Pierce per rank (perhaps at the price of 1 conflict per rank of Vicious invoked via this talent).

I definitely see where you're coming from in regard to wanting to incorporate force dice and also wanting to use a Sunder/gear destruction effect, but bypassing soak is already pretty potent on its own.

Well, Reflect and Saber Throw have already been replaced in the Week 5 Beta Update, introducing a new talent called "Prey on the Weak" that gives the Aggressor a bonus when attacking a disoriented target. So I'd call the spec "fixed" as is.

Well, Reflect and Saber Throw have already been replaced in the Week 5 Beta Update, introducing a new talent called "Prey on the Weak" that gives the Aggressor a bonus when attacking a disoriented target. So I'd call the spec "fixed" as is.

I'd figured the 'alternate' in the thread title was in reference to the Week 5 Update.

I guess everything I have read in the EU says that shatterpoint can be learned (very difficult to train, but it is possible) otherwise it is an ability that you are born with. So that was my reasoning with that, and I think it would work in well seeing as how saber throw is sitting closer to the bottom of the skill tree. Could always rearrange the tree as well to put it on the bottom as well. My reasoning behind making the difference between the melee and unarmed is just thinking that since the character is not "master" level like Mace Windu or something, that the character can percieve the shatterpoints, but not influence them easily if that makes sense? So basically thinking that if you struck at a shatterpoint with just your hand probably isnt going to do as much as striking at it with a blade. That was my thinking behind it though. I agree with you on the armor shattering ability though. Maybe go with the pierce set, but lets say you roll a triumph or set some high threshold like a crit to destroy the armor or something? I think that would make it more true to the concept of the character levels that to destroy their armor would be something very very very lucky to do. I do still like my idea on using shatterpoint to improve your armor for the session though, and in the context of the career, I think it makes sense. What do you think?

Well, Reflect and Saber Throw have already been replaced in the Week 5 Beta Update, introducing a new talent called "Prey on the Weak" that gives the Aggressor a bonus when attacking a disoriented target. So I'd call the spec "fixed" as is.

Yea, I know they already stated that in the week 5 update, but this is my idea of an alternate fix instead. Right now the specialization just isnt very apealing to me so I thought Id try to make it more of what I thought an aggressor would look like. Besides that, what do you think of my suggested fix?

Well, Reflect and Saber Throw have already been replaced in the Week 5 Beta Update, introducing a new talent called "Prey on the Weak" that gives the Aggressor a bonus when attacking a disoriented target. So I'd call the spec "fixed" as is.

I'd figured the 'alternate' in the thread title was in reference to the Week 5 Update.

Well the fact he's referencing Reflect and Saber Throw, both of which have already been tossed out, cast that into doubt.

Well, Reflect and Saber Throw have already been replaced in the Week 5 Beta Update, introducing a new talent called "Prey on the Weak" that gives the Aggressor a bonus when attacking a disoriented target. So I'd call the spec "fixed" as is.

Yea, I know they already stated that in the week 5 update, but this is my idea of an alternate fix instead. Right now the specialization just isnt very apealing to me so I thought Id try to make it more of what I thought an aggressor would look like. Besides that, what do you think of my suggested fix?

Aside from not necessary since the core issue of the spec having Reflect and Saber Throw has been addressed?

It's already a pretty solid spec, as it's not supposed to be a melee beatdown machine on par with the Marauder. The spec description in the book even notes that the Aggressor is more about using fear as a weapon to break their foes. The multiple ranks of Fearsome as well as the Terrify talent, which itself plays very nicely into Prey on the Weak as well as the core concept of the specialization. Being a melee-based beatstick is really more of a secondary function of the spec, since it also offers Ranged (Light) as a bonus career skill.

I personally really like the spec as is after the changes in update 5. I'm currently really looking forward to being a darkside brawler and using the enhance power and Talisman of Iron Fists to augment the play style. Schii-cho knight or marauder would then be good 2nd or 3rd specs to pick up.