Concussive quality. Is it OP?

By oshjoshbahotdog, in Star Wars: Force and Destiny RPG

Is it just me or does it seem a weapon with the concussive quality is just way too OP. It says if activate concussive the opponnent is staggered (cant take actions) for the amount of rounds equal to concussive rating. Even if its just concussive 1 couldnt u just keep hitting and activating every round? Its only 2 advgs. And if u got an attachment that gave u an automatic advtg that would just make it even more ridiculous. So for example if u get the electrostaff. Give it the weighted head attachment and get the concussive +1 mod and the damge +1 mod. Now ur looking at brawn+6 damage with cuncussive 1 and linked 1. Lets say ur brawn is 3 (which is moderate). Ur looking at 9 base damage and u can jus keep hitting them without them being able to hit back. I dont know maybe im missing something but doesnt this seem too powerful?

Edited by oshjoshbahotdog

Well first off you need to get a success with 2 advantages (or 1 with superior mod). 2 advantages may also be spent on a lot of other stuff. If I'm not mistaken the probability charts show that it's more likely to get success with threat than success with advantage.

But yes, electrostaff with weighted head is pretty badass. That's kind of the point I think. I would say it's powerful, but not too powerful. There are many ways to get really badass weapons in this game, but they tend to be good at one thing at the time. Concussive is a nice schtick, but I'd exchange that for Breach 1, Crit rating of 1 and Vicious X any day if the point was to cause damage and death - or just get a Disruptor rifle... Concussive is a good way for incapacitating targets, add a wrist-mounted net or bola gun (thanks GMChris) on top of that and you've got ensnare available too without having to spend a maneuver to ready it, just lift your arm and fire. Perfectly badass and great for capturing prey. They can't attack and they can't move.

Edited by Jegergryte

I mean, what you want is a Concussive 2 or 3 electrostaff... then we can start to talk about over powered :D:ph34r: add in net or bola and your prey is ... pretty much frelled.

Idk man. Cuz ensnare is awesome but it jus immobilizes them so they cant do maneuvers. They can still hit u. And they can get out of it by doing an athletics check. And u have to have a cool Gm thatll let u do a wrist-mounted bola gun with ensnare. With concussive u could hit the guy and every round as long as u get 2advtg (or 1 with superior quality) they cant hit u back no matter what they do. And getting two advtg with a success is not that hard to do. Especially once u build up ur melee skill alittle bit. A 3/2 in melee should be able to succeed an average difficulty check and give u 2 advtgs.

Edited by oshjoshbahotdog

No no, you don't need a cool GM, you only need Dangerous Covenants to have a wrist mounted bola gun. It's an attachment basically, you'd need to have a dirtbag GM to not allow that. Boba Fett basically has a wrist mounted bola or net in Return of the Jedi with his magnetic line thingy that he uses on Luke - same thing, same effect.

Also, yes, it is powerful, but not overpowered. A GM can counter this numerous ways, the easiest is to have a high defence, high soak melee NPC with adversary 2 and the chance for success is diminished (give them shields, defensive weapons, some additional defensive talents like dodge, defensive stance and so on). Have a high powered long range enemy, that stays at range, so the electrostaff wielding PC can't get close.

Ensnare is good for catching people, you'd first slap them with the electrostaff to activate concussive so they can't hit back, then use the bola or net to immobilise them so they can't escape :ph34r: So I'm talking about the combo, not as a replacement.

O ok thats cool(about dangerous covenants) . But im not worried about a PC being too OP and having the GM counter it with an NPV. im worried about th other way around. What if your nemesis or even just a rival have an electrostaff with concussive? there would be no way to beat them. One on one atleast.

Have a high powered long range enemy, that stays at range, so the electrostaff wielding PC can't get close.

A "low powered, long range enemy" can be just as effective...

And an NPC with an Electrostaff, you just beat him the same way. Stay at Range. Or get in the first shot and spend 3 Advantage to disarm him of the staff. Just because you can't Sunder it doesn't mean you can't knock it away and have someone else pick it up and run away with it. Finally; such an NPC can only hit one of you at a time - gang up on him and take him out with numbers.

Besides; it's the GM's job to make opponents tough and a challenge. Who knows? Maybe you're supposed to retreat from such a foe, or there's a better way to beat him.

Have a high powered long range enemy, that stays at range, so the electrostaff wielding PC can't get close.

A "low powered, long range enemy" can be just as effective...

And an NPC with an Electrostaff, you just beat him the same way. Stay at Range. Or get in the first shot and spend 3 Advantage to disarm him of the staff. Just because you can't Sunder it doesn't mean you can't knock it away and have someone else pick it up and run away with it. Finally; such an NPC can only hit one of you at a time - gang up on him and take him out with numbers.

Besides; it's the GM's job to make opponents tough and a challenge. Who knows? Maybe you're supposed to retreat from such a foe, or there's a better way to beat him.

Thats true. Good point.

Also, there are talents which let you shake off conditions.

Also, there are talents which let you shake off conditions.

Though the one I noticed when I went looking for that yesterday still takes an action, which isn't much help (since the tactic for the electrostaff guy is "deny foe's action for one round, then hit him again and repeat"). Whether the foe is just waiting for the stagger to wear off or using an action to remove it still leaves him vulnerable to being smacked again. Though this only works perfectly if the electrostaff guy can guarantee a higher initiative slot.

Well, if you've lost your actions, you're probably going to run out of range of whoever keeps removing your actions to somewhere where you can sit and tend to your wounds and attempt Hard Headed to get back in the game. So it's not always super helpful, but it still gives you the potential to jump back in sooner rather than later.

Only reason you'd possibly just sit there and take the hits to risk being unable to take further actions while currently being unable to do actions would be if you're just being the tank anyways, or if you're trying to trigger Improved Parry/Reflect on whoever keeps shutting you down.

Also, there are talents which let you shake off conditions.

Though the one I noticed when I went looking for that yesterday still takes an action, which isn't much help (since the tactic for the electrostaff guy is "deny foe's action for one round, then hit him again and repeat"). Whether the foe is just waiting for the stagger to wear off or using an action to remove it still leaves him vulnerable to being smacked again. Though this only works perfectly if the electrostaff guy can guarantee a higher initiative slot.

Yeah, I know, but it is always better to shake off and run (and shoot next turn maybe, or pray for a miss) than just do nothing. 'Cause Staggered lasts (or may last) for several turns.