Order of operations, Reflect and canon synergy?

By Jareth Valar, in Star Wars: Force and Destiny RPG

1 hour ago, Woobyluv said:

Personally, I'm not a fan of how Reflect works in this game. I get that this is a game and the Devs don't want Jedi characters to run away and be unstoppable, but Reflect should intercept the shot in full regardless of damage dealt (on the personal scale only). The limiting factor is the Strain cost. At 3 per Reflect, there are only so many shots that can be reflected before one gets through.

Stop thinking of die rolls as a single shot. Also stop thinking of non crits as actual hits. Stim packs healing wounds says that wounds are not the real damage.

8 hours ago, Daeglan said:

Stim packs healing wounds says that wounds are not the real damage.

Could you clarify, or elaborate upon this for me, please?

24 minutes ago, Edgehawk said:

Could you clarify, or elaborate upon this for me, please?

It means that since Wounds disappear after an injection of stimulants, they can't be wounds in the real-world sense. So no sucking chest wounds, bullet wounds, or third-degree burns from blaster bolts. That's what Critical Injuries are, they're the "real" injuries/wounds (as opposed to game term Wounds).

They should have called 'wound threshold' 'stamina threshold'.

10 minutes ago, Stan Fresh said:

It means that since Wounds disappear after an injection of stimulants, they can't be wounds in the real-world sense. So no sucking chest wounds, bullet wounds, or third-degree burns from blaster bolts. That's what Critical Injuries are, they're the "real" injuries/wounds (as opposed to game term Wounds).

1 minute ago, burninghoff said:

They should have called 'wound threshold' 'stamina threshold'.

Thanks! I am arriving at this game from a predominantly fantasy background, and understand that the "healing" must be handled somewhat differently. I generally treat non-crits as grazes, glancing blows, etc... is that about right?

8 minutes ago, Edgehawk said:

Thanks! I am arriving at this game from a predominantly fantasy background, and understand that the "healing" must be handled somewhat differently. I generally treat non-crits as grazes, glancing blows, etc... is that about right?

Yup

10 minutes ago, Edgehawk said:

Thanks! I am arriving at this game from a predominantly fantasy background, and understand that the "healing" must be handled somewhat differently. I generally treat non-crits as grazes, glancing blows, etc... is that about right?

Yep. Strain is effort. Wounds are scraped knuckles, grazing shots, small cuts, getting punched, black eyes. The sort of purely cosmetic injuries action heroes in movies often suffer. Critical Injuries are the real deal.

This is an old post right? XD

We use a houserule to "fix" this. There is evidences that Jedi can deflect "naval scale" shots.

Easy to mod, no other changes are needed ;)

Reflect instead reduce damage adds Failures

2 hours ago, Josep Maria said:

This is an old post right? XD

We use a houserule to "fix" this. There is evidences that Jedi can deflect "naval scale" shots.

Easy to mod, no other changes are needed ;)

Reflect instead reduce damage adds Failures

How well does it work in practice?

Until the moment, there are no problems with the adaptation, and we tested it a lot. The mechanics are almost the same bust instead reduce damage just add Failures.

The rest of the Talents are still applied the same way, even use the same values. Easy to apply and not overpowered considereng that we se in movies and tv shows that even Young padawan can deflect (not return) easily. And this way too you just can deflect "big fire" like laser fire (or even light turbolasers).

There are tons of references that "anti-jedi" use close combat instead ranged against Jedi, like Cad Bane. Parry just reduces Damage, the only change is on Deflect.

Of course, is your choice to stay in front of the AT-AT or get cover... because if it hits... XD

Edited by Josep Maria
19 hours ago, Josep Maria said:

Until the moment, there are no problems with the adaptation, and we tested it a lot. The mechanics are almost the same bust instead reduce damage just add Failures.

The rest of the Talents are still applied the same way, even use the same values. Easy to apply and not overpowered considereng that we se in movies and tv shows that even Young padawan can deflect (not return) easily. And this way too you just can deflect "big fire" like laser fire (or even light turbolasers).

There are tons of references that "anti-jedi" use close combat instead ranged against Jedi, like Cad Bane. Parry just reduces Damage, the only change is on Deflect.

Of course, is your choice to stay in front of the AT-AT or get cover... because if it hits... XD

Your houseruled Reflect + Coordination Dodge means you would be untouchable for a few attacks until you either run out of Destiny Points or strain.

Vs Vehicles your Reflect sounds alright but vs personal scale combats, that puts a huge advantage on the lightsaber wielders' survivability.

I'm considering employing that houserule to only work when Reflecting attacks from Vehicles (and probably only up to sil 4, non-turbolaser weapons) and that it would cost double the strain. So that it could happen once, maybe twice before the PC is out of strain.

Hi Groggy! As I use to coment in other posts, my houserules don't pretend to be balanced, just to reflect Star Wars Canon universo more effectively, so yes, high level Jedi masters, as we see in movies and tv shows are unbeatabble from low level ranks or bunch of troopers when they aren't surprised of course (in that case cannot use Reflect efectively).

In game therms, well, each Reflect implies that your are loosing at first stages 3 Strain per round (plus Dodges and other options) so you can probably achieve that for about 4 or 5 rounds (considering that you roll a few Advantages).

About people who whants to focus on balance instead canon, your idea of just apply it on vehicle scale is a really good one ;) about Sil restriction, well, at clone Wars and Rebels too (not sure about this one), we saw Jedi using Reflect against big ships fire (maybe those where just laser canons or light turbolasers without any extra difficulty, cost or fatigue, so again, ok if its a balance thing but, it doesn't clearly fit with Star Wars universo.

Also and in general therms, remember that you can always block acces to those talents (or only let them stack 2 or 3 of them) as a way of balance it because those Jedi techniques were lost long time ago and players cant Access to them.

We tested it in our games about 2 years and a half and well, the results were so "StarWars". Awesome but not indestructible. A PC with Reflect 3 and another with Reflect 4 are still hit by a bunch of lucky Stormtroopers or even a lucky Agi 4 and 3 Ranged Light Rival Bounty hunter. But enemies use to choose for another options like grenade or área damage and melee fight those who are brave who confront the lightsaber.

So powerful and SW feel, a lot, but not inmortals.

Hope it helped ;)