So, just wanting to make sure I understand the wording on this thing. It says basically that you can suffer an amount of strain, and if you triggered a critical injury with an attack, you can decide what level of severity it is. Now, since the way you decide is rolling a percentile, how does this work? Do I just declare the specific critical injury I want in the range band? Or do I just keep rolling until I get something in that range band? It seems like the useful aspect would be to pick the injury of my choice, but I'm not sure if that's actually how the talent is supposed to be utilitzed.
Am i reading it right?
Precision Strike Question
My reading of it is that you choose the effect you want from that level.
26 minutes ago, Enoch52 said:My reading of it is that you choose the effect you want from that level.
That's what I was thinking, and that does make the power far more useful than I first thought.
Precision Strike allows you to choose whatever option in the easy range band you want, note thst this comes after most other abilities to modify, one of the few exceptions being crits caused by a disrupter weapon. So an armorer using their ability to reduce crits by their soak *10 (supreme armor master) spend the strain first, then you can override with precision strike.
Also dont forget its second ability thst lets you defeat minions and rivals non lethally if you want, and this has been confirmed as not being limited to melee/brawl and lightsaber weapons
Yeah, my own read is that once all the dice rolling is done to determine what the critical injury result on the chart would be, you can opt to activate Precision Strike talents to choose a different result if you want.
As syrath said, I believe that disruptor weapon's feature of "any crit results below a Maimed get bumped up to Maimed" would interact, but I get the feeling that most PCs that are willingly using distruptor weapons probably don't have much interest in Precision Strike. I'd probably lean towards the distruptor's effect trumping that of Precision Strike, and would also be sure to inform the player of this up-front of that.
This is probably what sparked GM Hooly's question many months ago about how precision strike interacts with disruptors. After all, he did beta the book.
Precision Strike is Brawl, Melee, and Lightsaber only, yeah? So it would never interact with disruptors in the first place.
10 hours ago, Blackbird888 said:Precision Strike is Brawl, Melee, and Lightsaber only, yeah? So it would never interact with disruptors in the first place.
10 hours ago, Blackbird888 said:Precision Strike is Brawl, Melee, and Lightsaber only, yeah? So it would never interact with disruptors in the first place.
Yes but only for the part of it that affects criticals.
You never know what sort of new gear will be showing up.
For all we know, the Spy career book could have a Brawl- or Melee-based weapon that has the same effect as a disruptor, namely any critical injury result below a certain threshold gets pushed up to a certain value.
There is a Saber Crystal that with 2 Triumph will give a minimum of a Maimed Crit, so that at least needs clarification. But really why would you activate 2 Triumphs only to reduce the results to an Easy?
2 hours ago, Richardbuxton said:There is a Saber Crystal that with 2 Triumph will give a minimum of a Maimed Crit, so that at least needs clarification. But really why would you activate 2 Triumphs only to reduce the results to an Easy?
Based on the wording the minimum result would overide the precision strike
On 7/9/2017 at 6:57 AM, Donovan Morningfire said:Yeah, my own read is that once all the dice rolling is done to determine what the critical injury result on the chart would be, you can opt to activate Precision Strike talents to choose a different result if you want.
As syrath said, I believe that disruptor weapon's feature of "any crit results below a Maimed get bumped up to Maimed" would interact, but I get the feeling that most PCs that are willingly using distruptor weapons probably don't have much interest in Precision Strike. I'd probably lean towards the distruptor's effect trumping that of Precision Strike, and would also be sure to inform the player of this up-front of that.
Yeah, well I don't plan on using disruptors, so I'm not worried about their interaction. I am playing an MA though, and was considering buying into that talent line. Wanted to make sure I knew how it worked before buying it. At first glance, it didn't seem that useful, but then after thinking about it, it's basically forgoing the dice roll, for a bit of strain, AND I get to specify what crit they are suffering from. For a non-lethal concept for a character, I like that a lot. Makes it a lot easier to theoretically control the combat situation.
18 minutes ago, KungFuFerret said:Yeah, well I don't plan on using disruptors, so I'm not worried about their interaction. I am playing an MA though, and was considering buying into that talent line. Wanted to make sure I knew how it worked before buying it. At first glance, it didn't seem that useful, but then after thinking about it, it's basically forgoing the dice roll, for a bit of strain, AND I get to specify what crit they are suffering from. For a non-lethal concept for a character, I like that a lot. Makes it a lot easier to theoretically control the combat situation.
One potential "combo" is to use precision strike to trigger the crit that allows you to flip a destiny point, which helps you to use coordination dodge or mind over matter.
Well, being able to pick and choose which crit result can be pretty handy, especially once you get to Improved Precision Strike and even more so with Supreme Precision Strike.
In addition to syrath's suggestions, the ability to deny your foe the chance to take an action via being Staggered (either for one round or the rest of the combat), or just increasing the difficulty of any Brawn or Agility checks can go a very long way towards reducing the amount of threat an opponent presents, especially since using Brawl-type attacks means you're not dealing lots of damage. A fast way to really shut down an Inquisitor that's relying on Parry and/or Reflect is to inflict the crit result that says they can't voluntarily suffer strain, and then let the damage monkeys in the party go to town.
Remember though that supreme is once per session, and improved is once per round, but it does give the ability to chain some interesting crit chains (strain permitting)
you used Improved Precision Strike, to chose the option to allow you an additional hit with the same pool (which may include upgrades from the likes of Frenzied Strike, allowing you to benefit a second time from it without the strain cost), with your second hit you trigger Precision Strike to flip a DP which you then immediately use for Mind over Matter, allowing you to recover the strain that you just spent (or most of it). Staggering etc are great uses of it. You keep the Supreme version for that BBEG battle where you can use it to rip the arm off your opponent etc.(very wookie like).
Edited by syrath16 minutes ago, Donovan Morningfire said:A fast way to really shut down an Inquisitor that's relying on Parry and/or Reflect is to inflict the crit result that says they can't voluntarily suffer strain, and then let the damage monkeys in the party go to town.
That reminds me; did we ever get an answer to whether Inquisitors are supposed to suffer strain to activate Parry/Reflect? I've been playing that they do, since otherwise it was just way too powerful for my tastes, but I don't remember ever seeing an official answer to the question regarding the Inquisitor's Parry & Reflect talents.
5 minutes ago, awayputurwpn said:That reminds me; did we ever get an answer to whether Inquisitors are supposed to suffer strain to activate Parry/Reflect? I've been playing that they do, since otherwise it was just way too powerful for my tastes, but I don't remember ever seeing an official answer to the question regarding the Inquisitor's Parry & Reflect talents.
Yes. In the final release of the FaD core rulebook, their entries for Parry and Reflect include the "suffer strain to reduce damage" text. So they were never meant to be exceptions to how the talents work for players.
Other obviously handy use over two attacks with Improved PS is Winded + Hamstring, turning off all maneuvers for the enemy. It's easy to catch a running Bounty when they can't move!