2 hours ago, Jareth Valar said:Add in hotshot to your shipwright for 2 more ranks of second chances... ?
Great idea from a build perspective but it doesn't fit the character concept (yes I can roleplay and minmax ar the same time) ?
2 hours ago, Jareth Valar said:Add in hotshot to your shipwright for 2 more ranks of second chances... ?
Great idea from a build perspective but it doesn't fit the character concept (yes I can roleplay and minmax ar the same time) ?
Magus can take 6 Wounds to get three black force pips (on top of whatever you roll) which Transmogrify lets you pump into crafting. Then slap a stimpack on your buttocks when you're done and you get all that for little more than one Wound some juicy Conflict (which is a bonus if you don't care about being Dark).
On 3 June 2018 at 12:02 AM, EliasWindrider said:Just curious about what abilities I'd have to worry about, so what abilities did they use
The sage tree from Consular has the ability Valuable facts; average diffuclty roll, if successful add a triumph to ally's skill check. I think their are other abilities like this. When that is combined with a tech specialist of sorts, you can make some nasty stuff.
3 minutes ago, Siuolis said:The sage tree from Consular has the ability Valuable facts; average diffuclty roll, if successful add a triumph to ally's skill check. I think their are other abilities like this. When that is combined with a tech specialist of sorts, you can make some nasty stuff.
Ah...
getting back to the idea of adding social mods to the hilt, why not just use advantage/triumph on inbuilt and build in Expensive Jewelry from Desperate Allies or Symbol of Command from Lead by Example?
1 hour ago, Wendelboe said:getting back to the idea of adding social mods to the hilt, why not just use advantage/triumph on inbuilt and build in Expensive Jewelry from Desperate Allies or Symbol of Command from Lead by Example?
I think the later is what the OP was leaning towards, before the thread devolved into a bunch of folks yelling "you can't do that!" for an assortment of boneheaded reasons.
4 hours ago, Donovan Morningfire said:I think the later is what the OP was leaning towards, before the thread devolved into a bunch of folks yelling "you can't do that!" for an assortment of boneheaded reasons.
That is exactly my thinking. But as Dono said everyone freaked out at the idea of doing something already in the game.
32 minutes ago, Daeglan said:That is exactly my thinking. But as Dono said everyone freaked out at the idea of doing something already in the game.
Not EVERYONE freaked out, I provided a suggestion on how to do it.
8 hours ago, Wendelboe said:why not just use advantage/triumph on inbuilt and build in [..] Symbol of Command from Lead by Example?
"I can't help but trust the new general, just look at the size of his code cylinder! He must be important!"
1 hour ago, EliasWindrider said:Not EVERYONE freaked out, I provided a suggestion on how to do it.
True. You were one of the few sane ones I think it is that Order66 influence...
I just started looking at it this week (newbie here).
Core Rules -> GM Kit -> EV seems like a progression into more and more details. Special Modifications for the Melee/Brawl weapons adds in a lot of Quality options at the 2-ADV level, but then mechanically that's designing the Full weapon - blade/etc. and all. Much of the blade is the lightsaber crystal, so I can see why all of that is missing from the EV table. Armour Rules in KTP offer Lessons Learned and Practice Makes perfect, which are missing ONLY from the LS-hilt EV crafting. The Special Embellishment (seems to be the only "interesting" idea to Daeglan in at least the first 6 pages) seems something appropriate to Armour - essentially the Bulk of your appearance is whatever armour you are wearing, so you have Beast-Hide armour adding +Coercion but -Charm.
The GM Kit offers 1 ADV spending on reducing the Time for the process and the cost of the parts by 25cr down to a minimum of 100cr. I think those are perfectly reasonable additions to the EV table. Not exactly "fun" additions to the lightsaber hilt, but definitely appropriate to getting a couple advantage on the roll - 1 success net means you did it. 1-2 Adv and you do it well maybe save a bit of time or save on parts cost seems to fit in with lightweight or two-handed or disguised or counterweight (all more or less tradeoffs when trying to build something like a great saber or double-bladed).
IMO that tradeoff is key to finding the best balanceable option to Homebrew into it. The Disguise option mechanically offers a SB die to anyone trying to determine the hilt is a Lightsaber hilt when not ignited. Seems logical to me the Opposite effect is also possible: make it overtly a lightsaber, and then decide what the mechanical effect would be from that - I figure that's worth whatever certainty that you're carrying a lightsaber is to the NPC noticing it. ADV to attempts to convince someone it is a lightsaber, and you are a Jedi or whatever, and correspondingly a ADV to anyone who sees it and tries to notice it's a lightsaber. You could even get more particular on it and say you make it overtly a lightsaber from a SITH or one of a Jedi, or even one of a different "Force Tradition" to make it your own unique lore to build up within your game. I think it's perfectly reasonable to call it situational and get GM calls on it case by case, rather than a flat +Coercion or +Negotiation that's universally useable and has to be dumped on SB-wise etc. by a GM, but that level of granularity is probably only necessary if a player intended to abuse it in the first place.
Edited by KaybreOn 6/16/2018 at 4:14 PM, penpenpen said:"I can't help but trust the new general, just look at the size of his code cylinder! He must be important!"
Hey, it's not the size of your code cylinder that matters! It's your security clearance!