Wookiee jedi build advice

By TheShard, in Star Wars: Force and Destiny RPG

Thing is with Wookiee Rage, given how very difficult it is to avoid taking damage at all in this system, allowing the ability to be applied to the Lightsaber category of weapons means that you're in effect giving lightsabers an almost-always-on bonus to damage, which as noted is something that lightsabers generally don't need given the Breach quality making all but the most obscene of soak values meaningless. Factor in that suffering a critical injury adds another +1 to damage (for a +2 total) and that a number of melee-centric specs offer ranks in Durable to offset the bonus to crit rolls that carrying a crit provides to the attacker, and you could very easily have a Wookiee PC with an "always on" +2 bonus to damage.

So before a GM opts to house-rule Wookiee Rage to work with Lightsabers, they should ask themselves "do I really want to hand out what amounts to a permanent bonus to damage with weapons that already do a lot of damage?"

2 hours ago, Eoen said:

It's still a mêlée weapon even if it has its own skill and in EotE it doesn't have lightsaber skill at all, though it still indicates it's lightsaber not mêlée. Doesn't it say something about lightsaber defaulting to mêlée in EotE?

This was addressed earlier in the thread (no worries, I don't always sort through every single post). The short of it is:

  • Lightsaber is in the core rulebook in the Nemesis section and as the skill listed for the lightsaber in the equipment list. So, it was around for EotE.
  • Tramp sent an email to the Dev's and Sam Stewart replied that it was intentionally left out of the Wookie rage skill.

So basically, by RAW, Wookie Rage does not apply to attacks made with the lightsaber skill. Personally, as GM and king of my own nerd castle I will probably allow it in some way because it's fun, my player will like it and I don't think it's game breaking. But I'll probably nerf it just a little. My two thoughts are:

1) Make Wookie Rage a conflict generating attribute, regardless of the type of weapon used. This would at least add some narrative depth and player choice associated with using it. And in doing so, I'd allow it to be used with lightsaber.

2) Play Wookie Rage as usual, but provide one setback dice if it's used with a lightsaber and they only activate either the 'when damaged bonus' (+1 dam) or the 'when suffering a critical bonus' (+2 dam) and two setback if it's used for the combination of the two (+3 dam). Either that or just add one setback when used with a lightsaber and keep it simple.

Or as Kaosoe says, you could use some combo of the two.

At least that's what I'm thinking. I might need to decide very soon (by tonight) since my Wookie is carrying an ancient sword that uses the lightsaber skill.

Edited by VadersMarchKazoo

I just dropped Wookiee Rage altogether and replaced it with one free rank of Feral Strength for Wookiees. It avoids the idiocy of a Wookiee spending several days in a non-stop "rage" from an unhealed critical injury.

1 hour ago, HappyDaze said:

I just dropped Wookiee Rage altogether and replaced it with one free rank of Feral Strength for Wookiees. It avoids the idiocy of a Wookiee spending several days in a non-stop "rage" from an unhealed critical injury.

Yeah, "Until the end of the encounter" is totally needed there.

1 minute ago, Ghostofman said:

Yeah, "Until the end of the encounter" is totally needed there.

Or just go with Feral Strength and let the player RP his rage (or icy calmness, if that's how his Wookiee roles) as he beats people to death.

3 hours ago, Ghostofman said:

Yeah, "Until the end of the encounter" is totally needed there.

I've been considering adding that qualifier to the Wookiee Rage trait. Along with adding a "climbing claws" trait to grant either a free advantage or a straight-up boost die when making Athletics checks to climb.

Hasn't come up as only one person in any of the games I've played or ran chose to play a Wookiee outside of the occasional one-shot, and said Wookiee was much more of a ranged combatant (Soldier/Trailblazer) than an in-your-face brawler. And even in the few one-shots I've run where there's been a Wookiee character, they never got into melee, given their ranged weapons were so much more effective.

What about their tendency to pull peoples arms out of their sockets?

1 hour ago, Eoen said:

What about their tendency to pull peoples arms out of their sockets?

High Brawn (which they've already got), decent Brawl (free rank helps), and a Triumph for a critical injury on a minion with a GM willing to allow their players a bit of artistic license on how said minion is taken out of the fight.

There, arms out of sockets achieved :D

2 hours ago, Eoen said:

What about their tendency to pull peoples arms out of their sockets?

Wookiee martial artist with supreme precision strike. Pick the "maimed" crit. Unfortunately, it's just one arm, but hey.

1 hour ago, penpenpen said:

Wookiee martial artist with supreme precision strike. Pick the "maimed" crit. Unfortunately, it's just one arm, but hey.

That's the ticket, Steel Hands Wookiee, Ebb/Flow, Sense, Enhance, Move, Endure, and Shien Expert (because it's more utilitarian than Shii-cho Ken-ig-it and has falling avalanche). Maybe take Niman or Shii-cho after that.

Edited by Eoen

What would an arm be in terms of an improvised weapon?

Since you can wield an arm in one hand, probably a light improvised weapon.

But a leg would be two handed?

15 hours ago, TheShard said:

But a leg would be two handed?

Not if it is an Ewok or Jawa leg.

So true, so true...

Xexto martial artist wielding six legs in his six arms.

That mental image is giving me strange and conflicting feelings.

On 10/28/2018 at 3:04 PM, TheShard said:

Any suggestions for interesting 2 spec wookiee jedi specs?

Brawn will be your best stat as a wookiee, then willpower will be important since you will be a jedi. Kinda sucks since wookiees start with a one. So brawn>willpower>then pick a third stat if you can afford it, either agility, intellect, cunning, presence. The third stat will probably happen over time. Make sure you get your willpower to 3 before that. So you can start with 4,2,2,2,3,2 maybe its up to you, if you go that way then bump the brawn up to 5 with your first specialization once you pick your dedication. Then whatever after. Either beef up brawn to 6 over time or keep it at 5 once you get there and buff up willpower more. It's up to you how you want to build your character.

On 10/30/2018 at 9:02 AM, Eoen said:

Lightsaber is a brawn skill by default, brawn is the attribute for the vanilla skill, Shii-Cho, and Juyo. You mean it is rated like an energy weapon damage?

  • Wookiee Rage: When a Wookiee has suffered any wounds, he deals + 1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals + 2 damage to Brawl and Melee attacks.

It's still a mêlée weapon even if it has its own skill and in EotE it doesn't have lightsaber skill at all, though it still indicates it's lightsaber not mêlée. Doesn't it say something about lightsaber defaulting to mêlée in EotE?

Brawl and Melee are synonyms of each other in English.

Well the Wookie could make good use of Falling Avalanche from Armorer, rather than going Colossus.

Without the rules to this game yes lightsaber is a type of melee attack, but the game has brawl, melee, Ranged- heavy, ranged - light and lightsaber as different attack skills. So melee attack is using any non range weapon except lightsabers according to the book. Now I have not posted a page and all I'm just looking at all the attack skills and all these are separate skills.

On 10/30/2018 at 9:54 AM, Donovan Morningfire said:

Thing is with Wookiee Rage, given how very difficult it is to avoid taking damage at all in this system, allowing the ability to be applied to the Lightsaber category of weapons means that you're in effect giving lightsabers an almost-always-on bonus to damage, which as noted is something that lightsabers generally don't need given the Breach quality making all but the most obscene of soak values meaningless. Factor in that suffering a critical injury adds another +1 to damage (for a +2 total) and that a number of melee-centric specs offer ranks in Durable to offset the bonus to crit rolls that carrying a crit provides to the attacker, and you could very easily have a Wookiee PC with an "always on" +2 bonus to damage.

So before a GM opts to house-rule Wookiee Rage to work with Lightsabers, they should ask themselves "do I really want to hand out what amounts to a permanent bonus to damage with weapons that already do a lot of damage?"

Well they can use falling avalanche if they have the skill like my character, and wookiees probably have around 5 brawn so that an extra 5 damage to a lightsaber attack. So they can still put out massive damage even without wookie rage. But ya wookiee rage, falling avalanche and lightaber would be kind of brutal. There are other ways to put out ob-seen amount of damage with lightsabers without wookiee rage. But ya an extra +2 damage just for being hit is nice. Also by the time you start getting cortosis your enemies have it too so breech though nice will only work on minions. So being able to stack the damage might be smart when fighting a nemises 2 or 3 level that is immune to your breech 1. Cause he will probably be using a lightsaber too if he is a sith or something like that. If not he will probably be using a range weapon that does around 15 to 16 damage before successes and will be wearing some kind of cortosis armor.

Edited by Metalghost
On 10/30/2018 at 11:20 AM, VadersMarchKazoo said:

This was addressed earlier in the thread (no worries, I don't always sort through every single post). The short of it is:

  • Lightsaber is in the core rulebook in the Nemesis section and as the skill listed for the lightsaber in the equipment list. So, it was around for EotE.
  • Tramp sent an email to the Dev's and Sam Stewart replied that it was intentionally left out of the Wookie rage skill.

So basically, by RAW, Wookie Rage does not apply to attacks made with the lightsaber skill. Personally, as GM and king of my own nerd castle I will probably allow it in some way because it's fun, my player will like it and I don't think it's game breaking. But I'll probably nerf it just a little. My two thoughts are:

1) Make Wookie Rage a conflict generating attribute, regardless of the type of weapon used. This would at least add some narrative depth and player choice associated with using it. And in doing so, I'd allow it to be used with lightsaber.

2) Play Wookie Rage as usual, but provide one setback dice if it's used with a lightsaber and they only activate either the 'when damaged bonus' (+1 dam) or the 'when suffering a critical bonus' (+2 dam) and two setback if it's used for the combination of the two (+3 dam). Either that or just add one setback when used with a lightsaber and keep it simple.

Or as Kaosoe says, you could use some combo of the two.

At least that's what I'm thinking. I might need to decide very soon (by tonight) since my Wookie is carrying an ancient sword that uses the lightsaber skill.

Your gm can decide like mine to add extra damage to your ancient sword hit depending on the stat that the lightsaber skill is dependent on. That helps the damage from ancient swords since you wont be doing much damage at all if your using one even with 5 yellows. If he doesn't add on the extra damage from that stat most likely your enemies will just be soaking the damage pretty easily. Even the low end ones who only have 5 soak.

Now this rule is not in the book it's a house rule. My character has a 5 intellect so when he uses an ancient sword which he hates doing cause of the crappy damage he will do 7 damage before successes. But since it's an ancient sword it doesnt have breach. Even then doing this your ancient sword hit is very week compared to a good blaster rifle that can put out 16 damage before successes. My Dr-45 Dragoon carbine does 12 damage after superior mod and fully upgraded Actuating Module. There are much stronger range weapons than the one I have. In fact I only have used my ancient sword once since it does worthless damage compared to other weapons.

Edited by Metalghost
14 hours ago, Metalghost said:

Your gm can decide like mine to add extra damage to your ancient sword hit depending on the stat that the lightsaber skill is dependent on. That helps the damage from ancient swords since you wont be doing much damage at all if your using one even with 5 yellows. If he doesn't add on the extra damage from that stat most likely your enemies will just be soaking the damage pretty easily. Even the low end ones who only have 5 soak.

Now this rule is not in the book it's a house rule. My character has a 5 intellect so when he uses an ancient sword which he hates doing cause of the crappy damage he will do 7 damage before successes. But since it's an ancient sword it doesnt have breach. Even then doing this your ancient sword hit is very week compared to a good blaster rifle that can put out 16 damage before successes. My Dr-45 Dragoon carbine does 12 damage after superior mod and fully upgraded Actuating Module. There are much stronger range weapons than the one I have. In fact I only have used my ancient sword once since it does worthless damage compared to other weapons.

In one of the other campaigns I play in on these forums, I have an Albino Wookiee Sentinel Sentry/Armorer who dual wields Ancient Sword (Ryyyk Blade) and Lightsaber. He actually prefers his ryyk blade, since it's a cultural weapon.

On 10/29/2018 at 12:47 AM, Tramp Graphics said:

Don’t forget to use this.

Tried it... it's random not deterministic... enter the same phrase (e.g. Nice to meet you) multiple times sequentially and it gives you different responses...

1 minute ago, EliasWindrider said:

Tried it... it's random not deterministic... enter the same phrase (e.g. Nice to meet you) multiple times sequentially and it gives you different responses...

I'm so less excited about that site now.

9 minutes ago, EliasWindrider said:

Tried it... it's random not deterministic... enter the same phrase (e.g. Nice to meet you) multiple times sequentially and it gives you different responses...

6 minutes ago, Eoen said:

I'm so less excited about that site now.

It doesn’t need to be. Do you think Chewbacca’s growls and roars were “deterministic”? Of course not. They were just the recordings of bears and big cats blended together. What it does is give a “simulation” of Wookiee speech that you can apply in your post with what you’re actually saying in a “spoiler tag” below it.

4 minutes ago, Tramp Graphics said:

It doesn’t need to be. Do you think Chewbacca’s growls and roars were “deterministic”? Of course not. They were just the recordings of bears and big cats blended together. What it does is give a “simulation” of Wookiee speech that you can apply in your post with what you’re actually saying in a “spoiler tag” below it.

Yeah, I've always wanted to play a Wookiee but I can't pull of the growl it hurts my throat.

I thought it would be cool as a play by post prop. But if I say the same thing twice I'll get different results.

Edited by Eoen