Hired Guns can wipe whole platoons of enemies, Bounty Hunter's can delete single boss or make smaller Last One Standing with their Unmatched Devastation, The Bigger They Are allow you to destroy ships and vehicles, Technicians can create do greate things too. 2 Destiny points to flip one dice? On max you can flip 3 dices.
Am I missing something awesome about this SA or it seems less impactful than others?
Do I miss something or Unmatched Fortune seems really weak Signature Ability
6 minutes ago, Benny89 said:Hired Guns can wipe whole platoons of enemies, Bounty Hunter's can delete single boss or make smaller Last One Standing with their Unmatched Devastation, The Bigger They Are allow you to destroy ships and vehicles, Technicians can create do greate things too. 2 Destiny points to flip one dice? On max you can flip 3 dices.
Am I missing something awesome about this SA or it seems less impactful than others?
How many triumph esults would you like on a roll?
13 minutes ago, Daeglan said:How many triumph esults would you like on a roll?
I guess, but it's only one roll still. What one roll can wipe whole minions armies + rivals or delete nemesis in one turn etc. Couple more triumphs won't top something like that...
The number of Triumphs you can have depends on what you're rolling for.
In combat, it's not all that handy.
But that's what's nice about Unmatched Fortune, is that it's not limited to just combat. A Gambler could use that ability to potentially clean house during a sabacc game, while a Charmer or Scoundrel could use it to really wow whoever it is they're talking to and perhaps score a lot more help than they might have originally. That big fleet gathering you see in the trailers for Rise of Skywalker? That could very well be the result of a smooth-talking character using Unmatched Fortune on their Charm check to rally aid, and getting one heck of a result.
With the right upgrades, it also allows you to affect negative dice, so you can easily remove any Despairs that might show up when you really don't want them. On top of being able to use the signature ability up to three times per session for the paltry cost of a single Destiny Point each time.
Being able to score beaucoup triumphs on a critical social check is cash money.
1 hour ago, kaosoe said:Being able to score beaucoup triumphs on a critical social check is cash money.
I guess that is true, but I want to play Gunslinger so it doesn't seem like an very useful Signature Ability to me 😕
1 minute ago, Benny89 said:I guess that is true, but I want to play Gunslinger so it doesn't seem like an very useful Signature Ability to me 😕
Oh it is useful to a gunslinger too. Imagine being able to score more hits on a nemesis when targeting a minion group with Spitfire.
The ability is useful in both combat and out of combat. It is actually better than a lot of signature abilities because it is versatile.
27 minutes ago, Benny89 said:I guess that is true, but I want to play Gunslinger so it doesn't seem like an very useful Signature Ability to me 😕
Well, Smuggler isn't a very combat-centric career so it's just not going to have signature abilities that match up to the combat power of Bounty Hunter or Hired Gun. That's life.
9 minutes ago, Talkie Toaster said:Well, Smuggler isn't a very combat-centric career so it's just not going to have signature abilities that match up to the combat power of Bounty Hunter or Hired Gun. That's life.
That is why I am wondering if I should not maybe start as Hired Gun or Bounty Hunter to get that Signature Ability and then just immidietly jump to Gunslinger. I will be 30xp back, but at least I will have more useful SA later on. Though Unmatched Fortune have advantage of being used 3 times per session and you can use it on your team members to help them when they fail their check...
9 minutes ago, Talkie Toaster said:Well, Smuggler isn't a very combat-centric career so it's just not going to have signature abilities that match up to the combat power of Bounty Hunter or Hired Gun. That's life.
On the other hand they introduced one of the most combat-heavy specs in game for Smuggler :). Even Merc Soldier has some non-combat stuff in their trees. Gunslingers are all about combat. Irrelevant for this discussion but just pointing it out
:).
I would recommend retooling your career if you're interesting in picking up a SigAbil suitable to your playing style.
1 hour ago, kaosoe said:I would recommend retooling your career if you're interesting in picking up a SigAbil suitable to your playing style.
I want Gunslinger, because I love its tree to fullest, I think this is the only tree where I want to pick EVERY single talent. It's great.
On the other hand career is not something I dig that much...
I will speak with my GM, maybe we will figure something out.
What exactly are you looking for?
I have a player with Unmatched Fortune (and one with Last One standing) so I can compare and contrast from the GM side of things. Last One standing can once per session make a combat encounter a push over which is something you plan for and around - if you want to it actually be challenging or have dramatic tension then plan for more than one combat encounter or really beef it up with Nemesis and Rivals.
With Unmatched Fortune usable 3/session the PCs can basically succeed at a critical role 3 times. That's often a LOT more impactful because it covers almost everything they do. Hacking, flying, sneaking, negotiating, charming, whatever. They can almost guarantee not only a success on the roles they absolutely do not want to fail but success with Triump, or excess Advantage (hello crafting). They can also try really difficult things knowing that's in their back pocket - which fits the Career really well.
I really dread when the gambler/gunslinger/modder activates his unmatched fortune in my games. It's kind of crazy the crap he pulls off. One shotting the big bad due to a 150+ crit on the first round of combat because he was able to trigger his crit results 12 times is just one example , all with just a single point of damage getting through. Lol
It is extremely potent in the right hands.
Of course, so is everyone in the group. The guardian soresu defender/colossus and the mando gadgeteer/dwc. Both are just as nasty. Fated duel to force the fight, then **** near impossible to kill. And the mando can make 5 attacks in a single action.
The demolitionist/gambler is almost as bad as the gunslinger. But he just wipes out large groups of minions with a few rivals thrown in. Usually he and the gunslinger have an agreement, where he let's the gunslinger activate spitfire, before he smokes everybody else.
It's all in how you play it.
****, I watched a colonists marshal use unmatched expertise to great effect during a combat before, he was shooting the big bad with a simple roll.
1 hour ago, Raicheck said:I really dread when the gambler/gunslinger/modder activates his unmatched fortune in my games. It's kind of crazy the crap he pulls off. One shotting the big bad due to a 150+ crit on the first round of combat because he was able to trigger his crit results 12 times is just one example , all with just a single point of damage getting through. Lol
It is extremely potent in the right hands.
Of course, so is everyone in the group. The guardian soresu defender/colossus and the mando gadgeteer/dwc. Both are just as nasty. Fated duel to force the fight, then **** near impossible to kill. And the mando can make 5 attacks in a single action.
The demolitionist/gambler is almost as bad as the gunslinger. But he just wipes out large groups of minions with a few rivals thrown in. Usually he and the gunslinger have an agreement, where he let's the gunslinger activate spitfire, before he smokes everybody else.
It's all in how you play it.
****, I watched a colonists marshal use unmatched expertise to great effect during a combat before, he was shooting the big bad with a simple roll.
Hm, actually that really helps. I think I will maybe turn from "highest damage possible" to making a crit-machine character. If I combine Gunslinger + Second spec with a lot of Lethal Blows and gambler + Unmatched Fortune I could in theory genereate staggering number of criticals and in many cases always go for insta-kill nemesis/rival characters, or at least blow their limb off or stagger them for the whole encounter.
Maybe I should go with that then... As critical hits seem to also fit theme of deadly marksman more. Unmatched Fortune could be used to get more Triumphs to trigger critical hits.
Btw. Does one Triumph also counts as one Advantage when you trigger critical hit? Because for example you can actiavte qualities with 1xT instead of 2xA.
A Triumph counts as as many Advantage as it would take to trigger a single effect. 4 Triumph on a crit 4 weapon deals crit+30, 4 Triumph on a crit 1 weapon deals crit+30.
15 minutes ago, P-47 Thunderbolt said:A Triumph counts as as many Advantage as it would take to trigger a single effect. 4 Triumph on a crit 4 weapon deals crit+30, 4 Triumph on a crit 1 weapon deals crit+30.
So after triggering crit- extra triumphs are not really worth more over advantages when it comes to triggering +10 extr crit?
If gun already has crit 1 - then triumph is not really better than advantage, right?
Just now, Benny89 said:So after triggering crit- extra triumphs are not really worth more over advantages when it comes to triggering +10 extr crit?
If gun already has crit 1 - then triumph is not really better than advantage, right?
Correct. You'd be better off switching to a side with 2 Advantage unless you need the extra point of damage from a success.
One nice thing about the gunslinger is that with two pistols, you can potentially crit twice. Which is 1) great for shredding minions, and 2) lets you stack up crit roll bonuses over several rounds against a single target, since each existing crit adds +10 to any further crit rolls.
Also, don't forget that UF can affect your allies as well.
Team Mechanic is trying to defuse a bomb but rolls a despair? Team Face accidentally insults the Hutt's mistress? Team Pilot is about to fly you into a super nova? Team Medic is about to screw up fixing your Bleeding Out crit?
Not anymore.
This is a very strong SA, especially when fully upgraded.
One of my players wants to re-skin it as "The Force Is Strong With This one" for a Jedi character.
On 1/7/2020 at 5:14 PM, Benny89 said:That is why I am wondering if I should not maybe start as Hired Gun or Bounty Hunter to get that Signature Ability and then just immidietly jump to Gunslinger. I will be 30xp back, but at least I will have more useful SA later on. Though Unmatched Fortune have advantage of being used 3 times per session and you can use it on your team members to help them when they fail their check...
You might as well do it the other way around start as Gunslinger, add Assassine and one shot people with Unmatched fortune and huge critical hits. Unmatched Fortune is not only cheap and versatile, but can be used up to 3 times per session. Add enough ranks of Lethal Blows and you might become a pretty deadly and versatile Gunslinger. Gambler on top might be interesting, though I have been out of the loop for a while and not all talents in memory anymore.
BTW, keep in mind it is up to you decide which dice you turn, meaning the bigger your dice pool, the more impact you get from this signature ability.
As a GM who can go multiple sessions without even the hint of a threat of combat, I find this particular one a very strong ability.
This is the signature ability that has been bought in every campaign I have played in. IMO it is the most powerful signature ability since it can be used in at any time, shared with other player and fix disastrous rolls and make them amazing. When my players know someone has the ability the others are always looking at their dice when they fail or search their own rolls for ways to make it better.
After my last game my player who used this messaged me and asked if I wanted him to not have it any more since it looked to him like it was ruining my fun. I told him it is fine since it cost a lot of exp and I'm here for the game as long as he as the players are having fun I don't mind how they change the story. He changed a failed roll with a Despair, in to a successful roll with 2 triumphs with the dice he was able to rotate. I don't remember what the event was but had a good idea for the despair, so I was kinda sad to see it go away. (hmmm maybe I ask him not to have the one to effect negative dice.......)
19 minutes ago, damnkid3 said:(hmmm maybe I ask him not to have the one to effect negative dice.......)
One interesting thing to do would be to have a sort of a trade off, where the player turns the dice to show 4 Triumph or whatever, but then also (voluntarily) turns an innocuous Challenge die into a Despair, just to give you a little something to play with. Possibly as a "free" change where it doesn't go against the number of dice he can change.