bravesirrobin
Geek of Geeks
Post-Whore
He bravely turned his tail and fled
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Feb 20, 2007 21:33:58 GMT
Post by bravesirrobin on Feb 20, 2007 21:33:58 GMT
Just wanted to mention that I called the cover rule wrong last session. Concealment provides miss chance (this is to do with not being able to see a target clearly, in darkness or fog for example). Cover provides a bonus to defense.
The lighting situation in the basement is less than ideal however, so anyone without Low-light vision will be subject to miss chance due to that. I don't think it is as big as 50% though.
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Feb 21, 2007 12:58:38 GMT
Post by johandenerad on Feb 21, 2007 12:58:38 GMT
Whoops, sorry about that
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Feb 21, 2007 16:25:40 GMT
Post by johandenerad on Feb 21, 2007 16:25:40 GMT
Found an optional rule at this site: www.wizards.com/default.asp?x=starwars/article/sw20051206jc79, for situations like where Obi-Wan and Anakin have their opposed force push contest at the end of RotS. Optional Rule: Opposed Force Skills Move Object is one example of a Force skill that can be "opposed," with two Force-users battling for control with opposed skill checks. However, it is not the only Force skill that can be opposed in this way. To oppose a Force skill, you must meet the following requirements: The Force skill must be Alter-based (that is, it must require the Alter feat), and you must be able to use that skill. The Force skill must be used as an attack action, move action, or free action. Exception: If Move Object is being used as an attack (i.e., any time another character can make a save to resist or avoid it), it may be opposed as a move action. You must either be the target (for damaging skills) or able to use that skill on the target(s) (for nondamaging skills). Furthermore, you must be able to use that skill on the opposing Force-user (i.e., he must be within range and meet all other requirements, etc.). You must not be surprised, flat-footed, or unaware of the opposing Force-user. Actual visual contact is not required; for example, you might be using the Sense Surroundings technique (Power of the Jedi Sourcebook). You must have either a readied action to oppose a Force skill (you don't have to specify which one) or the block ability. Using block in this manner is a reaction that costs you your attack action on your next turn. If you meet these criteria, you trigger your readied action or use block to oppose the Force skill when it is used -- pay the vitality cost and make an opposed skill check. The results are determined by what type of Force skill is being opposed, damaging (Force Grip, Force Lightning, Force Strike, etc.) or nondamaging (Affect Mind, Move Object, Plant Growth, etc.). Note that nondamaging skills may be capable of inflicting damage, but not as a direct effect of the skill. For example, Move Object can inflict damage by dropping an object on someone or by causing a character to run into an obstacle, but the skill itself technically inflicts no damage. Nondamaging: The winner gains control and may apply effects as he wishes for that round (subject to the limits of his skill check result). For example, the winner in an opposed Illusion check would get to decide what illusion (if any) is created. Damaging: If the defender wins, the Force skill is nullified (i.e., both characters spend vitality but nothing happens); if the attacker wins, resolve normally. Furthermore, if the defender is opposing a damaging Force skill, a special effect can occur if the defender is also using Force Defense. In addition to the effects described above, if the defender fails by a number of points equal to or less than the save bonus provided by Force Defense, feedback occurs. Resolve as if both characters had targeted the other with that skill, applying results based on their skill check result. For example, if the defender is the target of Force Grip and feedback occurs, both the attacker and the defender take 3d6 points of damage (Will save for half).
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bravesirrobin
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He bravely turned his tail and fled
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Feb 25, 2007 12:27:20 GMT
Post by bravesirrobin on Feb 25, 2007 12:27:20 GMT
that seems cool to me, though i'm not sure it should be as simple as the winner merely taking full control. i don't think it will be an issue for a while, but it definitely seems sensible to be able to have opposed force checks.
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bravesirrobin
Geek of Geeks
Post-Whore
He bravely turned his tail and fled
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Rules
Apr 10, 2007 18:35:49 GMT
Post by bravesirrobin on Apr 10, 2007 18:35:49 GMT
In my reading I have come across a more comprehensive system for delaying/readying actions.
Basically delaying your action changes your initiative count. If you choose to do nothing, and wait to see how the round develops you change your initiative to whatever point you choose to act, so if you win initiative and wait to see what happens you don't get to go first in future rounds.
If you delay your action to the next round, you lose your action in whichever round you didn't act, but you can change your initiative so you are now acting first.
If you move, this counts as taking your action. If you then ready an attack you can take it at a later point without changing your initiative. However, if the round ends you lose your action.
When readying an attack you generally have to specify a condition under which you take it. If you have failed to take a readied attack in a round, but the condition is fulfilled in the following round, before your action, you may take your entire action for that round at that time. Effectively changing your place in the initiative order.
You cannot take two actions in a combat round.
I really like this system, and I intend to use it, unless someone raises an objection.
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bravesirrobin
Geek of Geeks
Post-Whore
He bravely turned his tail and fled
Posts: 1,453
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Rules
May 30, 2007 11:39:04 GMT
Post by bravesirrobin on May 30, 2007 11:39:04 GMT
Force points change/clarification.
There are two seperate things here, force points, which is what you can spendto be awesome. And light/dark side points, which is what influences your force powers etc. I have been confusing the two some what. Basically when you spend a force point, it becomes one or the other. And I can assign light/dark side points whenever I like.
I'm gonna make a thread to keep track of this.
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