Author Topic: Star Wars Saga Edition, a thread for all fans of this system.  (Read 25207 times)

Offline Garryl

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #20 on: September 27, 2012, 10:04:47 PM »
Does SWSE not use D&D math for multiplication? Wouldn't that be 4x Str, not 8x Str?

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #21 on: September 29, 2012, 06:39:46 PM »
Does SWSE not use D&D math for multiplication? Wouldn't that be 4x Str, not 8x Str?

No, SWSE use normal math, not D&D math for multiplication. It's usually not an issue though, because as far as I know the only time you can stack up on multipliers is specifically for Strength and unarmed damage.

Whether or not you should let it fly as a DM is up to you, but it's legal ^_ ^
I probably wouldn't, fyi.

Now, if we want to make this even more ridiculous consider having someone with Superior Tech upgrade his Str score by 4.
A Corellian power suit provides a +2 Str bonus thanks to servo engines.
If you'd like to claim you can fight in a vacuum pod suit designed for use in outer space to do repairs on ships, those give a +4 Str bonus instead. I wouldn't claim such a thing, but there are probably someone who would.

Yes, droids can wear armor just fine.
Quote
Armor
Droids can be equipped with built-in armor that provides an armor bonus to Reflex Defense. Bipedal droids with two hand appendages can also wear armor designed for humanoid creatures; however, the armor bonus granted by built-in droid armor does not stack with the armor bonus provided by worn armor.

Just be glad Droids can't be force sensitive otherwise I'd stacked on High Impact there as well for another Str x2 multiplier to damage ;)

Offline Garryl

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #22 on: October 04, 2012, 12:18:31 AM »
Can you have that fancy Corellian armor as the built in droid armor, and wear the vacuum pod suit on top of it or something to get the (non-armor) bonuses of both?

Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #23 on: October 24, 2012, 03:12:47 PM »
Not as far as I know, no.

Other stuff:

I know it's old news, but Pau'ans make ridiculously good support Nobles. Handing out a total of +4 to hit in one round of boosting is really good. Inspire Zeal is just bonkers, since it's Condition stacking shenanigans, Inspire Haste could probably be used for shenanigans with Force Powers, Bolster Ally is just generally good and Ignite Fervor is a significant damage boost.

Adding your character level to your next damage roll is awesome in general, but even more so if you make an area attack. Since you make only 1 damage roll for all affected enemies, that could be a substantial boost overall. For example, add Ignite Fervor to a double-barreled blaster carbine you could add a total of 80 damage (4 targets clumped up).

My favorite application is for Discblade Arc, the Zeison Sha force tradition. An area attack hitting three people that doesn't have to be close to each other. That and Tempered Aggression + Tripple Crit. Attack that deals around 120 damage, oh yeah. :cool

So, in short, Pau'an Nobles rock :D

Offline Tonymitsu

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #24 on: May 20, 2013, 03:43:01 AM »
I'm trying to come up with a character for Saga Edition who is a tinkerer.  Not just any tinkerer, but THE tinkerer.  Someone who almost compulsively takes apart any and every gadget he can get his hands on to see how they work, and to see if he can make them work better.

I'm just not quite sure where to start.

I have the following stats to work with:
Str 13
Dex 16
Con 14
Int 18
Wis 11
Cha 10

-For his weapon of choice I want to use the double-barrel carbine, which means rifle procifiencey.  Also explosives... lots of explosives. (This leads me towards scout)
-Mechanics is obvious for the many modifications, but I also want Use Computers for general droid work.  And toys.  Lots and lots of toys (electronet for starters, this leads me towards scoundrel... or soldier, but I'd need a feat for Skill Training)
-I also want armor training, so he has a place to store his toys (this leads towards soldier)
-Military Engineer also looks quite attractive, and provides access to the Outlaw Tech talent tree (again back to soldier).
-I really, really, REALLY, want Evasion (Back to scout).

What is the most efficient way to accomplish all this?

EDIT:  Forgot about Tech Specialist and Starship Designer.  Those are necessary, and needed as early as possible.
« Last Edit: May 20, 2013, 03:52:41 AM by Tonymitsu »
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Offline Shadowhunter

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #25 on: May 22, 2013, 04:11:08 PM »
First of, you start with a Sluissi.

Quote
Personality: Sluissi are tinkerers at heart. Even those who do not pursue mechanical arts professionally dabble in them regularly. Most Sluissi encountered away from their homeworld and colonies are apprentice mechanics or skilled technicians. They have an unhurried style that tries the patience of even the most tolerant travelers and clients. Sluissi are sociable, even among other species.

Speices Traits:
(click to show/hide)

The double-barrel carbine is a cool weapon. I advise the following feat:
(click to show/hide)

Predictive Defense is a good feat, it lets you use your Int mod instead of Dex for Ref Defense.

Another good prestige class besides Military Engineer is the Improviser from Rebellion Era. Allowing you to slice without a security kit?
Scratchbuilding devices from spare parts with only your DM setting the limit (ok, not totally true, but close)?
Access to 2 unique talent trees as well as the Outlaw Tech and the Slicer talent trees?
Check, check and check.
Also, a +4 class bonus to Will, just for kicks.
I really like that PrC, it's one of the few things worth mentioning in that book, mechanics-wise.

Scout is the best base class to use for 1st level.
However, I advice against armor training... it has a heavy Talent-tax.

I'll be back with more ideas later  :)

Offline Nanshork

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #26 on: May 22, 2013, 04:37:18 PM »
Saboteur is good to work towards for toys, I have a character going in that direction in an ongoing PbP.

Offline Tonymitsu

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Re: Star Wars Saga Edition, a thread for all fans of this system.
« Reply #27 on: May 22, 2013, 08:45:19 PM »
Careful Worker looks great for down-time crafting.  But I really had my heart set on being a human (roleplay purposes), which would give me Tech Specialist anyway... I'll have to give it some more thought.

Saboteur is good to work towards for toys, I have a character going in that direction in an ongoing PbP.

Wow.  Just wow.  It's not fair that you only get 5 talents from this class. I literally want all of them.
My exact thoughts while reading through this were, "Huh, jammers.  That's pretty neat.  And damn, those explosive buffs are cool too.  What's up with this last tree though: Turret?  That's a weird name.  Let's see... 'you construct small, disposable, automated turretsohmyfuckinggodYES!!"
The natural 1 ability is sweet, as is the capstone.


Anyway.  As far as armor goes, I just want him to be able to wear it without it being a hindrance.  Don't need to go balls deep into being a walking tank or anything.  It also suddenly came to my attention today that nobody in the group has Treat Injury.  Since Yuuzan Vong biotech needs treat injury to use, as do cybernetics, I thought, "What the hell?"

Using the above stats I have pretty much this:

Human
Soldier 1- class feats, Gearhead, Tech Specialist (Armored Defense), Trained Climb, Endurance, Initiative, Jump, Mechanics, Perception, Treat Injury, Use Computer
Soldier 2- Armor Proficiency (heavy)
Soldier 3- Starship Designer, (Improved Armor Defense)
Scout 1- Shake It Off, Evasion
Scoundrel 1- Point Blank Shot, Gimmick
Soldier 4- Skill Focus (Mechanic), Weapon Proficiency (heavy)

That gets me the heaviest armors, heavy weapons for a grenade launcher to throw my electronet (and grenades in general).  Total lack of knowledges also actually works for roleplaying purposes, as I wrote his background to be uneducated and the kind of guy who learned through trial and error.
That gives me just about everything I wanted on the character by level 6 (with the highly desirables like Starship Designer and Evasion by level 4), anything I take after that point will just make me better at what I already do.

Thoughts?  Are things like Gearhead and Gimmick woefully underpowered compared to other options I could be taking?  Also if heavy armor is really not worth it, is there a medium armor that is a sealed full-body suit with life-support?

EDIT:  I was informed that we have 30,000 credits to spend on starting gear so here's what I settled on:

4200:  Double-barrel Carbine (with Pulse Charger, and Improved Accuracy tech specialist mod)
750:  Heavy Blaster

18250:  Medium Battle Armor (core) with Helmet Package, Vacuum Seals, Electrobinoculars and Heat Sensor, both integraded, Mesh Underlay, and the Agile Armor Tech Specialist mod


750:  Gas Grenade x3
1500:  Stun grenade x6
300:  Smoke Grenade x3

1500:  Mastercraft Utility Belt (Med kit, tool kit, 3 days rations, liquid cable dispenser with hook, glow rod, 1 power pack, 1 spare energy cell, spare comlink)
750:  Security Kit
250:  Power Pack x10
100:  Bandolier
1300:  Bracer Computer
10:  two rolls of Mesh Tape

Credits remaining:  340

Anything I missed?
« Last Edit: May 23, 2013, 11:19:35 PM by Tonymitsu »
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