OOC Thead 3
Re: OOC Thead 3
Can I use 2 force points at once? I am thinking Kit will fight first and see what she can do. The biggest negative is she is the best medic if others get hurt.
Re: OOC Thead 3
No, sorry, only 1 Force Point at a time.....but you can use them in back to back rounds if you like.
Re: OOC Thead 3
OK, thanks.
Re: OOC Thead 3
Apologies for slow replies on my part. I forgot to check the "notify me of updates" box on the current in-game post.
Re: OOC Thead 3
Can Kit spend force points on Vale's behalf? Another words I would like to spend a force point for him for each round of combat.
Re: OOC Thead 3
Max, can we get a quick summary/reminder of:
1) Force Points: What a force point can and cannot be used for in the upcoming combats (what effects it can have), or do we just use them in a generic sense like "I use a force point to attack" or "I use a force point to defend".
2) Brawling: What's the difference between Dodge and Brawling Parry? Are these passive or active skills (meaning, do we need to specify that we're using it and does it count as the action for the round or can we attack at the same time)? What's the difference between Brawling and Brawling Attack? What do you mean by "Full version" and "Combat version".
Thanks and apologies in advance for my lack of familiarity with the d6 system.
1) Force Points: What a force point can and cannot be used for in the upcoming combats (what effects it can have), or do we just use them in a generic sense like "I use a force point to attack" or "I use a force point to defend".
2) Brawling: What's the difference between Dodge and Brawling Parry? Are these passive or active skills (meaning, do we need to specify that we're using it and does it count as the action for the round or can we attack at the same time)? What's the difference between Brawling and Brawling Attack? What do you mean by "Full version" and "Combat version".
Thanks and apologies in advance for my lack of familiarity with the d6 system.
Re: OOC Thead 3
Hey everyone, sorry for the confusion with some of the rules mechanics....here's my attempt to answer the questions....
1. 'Can I spend Force points for others': No, these are meant only for your own character's actions; sorry!
2. To clarify what Force Points actually do, mechanically: for 1 round all skills and attributes are boosted by +3D.
Example: Joe the Jedi is in a lightsaber duel with Seth the Sith.....he spends a Force Point and for one round his Lightsaber skill jumps from 4D to 7D and his Melee Parry skill which is just his default DEX attribute rating of 2D+2 jumps to 5D+2. In that round, Joe decides to Parry any attacks by using his Melee Parry skill and to use his Lightsaber in a swing at Seth. This is 2 actions, so his rolls for each will be reduced by -1D (this is standard rules...-1D for every action taken after the first..i.e. if you only do 1 thing, you roll full dice, if you do 2 things they will both be at -1D, if you do 3 things they are all at -2D, etc.).....
His Melee Parry roll will be made at 4D+2 (5D+2 with Force Point -1D for 2 actions) and this results in a 16. This 14 will now be the Difficulty number Seth has to beat to hit Joe with his Lightsaber. In addition; if Seth rolls 5 less than the attack number, Joe will get a +1D to hit Seth next round as the parry pushed the weapon out of the way and left the opponent a bit 'open' next round for a follow up strike. If he rolls 10 less; Joe gets the +1D to hit him AND he disarms his foe.
Seth's attack roll is a 14, so Joe blocked it...but does NOT disarm his opponent or get a bonus to hit him next turn....bummer....
Seth then rolls 6D for his Lightsaber attack (4D in skill +3D for Force Point, -1D for 2 actions) and he gets a 22. This is more than 10 over his required Difficulty number of 10; so Joe hits AND he will add +1D to the damage as he lands a TELLING blow...
3. Defensive skills: Dodge, Brawling Parry, Melee Parry and Driving/Piloting skills
-In combat you can decide to employ one or more of the Defensive skills mentioned above. Dodge is ducking, juking, weaving, diving, rolling, etc. to avoid being hit (by anything...i.e. this skill can be used when shot at, when swung at with fists or weapons, etc.); the Parry skills are for blocking attacks; either with arms, legs etc. vs. hand-to-hand attacks (Brawling Parry) or with a hand-held weapon or shield (Melee Parry) vs. hand-held/thrown weapons. The Driving (or Piloting skills) are likewise used to Dodge attacks when in a moving vehicle.
Why have both Dodge and Parry? Dodge will either avoid an attack or not....Parry can Block an attack and if the roll is high enough (5 or more higher than the attack roll it parried); it can give the person who made the Parry a bonus to hit the attacker he parried in the next round; and if it's REALLY high enough (10 or more over the attack roll it parried); it will disarm the weapon from the attacker (in Melee combat...in Brawling Combat it means you pushed the opponent down/back far enough that they can't make any attacks the following round).
Two choices of Dodge/Parry/Evasion (Evasion is using the Driving/Piloting skill to avoid enemy fire while driving/flying a vehicle): When a character opts to use one of the Defensive skills; they have 2 choices....either a 'Quick' Dodge/Parry/Evade or a 'Full' Dodge/Parry/Evade. If using a 'Full' Dodge/Parry/Evade; the character rolls the skill dice and adds the total result to the Difficulty number needed to hit him by an NPCs attacking him. (I.e. Player Z knows he's going to be shot at by 3 Stormtroopers so he decides to use a Full Dodge. The Imperials are at short range, which is normally a difficulty number of 10 needed to hit Player Z. The player decides to full dodge though; so he rolls his Dodge dice and gets a result of 11. This is added to the Difficulty number, so now the Stormtroopers need a 21 to hit him.
If using a Full Dodge/Parry/Evasion, the player choosing this option can take NO other actions that round.
If using a Quick Dodge/Parry/Evasion; the character may take other actions as desired (i.e. the Player chooses to shoot once and Quick Dodge any return fire once....this lowers both actions' skill dice by 1D per standard rules); and the Dodge/Parry/Evasion dice roll result is used as the new Difficulty number to hit.....even if it's worse than the default Difficulty number to hit. (The character ducked/dodged the wrong way, etc.) Example: Player V decides to have her character Quick Dodge once and shoot once as she knows she's going to be shot at by a Bounty Hunter at Medium range. She rolls her skill dice (reduced by -1D due to taking two actions this round) and her Dodge roll comes up a 12....this is worse than the default Medium range Difficulty of 15 but it is now the number to beat by the Bounty Hunter....but the choice DID allow her to get a shot off as well.
Hopefully this all helps and makes sense to everyone? I'll post the above in the House Rules thread as well.
1. 'Can I spend Force points for others': No, these are meant only for your own character's actions; sorry!
2. To clarify what Force Points actually do, mechanically: for 1 round all skills and attributes are boosted by +3D.
Example: Joe the Jedi is in a lightsaber duel with Seth the Sith.....he spends a Force Point and for one round his Lightsaber skill jumps from 4D to 7D and his Melee Parry skill which is just his default DEX attribute rating of 2D+2 jumps to 5D+2. In that round, Joe decides to Parry any attacks by using his Melee Parry skill and to use his Lightsaber in a swing at Seth. This is 2 actions, so his rolls for each will be reduced by -1D (this is standard rules...-1D for every action taken after the first..i.e. if you only do 1 thing, you roll full dice, if you do 2 things they will both be at -1D, if you do 3 things they are all at -2D, etc.).....
His Melee Parry roll will be made at 4D+2 (5D+2 with Force Point -1D for 2 actions) and this results in a 16. This 14 will now be the Difficulty number Seth has to beat to hit Joe with his Lightsaber. In addition; if Seth rolls 5 less than the attack number, Joe will get a +1D to hit Seth next round as the parry pushed the weapon out of the way and left the opponent a bit 'open' next round for a follow up strike. If he rolls 10 less; Joe gets the +1D to hit him AND he disarms his foe.
Seth's attack roll is a 14, so Joe blocked it...but does NOT disarm his opponent or get a bonus to hit him next turn....bummer....
Seth then rolls 6D for his Lightsaber attack (4D in skill +3D for Force Point, -1D for 2 actions) and he gets a 22. This is more than 10 over his required Difficulty number of 10; so Joe hits AND he will add +1D to the damage as he lands a TELLING blow...
3. Defensive skills: Dodge, Brawling Parry, Melee Parry and Driving/Piloting skills
-In combat you can decide to employ one or more of the Defensive skills mentioned above. Dodge is ducking, juking, weaving, diving, rolling, etc. to avoid being hit (by anything...i.e. this skill can be used when shot at, when swung at with fists or weapons, etc.); the Parry skills are for blocking attacks; either with arms, legs etc. vs. hand-to-hand attacks (Brawling Parry) or with a hand-held weapon or shield (Melee Parry) vs. hand-held/thrown weapons. The Driving (or Piloting skills) are likewise used to Dodge attacks when in a moving vehicle.
Why have both Dodge and Parry? Dodge will either avoid an attack or not....Parry can Block an attack and if the roll is high enough (5 or more higher than the attack roll it parried); it can give the person who made the Parry a bonus to hit the attacker he parried in the next round; and if it's REALLY high enough (10 or more over the attack roll it parried); it will disarm the weapon from the attacker (in Melee combat...in Brawling Combat it means you pushed the opponent down/back far enough that they can't make any attacks the following round).
Two choices of Dodge/Parry/Evasion (Evasion is using the Driving/Piloting skill to avoid enemy fire while driving/flying a vehicle): When a character opts to use one of the Defensive skills; they have 2 choices....either a 'Quick' Dodge/Parry/Evade or a 'Full' Dodge/Parry/Evade. If using a 'Full' Dodge/Parry/Evade; the character rolls the skill dice and adds the total result to the Difficulty number needed to hit him by an NPCs attacking him. (I.e. Player Z knows he's going to be shot at by 3 Stormtroopers so he decides to use a Full Dodge. The Imperials are at short range, which is normally a difficulty number of 10 needed to hit Player Z. The player decides to full dodge though; so he rolls his Dodge dice and gets a result of 11. This is added to the Difficulty number, so now the Stormtroopers need a 21 to hit him.
If using a Full Dodge/Parry/Evasion, the player choosing this option can take NO other actions that round.
If using a Quick Dodge/Parry/Evasion; the character may take other actions as desired (i.e. the Player chooses to shoot once and Quick Dodge any return fire once....this lowers both actions' skill dice by 1D per standard rules); and the Dodge/Parry/Evasion dice roll result is used as the new Difficulty number to hit.....even if it's worse than the default Difficulty number to hit. (The character ducked/dodged the wrong way, etc.) Example: Player V decides to have her character Quick Dodge once and shoot once as she knows she's going to be shot at by a Bounty Hunter at Medium range. She rolls her skill dice (reduced by -1D due to taking two actions this round) and her Dodge roll comes up a 12....this is worse than the default Medium range Difficulty of 15 but it is now the number to beat by the Bounty Hunter....but the choice DID allow her to get a shot off as well.
Hopefully this all helps and makes sense to everyone? I'll post the above in the House Rules thread as well.
Re: OOC Thead 3
Ok. Looks like things are going sideways fast, and that Lothar doesn't intend to play fair. That leaves us with three options, as I see it.
1. Those of us not engaged in duels attempt to gun down or otherwise take out the various thugs who are about to shoot the guards.
2. We stop the fight and try to talk through all of this. See what exactly Lothar wants, try to give that to him and get him to leave.
3. Let the thugs shoot the guards, and figure there are more guards who will take them out, or at least assist us once they hear the commotion and realize these guys are dishonoring their traditions.
Here's what I'm unclear on. What does Lothar currently have that we need and which we can't get if he leaves? Maybe I'm misremembering, but isn't it possible for him to leave with the coaxium he has, and for us to just get more? Or is it that it will take too long to obtain more and we have to somehow wrest control of it from him?
1. Those of us not engaged in duels attempt to gun down or otherwise take out the various thugs who are about to shoot the guards.
2. We stop the fight and try to talk through all of this. See what exactly Lothar wants, try to give that to him and get him to leave.
3. Let the thugs shoot the guards, and figure there are more guards who will take them out, or at least assist us once they hear the commotion and realize these guys are dishonoring their traditions.
Here's what I'm unclear on. What does Lothar currently have that we need and which we can't get if he leaves? Maybe I'm misremembering, but isn't it possible for him to leave with the coaxium he has, and for us to just get more? Or is it that it will take too long to obtain more and we have to somehow wrest control of it from him?
Re: OOC Thead 3
If we are not in a duel do we even have our weapons?
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Good point. We could shout a warning...
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I doubt Lothar will simply give up on the good thing he has going here and walk away, unless he's forced to do so.
If we warn the locals about Lothar's goons, Lothar will simply deny it, but if we win the competition then Lothar will have to either fight or concede in any case. It looks like he's going to chose "fight".
As the good guys, we can't really just let Lothar open fire on the natives, even though doing so would let us "win" the coaxium (provided we survive the subsequent firefight).
So I agree that our best option is to shout out a warning to the locals, and continue on with the contests.
If we warn the locals about Lothar's goons, Lothar will simply deny it, but if we win the competition then Lothar will have to either fight or concede in any case. It looks like he's going to chose "fight".
As the good guys, we can't really just let Lothar open fire on the natives, even though doing so would let us "win" the coaxium (provided we survive the subsequent firefight).
So I agree that our best option is to shout out a warning to the locals, and continue on with the contests.
Re: OOC Thead 3
Refresh my memory: they speak common, right? (Or "Galactic basic" or whatever the universal language of the setting is.)
Re: OOC Thead 3
Most of the guards understand Basic, yes. Clark also speaks enough Thakisian to get a basic concept across.
Those of you Not currently in a duel and Zuul do not have any weapons on you. The Thakisian guards each have a single shot black powder pistol and sword and large dagger on them.
Hope that helps!
Those of you Not currently in a duel and Zuul do not have any weapons on you. The Thakisian guards each have a single shot black powder pistol and sword and large dagger on them.
Hope that helps!
Re: OOC Thead 3
Maybe if Clark warns the Thakisians in their native language, Lothar's goons won't know what he said. Worth a try, I think!
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Thats a good idea. I doubt they will understand Kit so her best move is going to be just trying to get close enough to one of the bad guys to make a grab for him if necessary.
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Yeah, I support that. Otherwise, short of an actual win by our guys, I'm not sure how we get out of this.
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Ok, so, question for our GM.
What I'd like to do is to have Cal pick up the rock and wing it at the Twi'ilek's head, in the hopes of knocking him out, or at least dazing him so that Cal can disarm him and take his blaster.
What I need to know is whether saying that I'm throwing the rock at the Twi'ilek's head count as some kind of "called shot" that will increase the difficulty number? Or would it simply be assumed that I'd throw at him from a few meters away with the same aim as I would with a blaster? I'm interpreting "a few meters away" as being a low difficulty number for a basic ranged attack, but I want to get a sense of whether that's how throwing the rock would be determined -- as a low difficulty ranged attack, or as something requiring a higher difficulty check?
What I'd like to do is to have Cal pick up the rock and wing it at the Twi'ilek's head, in the hopes of knocking him out, or at least dazing him so that Cal can disarm him and take his blaster.
What I need to know is whether saying that I'm throwing the rock at the Twi'ilek's head count as some kind of "called shot" that will increase the difficulty number? Or would it simply be assumed that I'd throw at him from a few meters away with the same aim as I would with a blaster? I'm interpreting "a few meters away" as being a low difficulty number for a basic ranged attack, but I want to get a sense of whether that's how throwing the rock would be determined -- as a low difficulty ranged attack, or as something requiring a higher difficulty check?
Re: OOC Thead 3
Hey amigo;
Okay, so to throw the rock at the Twi'lek is just a a use of the Thrown Weapons skill (DEX attribute).....you can choose to make a Called Shot, which adds +10 to the Difficulty (right now you have to beat a Difficulty number of 10 on 3D+1....the called shot would make it a Difficulty number of 20....so you'd have to spend a Force Point to have a chance at beating that).....if you make the Called Shot you increase the damage by +1D (if trying to inflict damage....otherwise, you accomplish whatever you're trying to do...like knock a weapon out of a hand, cut the cord/chain holding a chandelier, etc.)
Hopefully that helps!
Okay, so to throw the rock at the Twi'lek is just a a use of the Thrown Weapons skill (DEX attribute).....you can choose to make a Called Shot, which adds +10 to the Difficulty (right now you have to beat a Difficulty number of 10 on 3D+1....the called shot would make it a Difficulty number of 20....so you'd have to spend a Force Point to have a chance at beating that).....if you make the Called Shot you increase the damage by +1D (if trying to inflict damage....otherwise, you accomplish whatever you're trying to do...like knock a weapon out of a hand, cut the cord/chain holding a chandelier, etc.)
Hopefully that helps!
Re: OOC Thead 3
Thanks! That definitely helps.
Re: OOC Thead 3
Apologies for the lack of posts between the last update and this one. Things have been kinda busy on my end.