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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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Ringer Novice
Joined: 11 Feb 2011 Posts: 43
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Posted: Mon May 14, 2012 8:57 am Post subject: need help/advice on lightsaber duels... |
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Hi all,
I am currently running a star wars game, and would like some advice on the best way to handle a lightsaber duel. We had one in our last session, and while it went OK, i feel like it could use some tweaking. the problem I am having is that lightsabers do such ridiculous damage that one hit pretty much can routinely kill a Wild Card. One idea I am toying with is that Force users have some innate armor against lightsabers. This feels kinda heavy handed, but would accomplish what I am looking for, in that one hit kills should be more rare. Another idea is to implement some kind of duelist's defense roll against the attack roll, but I am not sure how to go about that.
Any insight would be appreciated. thanks! |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1418 Location: Munich
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Posted: Mon May 14, 2012 9:36 am Post subject: |
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In Supernaturalis I've got an Evasion setting rule that works the same way as Soak rolls, except it uses Agility and "soaks" attack successes.
It would work pretty well for the situation you describe, I think, although it would also increase the relative value of Agility, and have some impact on game balance. Having said that, you'd need to roll Evasion before calculating damage, so you might end up wasting bennies on an attack that wouldn't have inflicted any damage - so regular Soak rolls would still be useful. |
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steelbrok Veteran
Joined: 07 Aug 2005 Posts: 795 Location: UK
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Posted: Mon May 14, 2012 9:48 am Post subject: |
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| why not just reduce the light sabre damage if you think it's too high? |
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SavageGamerGirl Heroic

Joined: 24 Oct 2010 Posts: 1273
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Posted: Mon May 14, 2012 11:07 am Post subject: |
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Well that's sort of what we see in the movies and TV shows. The first hit with a lightsaber usually ends the fight.
But I know that's not quite as fun in an RPG.
Were I to try a Star Wars game, I'd have lightsabers do something like d8+2 damage, with no minimum Strength, they'd count as Heavy Weapons (but only for smaller vehicles like landspeeders and swoop bikes -- no chopping Star Destroyers in half with a lucky hit), and have a very high Armor Piercing (or even just ignore armor altogether). I'd also let lightsabers score aces and raises on objects.
Players should also keep in mind various tactics like Defense and Full Defense. You can't attack when you use them, but might keep your Jedi from (literally) going to pieces in a hard fight.
The lower damage keeps them in line with other melee weapons as far as injuring other characters, but you can still have the effect of cutting open doors and easily slicing through scenery. _________________ 'But I don't want to go among mad people,' Alice remarked.
'Oh, you can't help that,' said the Cat: 'we're all mad here.'
The Order of the Dice... OF DOOM! |
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Ringer Novice
Joined: 11 Feb 2011 Posts: 43
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Posted: Mon May 14, 2012 11:40 am Post subject: |
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Thanks for the ideas, guys.
i really like the evasion idea. I think I will explore that.
I also think I will reduce the damage done by Lightsabers. I want them to be deadly, but I would rather my wildcards not be cut in half by one blow.
i also think the point about defensive tactics is a good one. We are a new Savage group, this being our first game. We are about 4 sessions in, and I think we are really starting to get clicking. |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4568
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Posted: Mon May 14, 2012 12:08 pm Post subject: |
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The big problem with light sabers is all that static damage. They hit so hard that they can't help but deal wounds - and if you have a decent damage roll then they can't help but inflict 3+ wounds. Minimum damage 10, which is a wound to most characters, and that jumps to a minimum of 16/18 with the damage bonuses (Wild Attack, smite, and Berserk) - about three wounds on most characters. As a minimum. Average damage will be closer to 16 to 22, which will deal 3 wounds on all characters.
Three solution approaches exist.
- By the Rules: Encourage force users to utilize deflection, Defense, and Total Defense, plus boost fighting, (Improved) Block, and warrior's gift. The net effect can be as much as an effective +8 parry (-4 attack, +2 fighting & parry, +2 parry from Improved Block), while still attacking. It's tactical, and requires the player to be good at the rules, but is very effective.
- Change the Nature of the Weapons: Adjustments to light saber stats are the most common approach. Changing the damage, adjusting the AP, removing the strength portion of the damage, or a mixture. I went this way for my own conversion (Str+2d8), but it's dangerous.
- Change the Nature of the Fight: The Evasion rule is a great example of how you can change the fundamental nature of combat. The possibilities are essentially limitless.
Regardless, best of luck.
P.S. Speeders and swoops don't have Heavy Armor, so there's no need to give light sabers the Heavy Weapon quality. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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