Official FAQ Compilation Thread

Official F.A.Q. Compilation Thread


This is a place for you to ask your questions with a reasonable expectation of them being answered either by myself, or the game designers (often both). I implore you to first check out the stickied Errata Compilation thread before posting here as it has many clarifications and official changes to the rules which may answer your questions.  I will be posting all official responses in red for easy reference by other forum-goers. Any responses written in smurf blood has yet to be confirmed by a game developer and is little more than my semi-official interpretation (which typically sticks as closely to the rules as written as possible).


If you find rules clarifications made by game designers Rodney Thompson of Gary Sarli, or if you come across errors and broken links in this thread, please do not hesitate to bring them to my attention. Maintaining this thread is a community effort. I don't want it falling into disuse like the Official Errata Thread did.


Abilities




Q: If I increase my Intelligence score high enough, do I get extra trained skills and languages? What about Wisdom and Force Powers? Constitution and bonus hit points? What about class starting feats and their prerequisites, would I get those if I later met the prerequisites? 

A: Yes, yes, yes, and yes. Saga is very retroactive friendly.


Species




Q: If a Trandoshan (or similar creature with limb regeneration) lost multiple limbs, would they all grow back in 1d10 days? Or would it take longer? Would I roll 1d10 for each limb or 1d10 for all limbs? 

A: All limbs grow back in the normal time frame for that creature assuming the creature in question did not perish from his grievous injuries (for Trandoshans, all limbs would grow back in just 1d10 days). You can roll a single 1d10 for all the severed limbs if they were all lost during the same day.   


Q: Do Wookiees get any extra benefit from the Force Trance option of the Use the Force skill when used in conjunction with the Improved Force Trance technique? 

A:
It would appear not.   


Q: If a Wookiee has Weapon Focus rifles, does he also apply the +1 bonus to Bowcasters due to his Weapon Familiarity racial trait? What about Gungans with their atlatls and cestas? 

A:
Weapon Familiarity effectively changes the weapon type in all ways (as far as that particular character is concerned), not just for determining proficiency. For example, a Wookiee with Weapon Focus (rifles) and Weapon Specialization (rifles) would get a +1 to hit and +2 to damage with bowcasters as well as rifles. A Gungan with the same feats/talents invested in simple weapons would receive the same bonuses with a cesta or atlatl.
[SOURCE]

(Please note that the poster, Moradin, in the above source link is a game designer.)   


Q: If a racial ability does the same thing as a talent, does it count as a "virtual Talent" to qualify for other Talents and such? 

A:
No it does not become a virtual talent and does not qualify for other abilities unless specifically named.   


Classes




Q: Can a non-Force sensitive character multiclass to take levels in Jedi? 

A:
Yes.   


Q: Can you play a non-Force sensitive Jedi? 

A:
Yes. You will have to start as a non-Jedi, however, and then multiclass into it. Once you take your first level of Jedi, don't pick up the Force Sensitivity feat. This is an ideal choice for such concepts as Darth Vader's training droids, an alternate General Grievous, or for Antarian Rangers.


Talents




Q: If I have all three of the Lightsaber Defense talents along with the Makashi talent you get a +5 bonus to Ref Defense, correct. If I then take the Jar'Kai talent does it double to a +10 bonus? 

A:
No. Jar’Kai requires you to wield two lightsabers, and Makashi says you must be wielding a single lightsaber in one hand. The best you could do would be a +6 from Lightsaber Defense x3 and Jar'Kai.   


Q: If you are a Soldier/Jedi with the Harm's Way and Deflect talents, can you jump in the way of a blaster shot meant for an ally and then deflect it harmlessly away? 

A:
Yes.   


Q: Does the Equilibrium talent reset your condition track to the top? Or does it just remove poisons, diseases, and other effects so that you can begin recovering/healing normally? 

A:
It does both.   


Q: Does using Dark Side talents such as Dark Presence or Swift Power automatically increase your Dark Side Score by one? These talents don't mention it, while it is specifically called out by their prerequisite talent, Power of the Dark Side. 

A:
Unless it explicitly says so, no.   


Q: The Lightsaber Throw talent allows you to throw a lightsaber as a thrown weapon with which you are proficient, which deals normal damage. However, Table 8-3: Melee Weapons has a footnote indicating that lightsabers can be thrown (the same footnote applies to knives, spears, and a few others). On table 8-5: Weapon Ranges, lightsabers are again mentioned as thrown weapons (although the numbering of the footnotes does not match up with the numbering on the table). Does this mean that anyone can use a lightsaber as a thrown weapon (the only advantage of Lightsaber Throw being the ability to retrieve it as a swift action), and if so, how much damage does it do as a ranged weapon? (For that matter, how much damage does any thrown melee weapon do?) 

A:
It's improvised unless you have Lightsaber Throw, and a thrown weapon if you do have the talent. Thrown melee weapons do their normal damage.   


Q: Do reroll abilitiess stack? So a talent that gives a reroll, and the racial ability that gives a reroll to the same skill, do I get two rerolls? 

A:
Yes, they do stack. For example, a Zabrak with the Acute Senses talent could reroll his perception check twice taking the last one. Effectively, he would get three perception checks.   


Q: From the consular talent tree - Adept Negotiator. Are there any restrictions to the number of times this can be used on a target? We've noted under the Persuasion skill that if you fail at a Persuasion check you cannot test again for 24 hours. Would this also apply to Adept Negotiator? Do they need line of site to attempt it? What happens if they or their allies "attack" you? Does your condition move up? Can you attack someone and then still continue to Negotiate? 

A:
There is no limit to the number of times you can use this on a single target. The target must be able to see, hear, and understand you, so yes you must have line of sight. If one of his buddies attacks you, and then you attack them back, then you can continue to use the talent, but that would break the "end of the condition track" effect.   


Q: If you use the Redirect Shot talent to send a blaster shot back at the enemy do you apply your level bonus to the damage? Or do you use the bad guy's damage roll? 

A:
You roll the normal damage for the weapon and apply your level bonus to it.   


Q: What happens to an opponent's weapon when you use the Block ability against it? Does it get damaged or destroyed? What if they made an unarmed strike? 

A:
Unless you specifically attack an opponent's weapon, it does not take damage (such as from Block). Someone using an unarmed strike does not take damage from being blocked.   


Q: Sith Dark Healing says it deals/heals 1d6 per Class Level. It's available to both the Sith Apprentice AND the Sith Lord PrC's. So... what? It applies to the class you originally took the talent for? The higher of the two? Or the two added together? 

A:
You use the sum of your Sith Apprentice and Sith Lord levels (as well as any other levels tha have access to the talent).   


Q: The Sith Talent Dark Healing requires the Sith to make a ranged attack roll... so can it get a critical hit? Be deflected? Redirected? 

A:
Yes, it can critical and be deflected (it is a ranged attack). No, it cannot be redirected (since it is not a blaster bolt).   


Q: The description for the Stunning Strike talent says that the target slides an additional step down the condition track if your attack roll beats their damage threshold. Is this intentional, or was it supposed to say "if your damage roll...?" 

A:
It should be damage, not attack.   


Q: How can you tell if a talent is a Force Talent? Certainly, they are not limited to chapter 6. What about Force Persuasion from the Jedi Consular talent tree and others like it? I ask because I have a Jedi who wants to go into Force Adept. Will the Jedi consular/knight/sentinel talents allow me to meet the prerequisites? 

A:
If it is not found in Chapter 6: The Force, than it is not a Force Talent. Force Tradition talents, like the Jensaarai and Witches of Dathomir talent trees, are also Force talents, like Control, Sense, Alter, and Dark Side. Those are the only 6 Force talent trees at this point. (9/28/07)   


Q: Are you considered your own ally in Saga for purposes of Born Leader, Cover Fire, and similar talents and abilities? 

A:
No. Such abilities do not have any effect on you unless the ability specifically says so.   


Q: Is it possible for me to take the same talent twice? What if it is from two separate talent trees (such as Notorious under the Bounty Hunter and Crime Lord)? 

A:
Not unless the talent specifically says you can. Two talents with the same name are the same talent even if they are from different trees. Unless the talent in question specifically says you can take it twice, you can't.   


Q: The Force Haze talent says it is broken if an attack is made. Does this include any Force power or tossing a rock as a distraction? 

A:
It applies to any harmful or hindering action. Using Mind Trick or Force Lightning would break it, whereas Battle Strike or a rock would not (unless used to make an attack).   


Q: Can one use Deflect and Evasion vs. the same area attack? If so, does a failed Deflect + a failed Evasion against an area attack that hits you result in 1/4 of the original damage? 

A:
Yes you may use both Deflect and Evasion against an attack. It does not deal 1/4 damage, it negates the remainder altogether.   


Q: When a Soldier uses his Harm's Way ability, does he automatically suffer damage from the attack? Or is the attack compared to his Reflex Defense first? 

A:
It is compared to his Reflex Defense first.   


Q: Is Dark Healing affected by Damage Reduction 10? 

A:
Yes. Pretty much everything except lightsabers is effected by damage reduction.   


Q: Does the Force Pilot talent allow you to pick up the Vehicular Combat feat even if you don't have training in the Pilot skill? Can you use it to get into the Ace Combat prestige class without the Pilot skill? 

A:
Yes and yes. For all intents and purposes, you are treated as being trained in that particular skill. The RAW disagrees with the above statement, but the Devs disagree with the RAW on this particular matter (they clarified that it simply got lost in translation). The only difference is that whenever you are called to make a Pilot check, you make a Use the Force check instead. If you have abilities that allow you to reroll or take 10 on Pilot checks, then you may use those abilities when making Use the Force checks as well (but only when substituting for Pilot checks).  This also applies to other talents that allow skill replacement as well.
[SOURCE]   


Q: How many times can you take Coordinate? 3 times or 5 times? The wording is ambiguous. 

A:
5 times.
[SOURCE]   


Q: Does darkvision trump the Total Concealment talent? 

A:
If the talent is in effect due to lowlight or darkness (as opposed to fog, smoke, etc.), than Yes.   


Q: How do you handle things like Elusive Target and firing into melee when you are using autofire and area attacks? Do you take the appropriate penalties anyways? 

A:
Elusive Target specifically says, "opponents you are attempting to target." Area attacks target the area, not the opponent, and compare the attack roll to their Reflex Defenses. Elusive Target has no effect against area attacks as written.
[SOURCE]   


Q: Can I use the Lightsaber Form talents with other weapons? Unlike other feats and talents, a great many of the forms don't specifically say you need a lightsaber to use them.  For example, could I use Djem So to attack someone with my vibroblade or blaster pistol?  Could I reroll all of my pistol attacks with Juyo?  Can I use Sokan even if I am not wielding a lightsaber at all (such as if I had been disarmed)?   

A:
Lightsaber Form talents specifically require a lightsaber (a Sith Sword can also be used in some cases, such as with any talent requiring Deflect or Block as a prerequisite, though that particular weapon is an exception to the rule). The talent tree specifically says, "Anyone using a lightsaber..." (to clarify, using means "wielding"). Feel free to use Sokan while unarmed (or some other variation of Lightsaber Forms) in your games, but that would be a house rule.
[SOURCE]   


Q: Can I Block or Deflect an attack that hit me automatically as a result of Destiny Point expenditure? 

A:
No. An attack that hit automatically due to a Destiny Point can generally only be negated by another Destiny Point (to make the attack miss). However, you could use the Force Fortification talent to take normal damage instead of critical damage.
[SOURCE]   


Skills




Q: The Initiative skill says you can take 10 on it. I thought the rules said you can't take 10 when stress and distractions (which combat most certainly is) would prevent it. What does this text entail exactly? 

A:
If you're about to launch an attack on someone (such as an ambush against unaware targets), have prepared yourself, and are the one initiating the encounter, you can take 10. In other circumstances, you generally cannot.   


Q: If I have a talent or similar ability that states "you are considered trained in the X skill for purposes of this talent" does that mean I can qualify for feats, talents, and prestige classes as if I had been trained in that skill? 

A:
Yes.   


Q: How does Sense Surroundings work exactly? 

A:
Sense surroundings allows you to ignore cover and concealment for the purposes of making Perception checks (including any penalties resulting from cover or concealment). Thus, a Jedi could "sense" other characters, creatures, or droids in another room even though the door is shut. You must still make a Perception check to detect the targets and you suffer all the normal penalties to your Perception check with the exception of those from cover or concealment (thus, you still cannot detect targets that are extraordinarily far away due to the accumulative range penalty). You must still roll a Perception check to detect targets who aren't actively hiding (DC 5 for a Medium creature; +5 for every size difference smaller than Medium, -5 for every size difference bigger than Medium). Sensing targets in this manner does not allow you to see them or determine what they are. You are simply aware of their presence and location. In any event, you do not have line of sight to your target (and thus can't target them with a great deal of Force powers). Sense Surroundings also works on bypassing total cover and total concealment (for the purposes of making Perception checks) despite its wording.


Feats




Q: Does the benefit of Point Blank Shot (and similar ranged-based benefits) extend to Short Range when used with an Accurate weapon or a scope? 

A:
No.   


Q: If a Jedi had the Quick Draw feat and wanted to draw his lightsaber, would he still have to use another swift action to activate the lightsaber? 

A:
No. The "draw a weapon" action normally includes everything necessary to render that weapon immediately usable, including deactivating the safety on a blaster pistol and activating a lightsaber or vibroblade. Weapons are designed to be drawn and armed very quickly, so the GM generally shouldn't require a separate action unless there's some unusual difficulty in play (such as when the wielder isn't proficient with the weapon). Similarly, you don't have to spend a separate action to deactivate or disarm a weapon when you holster it.  However, it is important to note that this applies only to the actual "draw or holster a weapon" action (that is, moving the weapon either to or from a holster, hanger, sling, and so on). It does not apply when picking up or dropping a weapon, nor does it apply when using the Stealth action to use sleight of hand to get the weapon in your hand without attracting attention. In these cases, you're not getting the weapon in your hand as efficiently as you would when drawing or holstering it.
[SOURCE]   


Q: Can you use fighting defensively and the Melee Defense feat together? 

A:
Yes. They work just fine together provided you find a way to gain an extra Standard Action in the round.
[SOURCE]   


Q: Can a Jedi use his Far Shot feat in conjunction with the Redirect Shot talent to deflect attacks farther than he normally could? 

A:
No. Far Shot requires that you use a ranged weapon. A Jedi using Redirect Shot is not using a ranged weapon, but a talent.   


Q: Shouldn't Force Training be on the bonus feat list for the Jedi class? 

A:
No. You cannot learn the Force Training feat as a bonus feat for any class. You can only use your level-dependent feats (or more specifically, your level 1, 3, 6, 9, 12, 15 and 18 feats) or the bonus feat for being a human.   


Q: When a person with the Martial Arts feats and the Crush feat gets someone in a grapple, do they deal their improved unarmed damage?  What about the Sneak Attack talent? Does the "crusher" get his sneak attack damage to his unarmed attack since the "crushee" is considered flat-footed? 

A:
Martial Arts increases your unarmed attack damage. If you make an unarmed attack, it does that damage. Crush deals bludgeoning damage equal to your unarmed damage. Thus, Martial Arts increases Crush damage.  However, Sneak Attack applies to melee or ranged attacks, not to the Crush feat. It specifically says melee or ranged attacks. Crush is merely a feat that does unarmed damage as a result of a Pin.
[SOURCE]   


Q: Do natural weapons (claws, bite, etc.) stack with the Martial Arts feats in some way? 

A:
Martial Arts increases the damage die of a creature's natural attacks, just as it does for a creature's unarmed attacks.  For example, A Cathar (claw attack, 1d6 damage) with Martial Arts I would deal 1d8 damage with a claw attack whereas a Cathar with Martial Arts III would deal 1d12 damage with a claw attack.
[SOURCE]   


Q: Does Point Blank Shot apply to area effect weapons such as flamethrowers and grenades?   

A:
Yes. It even applies to weapons that technically don't have range increments (such as a flame thrower).
[SOURCE]   


The Force




Q: If I get a 20 or a 25 on my Use the Force check to activate Battle Strike do I deal 3d6 and 4d6 damage, respectively? Or is it 2d6 and 3d6? I ask because the text says "an additional." In addition to what? To the attacks damage? Or to the DC 15 bonus damage? 

A:
That's just showing that the damage scales up. It's 1d6/2d6/3d6 extra on top of your normal weapon damage.   


Q: Can I use a Force Point to bring back a Force Power (say Negate Energy) to my suite as a reaction when attacked, and then use said power as a reaction (say, to negate the incoming blaster attack)? 

A:
Yes you may.
[SOURCE]   


Q: Several Force Skills say they work out to 6 squares or to line of sight. What does this mean exactly? Can I Move Object some one 4 squares away if I am trapped in a dark chest? 

A:
Some Force powers require line of sight and a limited range, which means someone in a box can't use them. Other powers require line of sight or a limited range, which means someone in a box can use them on targets that are sufficiently close. (He still has to be able to observe the target via sense surroundings, remote surveillance, or what have you.)
[SOURCE]   


Q: If I use a Force Point to regain a Force Power, what action does it use? There was contradictory text in the book I believe. 

A:
It's a reaction.   


Q: Can you use the Move Object power to "fly" yourself around? 

A:
No. You need Force Flight for that. You also cannot fly by holding on to an object targeted by the Move Object power. The buddy system doesn't work either. A friend may use Move Object to lift you off the ground, but he cannot do so if he is being flown via Move Object himself by another (such as by you).   


Q: Can you use the Vital Transfer power on yourself? 

A:
No.   


Q: Does the Negate Energy power work against the Force Lightning power? In the first sentence of Force Lightning it uses the term Force Energy. Later on it just says Force damage

A:
Negate Energy specifies it negates "weapon energy damage." Force Lightning is a Force power, not a weapon. Thus, no you cannot use Negate Energy against a Force Lightning attack.   


Q: Rebuke can deflect or reverse "one Force power". Can it also deflect or reverse a Force talent like Dark Healing, or a skill roll like Use the Force/Sense Force? 

A:
No. Rebuke only works against Force Powers, not against talents, skills, or other abilities that aren't Force Powers.   


Q: Sever Force moves the target on the condition track when they use "Force Powers". Does it also hurt them if they use Force talents and skills like Damage Reduction 10, Equilibrium, Deflect, Swift Power, or Use the Force/Telepathy? 

A:
The condition track effect applies only when the target uses Force powers, not Force talents or skills. The target may thus still use talents and skills like Swift Power, Deflect, and UtF/Telepathy without penalty. However note that Sever Force also prevents the target from spending any Force Points. This prevents him from using Force talents which have a Force Point cost, such as Damage Reduction 10, Dark Healing, or Equilibrium. 


Q: If I use Move object to throw a stormtrooper at another stormtrooper, is the damage going to be 2d6 no matter what I get on my Use the Force check? Or can it go as high as 16d6 with a good roll? 

A:
Assuming your check was high enough to hurl the object in the first place, the damage is always based on your roll. Both of your stormtroopers would take 16d6 damage provided you hit your target.   


Q: What exactly qualifies an "unpalatable suggestion" as referred to in the Mind Trick Force power? If a squad of stormtroopers is shooting at you, can you mind trick the leader into thinking you are an ally? would his squad question him? Will it work against enemies who are active against you?   

A:
This is one reason why we have a Gamemaster capable of making decisions on the fly. Mind Trick makes an unpalatable suggestion seem reasonable -- it does NOT mean that the person will automatically do what you want. A Persuasion check may still be called for if even the reasonable suggestion seems like something the target may not do. Mind Tricking the stormtrooper leader into thinking you are an ally may work, depending on the situation. In the middle of a firefight, it might distract him for one round, but then he's going to realize that his buddies are shooting at you and figure it out pretty quick.
[SOURCE]   


Q: What is Force Shield supposed to be in reaction to? What's more, does it really NOT protect against the incoming attack (see the reaction errata) that it (hopefully) is meant to react to? 

A:
Force Shield is meant to be in reaction to an incoming attack, though as written it can be in reaction to anybody else's action (whether or not it is an attack). Force shield does protect against the incoming attack. The errata isn't wrong, but the Force shield text could be more clear.
[SOURCE #1] [SOURCE #2]   


Heroic Traits




Q: Under "Using Force Points," you can lower your Dark Side Score by 1 as a swift action. However, when this process is described (under "Atoning") it is said it "represents a period of meditation, reflection and absolution" that can be worked into the campaign or take place between adventures. This seems to imply a much longer process than just a swift action. Is the swift action incorrect, or is this period of meditation a prerequisite to taking the swift action (similar to spending a full-round action to attune a lightsaber after crafting it), or is this deliberately left as something for the GM's discretion? 

A:
The swift action is correct. If you want to rule that you have to meditate, that's fine.   


Q: When you use a free action to spend a Force point to add 1d6 to a check can you decide to do so after the check has been made, or do you have to declare it before making the d20 roll? 

A:
You can declare it after you make the roll but before you know the result of the check. (For example you roll a 3. Before your GM tells you that a 3 isn't enough to succeed, you can opt to spend a Force Point.)   


Q: When can someone spend a Destiny point? Does it have to be directly related to fulfilling one's Destiny? Does it require GM approval? 

A:
You can spend a Destiny Point at any time provided you have one. As to whether or not it must be related to your destiny is something that should be taken up with your GM and can vary from group to group. Technically, everything requires the approval of your GM. By the rules as written, no it does not need to be related to your Destiny.   


Q: Can you have a Destiny point war? In other words, could I use a Destiny point to say that I hit an opponent and then they use a Destiny point to say that the hit failed, but then I use another point to say I hit, and so on and so forth? 

A:
Yes and no. A Destiny Point spent to cause your attack to miss makes the attack miss (even if you spent a Destiny Point for an automatic natural 20). You cannot then spend another Destiny Point to have your missed attack suddenly hit again. However, you could have a "Destiny Point War" of sorts by spending even more Destiny Points to gain an extra round worth of actions, which you could then use to make even more attacks (which you could make natural 20s with more Destiny Points). Note that you cannot interrupt somebody else's turn by spending a Destiny Point (unless you have the Quicken Power Force secret).   


Q: How does atoning to rid one's self of dark side points work exactly?   

A:
The player tells you that his character is attempting to atone, and he spends 1 FP. Next, you (the GM) decide how to adjudicate the period of meditation, absolution, reflection, etc. -- but this period is definitely not instantaneous. It should span, at minimum, the length of an adventure (during which the PC would have to be a total saint) if you want to play out the absolution "on stage"; alternatively, it would require a substantial period (at least a week, maybe even months) between adventures if you want to leave it off-stage. (You could always do both in combination, letting the atonement take place during multiple adventures and the downtime in between, but I normally wouldn't make it take quite this long.)  The length of the atonement period is 100% under the GM's control -- it ends when you say it does, and not one second before. (If you have an overriding story-related reason for allowing a very short atonement period, feel free -- but unless it's essential to the story, I would strongly recommend following the guidelines I mentioned above.)  On top of that, the GM has the final say on whether the atonement is successful -- if the hero spends a FP to atone but doesn't improve his behavior, the GM is within his rights to declare that the atonement was unsuccessful and the FP lost. (Your players will probably take it more seriously once you point this out to them!) 

One last detail here: You can only atone one point at a time. This means that you can't just spend all your leftover FPs just before you gain a level (unless you get a LOT of downtime between levels, and even then I'd wouldn't be inclined to allow that much atonement without some "on stage" time to prove that the character has sincerely changed his ways).  You can probably spend one to start the atonement process before you gain a level (but not in the middle of an encounter -- it's a long action, not something that plays out in the normal round structure); still, you wouldn't have time to finish that atonement before you gain a level and get a new set of FPs, so all the other leftover FPs will just be lost. 

Bottom line: The GM, and only the GM, controls the throttle on this sort of thing. If the PCs are "atoning" and then continuing the same behavior, then you're entitled to require them to meet a higher standard (either waiting until they show atonement on-stage before granting the benefits or declaring the atonement attempt a failure, wasting the FP).
[SOURCE]   


Q: What is the dark side score supposed to represent exactly? 

A:
It represents you being psychologically damaged by your actions (guilt, shame, anger at feeling "forced" to do it, fear over being discovered, etc.). Your need to justify it or bury the pain slowly corrupts you, twisting your reasoning, because the only way to live with it is to do one of two things: 

Atonement: Take the time to heal, to reflect on what you felt you had to do, and to genuinely make strides to make yourself a better person.

Live with it: Just justify your actions to yourself -- "I had no choice," "The was no other way," "The ends justify the means" -- or bury them in a terrible little hole in your mind to ignore the nagging, terrible reality of what you did. Either way, if the behavior continues, you might find yourself coming up with elaborate justification for almost anything (e.g. killing younglings because they might come back to fight you when they grow up) -- or, just as bad, the layers and layers of emotional and psychological scars buried and ignored just drive you beyond rationality altogether, driving you into abyssal depths of madness.  In fact, something can be ethically or morally justified but still earn a DSP! For example, from a moral or ethical point of view, using Force lightning to save a busload of orphans from certain death is acceptable, but you will still get a DSP. (Dark side Force powers tap abilities some would call "unnatural" ... essentially, you are scarred by being the conduit through which the Force itself is twisted and damaged.) Still, morally and ethically, this would be the only acceptable choice if it was indeed the only way to save all those lives: You're willingly putting your own psychological health at risk for the sake of saving others, so this is clearly an altruistic act. Still, you're damaged by it, so you get the DSP.  The same thing applies in the second example JD gave (JC 44): Even if you really have absolutely no way to save countless lives without resorting to torture, you still get the DSP because of the damage such a horrible act does to you. You should feel guilty for having to do something like that, and you should carry that pain with you until you have the time to heal and atone. You might truly believe that you did the right thing and you might have really saved millions or billions of lives, but you still have to face the horror of your own actions.

[SOURCE]   


Equipment




Q: When purchasing a license for 10 grenades, do I only need to buy it once? Or 10 times? Do I need separate licenses for ion grenades and stun grenades (or any other similar weapons for that matter)? Or does one license apply to both? 

A:
It's like having a driver's license; you don't need one for each car you own. If you have a license for a weapon, you have a license for every one of that weapon you have. However, each weapon needs its own license; so, heavy blaster pistols and blaster pistols have separate licenses.   


Q: Combat gloves are considered simple weapons. However they are listed in the Unarmed section on the table on page 123 and they base their damage on your Unarmed damage, making them a somewhat unusual weapon. Do feats and talents that apply to simple weapons also apply to combat gloves? What about those that apply to Unarmed? Do they stack? For example, what happens if a character wearing combat gloves has both Weapon Focus (simple weapons) and Weapon Focus (unarmed strike)? What if he had both Double Attack (simple weapons) and Triple Crit (unarmed strike)? By a strict reading of the rules, I would guess that only the simple weapon feats apply, although I could see applying both feats but not allowing them to stack. 

A:
Combat gloves count as both Unarmed AND Simple Weapons. The bonuses, should you take the appropriate feats for both, overlap. They do not stack.   


Q: Do ion grenades destroy the equipment of everyone in the area (assuming a good enough attack roll and damage rolls)? What about a frag grenade or other area of effect attack? Will that damage both the creatures in the area and their equipment? 

A:
No on all accounts. Ion grenades and other area effect attacks (such as frag grenades and autofire attacks) will damage or destroy unattended objects, but otherwise has no effect on attended objects (that is, anything connected to your body such as in your hand, in your holster, or in your backpack).   


Q: A rifle with a folded stock is "treated as a pistol for purposes of proficiency and range." Do rifle-oriented feats (like Weapon Focus) still apply, or would pistol-oriented feats apply instead? 

A:
You would use the rifle-oriented feats. Although it is treated like a pistol in some respects, it is still a rifle.   


Q: Does the extra bonus from Attune Armor, Second Skin, and the Tech Specialist (protective armor) get halved by the Improved Armor Defense talent? 

A:
Yes. The bonuses from those abilities are added to the armor bonus before the total armor bonus is halved by Improved Armor Defense.   


Q: Nets allow grabbing, grappling, and pinning from range. Can I also maintain the Pin while using a net? 

A:
Yes. Nets usually have a trailing rope (similar to a lasso) that can be used to maintain the Pin from a distance; however this trailing rope is only 6 squares long. Beyond that range, you can still throw the net and Pin an enemy, but you can't maintain the Pin. After 1 round, the target would be grappled but no longer pinned, and would be able to escape with a Strength or Acrobatics check.
[SOURCE #1] [SOURCE #2]   


Q: Can you stun multiple targets with an autofire attack?   

A:
Not unless the weapon specifically says you can. Autofire and stun are two separate settings and are generally mutually exlcusive.
[SOURCE]   


Q: There are no rules text for Gungan energy balls! Are they thrown weapons or simple weapons for purposes of range? Do you add your strength modifier to damage with them? Can you load them into the grenade launcher? Do they only effect droids? How long does it take to pull them out to throw? How long does it take to load them into the atlatl and cesta?   

A:
For the purposes of range it's treated as a thrown weapon if thrown by hand, a simple weapon if hurled by an atlatl, or an accurate simple weapon if hurled by a cesta. It functions exactly like all other ranged weapons: if thrown, you add you Strength bonus just like you would with other thrown weapons, otherwise it's treated just like any other ranged simple weapon. They are not are effect weapons and only effect a single target. They effect all manner of targets and cannot be used in conjunction with grenade launchers (since they are not grenades).
[SOURCE]   


Q: How long to energy cells last? Do things like a holo-recorder or glowrod need them? Presumably, these have differing operating times with one energy cell.   

A:
Indefinitely.
[SOURCE]   


Q: Are we really to believe that an unlit lightsaber is a Medium weapon for the purposes of concealing it with the Stealth skill?  What about other weapons? The size penalties don't seem to make sense in most of their cases either. Should we be using a different scale than that on the weapon's chart to determine the penalties, such as the sizes presented to us in the falling object chart in the gamemastering chapter?  I refuse to believe that my blaster pistol is the same size as an ewok.   

A:
Weapon sizes are there to be relative to the character using it. Concealing an object should rely on the actual size of the object, not its weapon size. So, yeah, a lightsaber is about Tiny in size when deactivated. I do wish we'd put a bit better size chart in the book, but there's one on the GM screen. As of Scum and Villainy's release, all weapons are now treated as objects of two sizes smaller. A large weapon, for example, is treated as a small object for concealment and other purposes.
[SOURCE]   


Q: How many upgrade slots does my armor have? 

A:
All armors have 1 upgrade slot (regardless of size), just like any other item. Powered armors are an exception and have 2 upgrade slots instead. There are other exceptions as well as noted in their individual armor rules text.   


Q: How many times can I strip an item to get upgrade slots? 

A:
Regardless of the manner of stripping you choose, you can only strip an item once. Note that you can also increase an item's size (once) to gain an additional upgrade slot.
[SOURCE]   


Q: Can I add an upgrade to an item being Dual Geared into another item via the Upgrade rules from Scum and Villainy? 

A:
No. When you Dual Gear an item, the second, smaller item is an upgrade in its own right (rather than an actual item) and thus has no upgrade slots of its own with which to upgrade.
[SOURCE]


Q: What is the cost/weight to a proton torpedo for the personal proton torpedo launcher shown in the Rebellion Era Campaign Guide? There are no values listed.

A:
They should wiegh about 5 kg and cost 200 credits each.



Q:
Are gas grenades (Rebellion Era Campaign Guide) really meant to deal 4d6 stun damage in addition to their condition track effect? That seems overtly powerful--and it makes stun grenades nearly pointless.

A:
It's an error. Gas grenades don't deal damage of any kind--only condition track penalties. This is a classic example of the conflicting rules where the text beats out the table. [SOURCE: Order 66 podcast #78]


This FAQ is continued on post #5.


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I just had a few questions I was hoping someone could anser for me.

If I have all three of the Lightsaber Defesne talents along with the Makashi talent you get a +5 bonus to Ref Defense, correct. If I then take the Jar'Kai talent does it double to a +10 bonus?

No; Jar'kai requires you to wield two lightsabers, and Makashi says you must be wielding a single lightsaber in one hand. The best you could do would be a +6 from Lightsaber Defense x3 and Makashi.

Does the damage bonus from your charcter levels add on to all atacks?

All attacks? Yes.

Can you apply it to autofire attacks?

Yes.

How about flame thrower attacks?

Yes.

An Ithorian's bellow?

Yes; the ability specifies you're making an attack roll.

A darksider's Force Lightning?

No; a Force power isn't an attack, and does not require an attack roll. A skill check is not an attack roll.

Should your minion die (see the attract minion talent of the Crimelord's mastermind talent tree), is it replaced with a new one? Or do you lose the benefit of the talent forever (short of taking it again)?

No. When you take it to get a minion, you take it to get a single minion; in the rules it even says you can send for one if the one with you dies, but you don't get a new one. This is why Crime Lords get so many talents; they need to stock up on minions in case one dies.

Rodney Thompson

Advanced Designer

Dungeons & Dragons R&D

Wizards of the Coast

Follow me on Twitter: wotc_rodney

Doesn't Makashi say you have to use one saber one-handed?

EDIT: Whoa, beaten to the punch by a Dev
The only thing I am not sure on, and I'm sure it's cause my mind tried to break the rules, is if with Running Attack you cna run up, shank a foe, then use a Withdrawl for the other half of your movement to mock him at a distance?

Official F.A.Q. Compilation Thread (continued)


Combat




Q: Does the damage bonus from your character levels add on to all attacks? Or is it selective? Can you apply it to autofire attacks? How about flame thrower attacks? An Ithorian's bellow? A darksider's Force Lightning?

A:
Yes to all except Force Lightning since it is a skill check instead of an attack roll.


Q: Is activating a lightsaber a free action or a swift action? The rules seem to contradict themselves in a few places. Also, what kind of action is it to flick a switch? (Hint: These questions are related.)

A:
Swift. Activating an item (including lightsabers) is a Swift action. The combat example is erroneous.


Q: Do you get double your Strength bonus to your damage when wielding a double weapon?

A:
Not if you attempt to attack with both ends in the same round (you would only get x1 your strength bonus on either attack). If you only make one attack for the round, however, you can add double your Strength bonus.


Q: Do any uses of force powers (and the Use the Force skill) promote attacks of opportunity if used whilst threatened? Some are battle powers, but some require meditation or full round actions. Surely some would promote AoO??

A:
Force powers only provoke if your GM says they do (if he thinks some of the longer ones are distracting). Otherwise, they don't.

Q: Can you charge and tumble as part of the charge action?

A:
No, as they are two separate actions...

"Tumble (Trained Only): If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy as part of your move action without provoking at attack of opportunity.

Charge: As a standard action, you can move your speed (minimum 2 squares) in a straight line through unobstructed terrain, and then make a melee attack at the end of your movement.
"


Since you are using a Standard Action to charge, you can not use Tumble because it requires a Move Action. However, since Charge is a Standard Action, you still do have a Move Action left. So you can use your Move Action and Tumble before or after the Charge, just not as part of the charge.



Q: If I target an opposing character with Move Object or Bantha Rush and move him out of a square threatened by one or more of my allies, can they make attacks of opportunity against him?

A:
No. A target must willingly move from a threatened square under his own power to provoke an attack of opportunity.


Q: Do you apply your condition track penalties to your threshold since they lower your Fortitude Defense?

A:
Yes. Any modifiers applied to your Fortitude Defense should also effect your threshold (even temporary ones), be they from armor, the condition track, ability score increases, etc.


Q: What weapon group includes unarmed attacks? Are you automatically proficient with unarmed attacks? Can you use them with combat feats like Double Attack? Can you use them with talent trees like Weapon Specialist and Weapon Mastery?

A:
Unarmed attacks are considered light melee simple weapons and can be finessed, used in a grapple, or dual wielded.


Q: Can you hold Unarmed with two hands to double your Strength modifier to damage? I would guess not, since you're not actually holding a weapon in both hands, and Unarmed is probably considered a light weapon anyway.

A:
No you do not get double your Strength modifier with unarmed strikes unless a feat, talent, class ability, or racial ability says otherwise.


Q: Do shields help to protect against damaging Force powers such as Force Lightning or Force Slam?

A:
Yes they do.


Q: Does damage reduction protect against ion weapons?

A:
Yes


Q: How does ion damage work when used against a living creature without cybernetics? What about stun damage?

A:
If a normal creature is hit by an attack that does ion damage, it takes only a quarter of the damage (half because it is an ion attack and half again because of the inappropriate target). The target does not move down the condition track regardless of whether or not the damage threshold is exceeded by the damage. An ion attack, like a stunning attack, is incapable of killing a living creature.

If a cyborg (a living creature with cybernetic enhancements/replacements), a droid, or an electronic device is hit by an attack that does ion damage, it takes only half of the damage to its hit points. The full unmodified damage is compared to the target's damage threshold to see if it falls 2 steps down the condition track (1 for overcoming the target's threshold, and 1 more for being an ion attack). An ion attack, like a stunning attack, is incapable of killing or destroying its target.

Cyborgs suffer the full effect from a stun device whereas droids and other electronic objects are completely immune.



Q: Can you ready a swift action?

A:
Technically, you can't. However, you can ALWAYS trade down to a lesser action and Readying is no exception. Therefore, you could ready a Move action or Standard action and then exchange it for the swift action you desire. It is also worth noting that readying an action takes a Standard action in its own right.


Q: If someone moves up to me and makes an attack, and I had a prepared action to move 1 square to the right (still in his threatened space), does that cancel his attack?

A:
No. If you ready an action that will render an opponent's action moot, the opponent does not get to declare a different action. Instead, the action is wasted. (If the readied action doesn't interfere with it, of course, the other action goes off as planned.)

For example, A is several squares from B, and B is holding a big honkin' vibro-ax. A has initiative and readies an action to withdraw as soon as B makes an attack. B charges -- at the end of his movement (i.e. once movement is finished), he declares his attack. A's readied action is triggered, so A withdraws away from B. B's attack is now rendered moot (A is no longer within his reach), so B's attack is essentially canceled. In your example, you are still within reach and are still capable of being attacked despite your readied action to sidestep at the last moment.



Q: In order to avoid being target of "Acrobatic Strike," can you choose not to threaten an area?

A:
You can choose to not make an attack of opportunity, but you cannot choose to not threaten an area.


Q: When aiding another for ranged attacks, do range penalties affect the attempt? What happens with weapon batteries (such as those found on capitol ships)?

A:
Yes, range penalties apply for aid another checks. The primary gunner in the assisting battery must make an attack against Ref Def 10 (without the benefit of any battery fire bonus from his own battery), applying range modifiers to the attack roll as normal; if successful, the assisted (attacking) battery gains +2 on its attack roll per gun in the assisting battery.


Q: When you roll a critical hit, do you roll the damage twice (a la D&D) or simply roll once and multiply by 2?

A:
You simply multiply.


Q: Grappling seems to involve a lot of different rules: grab, grapple, pin, trip, crush, throw, opposed grapple checks, and three different rules on escaping. How does it all work?


A:
It’s actually simpler than it looks! There are only three states: grabbed, grappled, and pinned. All the other rules (pin, trip, grab attack, crush, throw, opposed grapple check, and escape) are just different ways of moving between the three states.

Untrained attackers can only grab. Trained attackers (those who have either the Pin or Trip feat) can improve their grabs into an improved hold called a grapple. Grapples are harder to escape from, and also allow you to immobilize your enemy, knock them prone, and even cause damage.



Q: How do you grab an enemy?

A:
Make an unarmed melee attack roll, as a standard action. If successful, the enemy is grabbed.

An untrained attacker (one without the Pin or Trip feats) suffers a -5 penalty on the melee attack roll. A trained attacker (one who has either the Pin or Trip feat) can immediately try to improve his grab into a grapple, as part of the same standard action.



Q: What are the effects of being grabbed?

A:
A grabbed enemy cannot move from his square, and also suffers a -2 penalty on attack rolls unless he's using a natural weapon or a light weapon.

The target remains grabbed until he escapes, or until the attacker improves the grab into a grapple.



Q: How do you grapple an enemy?

A:
When a trained attacker (one who has the Pin or Trip feats) makes a successful grab attack, he can immediately try to improve his grab into a grapple as part of the same standard action.

Once a trained attacker has grabbed the enemy, both fighters immediately make an opposed grapple check. If the attacker's check result equals or exceeds the defender's result, the defender becomes grappled.



Q: What are the effects of being grappled?

A:
The effects are exactly the same as the grabbed state: the target cannot move from his square, and also suffers a -2 penalty on attack rolls unless he's using a natural weapon or a light weapon. However escape from grappled is more difficult, and the attacker additionally gets the benefit of his chosen grappling style: Pin (possibly including Crush), Trip (possibly including Throw), or a close-range hit with a light weapon.

The target remains grappled until he escapes, or until the attacker knocks him prone with the Trip feat.



Q: How do you pin an enemy?

A:
If the attacker is using the Pin feat, and wins the opposed grapple check, the target becomes pinned. (Note that any pinned target will always be grappled as well, since the attacker made a successful opposed grapple check to perform the pin.)
[SOURCE]


Q: What are the effects of being pinned?

A:
A pinned target cannot move or take any actions, and also loses his Dexterity bonus to Reflex Defense. The target remains pinned for one round, until the attacker's next turn.

In each subsequent round, the attacker can try to maintain the Pin by making another opposed grapple check. If the attacker doesn't maintain the Pin, the target ceases being pinned but is still grappled.
[SOURCE #1] [SOURCE #2]


Q: When trying to maintain a Pin, does the attacker have to roll both the melee attack roll and the opposed grapple check, each round?

A:
No. A melee attack roll is only used to initiate a grab. If the target is already grabbed, grappled, or pinned, the attacker can proceed directly to the opposed grapple check.
[SOURCE]


Q: A pinned defender loses his Dexterity bonus to Reflex Defense. Does the attacker lose his Dexterity bonus, too?

A:
No. The attacker has more freedom of movement than the defender does.


Q: When the attacker makes an opposed grapple check to strike with a light or natural weapon, does he have to make an attack roll with the weapon, too?

A:
No. There are only three die rolls:


  1. A melee attack roll to grab (if the target wasn’t already grabbed, grappled, or pinned)

  2. An opposed grapple check

  3. Damage dice for the weapon

Q: If the defender wins the opposed grapple check, does that mean he escapes from the grab or grapple?

A:
No. When the defender wins the opposed grapple check, that only means that the attack has failed: the attacker doesn’t get to Pin, Trip, or hit with a natural or light weapon. However the defender is still either grabbed or grappled, exactly as before.
[SOURCE]


Q: So how does the defender escape from a grab? From a grapple? From a pin?

A:
Escaping from grabbed is easy: as a standard action, the defender can break free from a number of grabs equal to his level. No roll is required; success is automatic.

Escaping from grappled is harder: as a standard action during his turn, the defender must make an Acrobatics check (DC = the attacker's last opposed grapple check result).

You can escape from pinned only by winning the opposed grapple check during the attacker's turn. If the attacker fails to maintain his pin, the hold is reduced to a grapple.

The attacker can also perform grabs and grapples from a distance by using a net. If grabbed or grappled in a net, escape is a full-round action requiring a DC 15 Acrobatics check or a DC 20 Strength check.
[SOURCE #1] [SOURCE #2]


Q: While grabbed or grappled (but not pinned), can I still fight?

A:
Yes. However you cannot move from your square, and you suffer a -2 penalty on attack rolls unless using a natural weapon or a light weapon.


Q: While pinned, can I still... Fight with a light weapon? Use a Force power? Use Acrobatics to escape? Make a Strength check to break free? Use Adept Negotiator? Enter a Serenity trance? Block and Deflect? Cut my way out with a lightsaber?

A:
No. While pinned, the defender "can't move or take any actions." The only way to escape from a Pin is by winning the opposed grapple check on the attacker's turn. Until then, you cannot do anything at all.
[SOURCE #1] [SOURCE #2] [SOURCE #3]


Q: Could you please give an example of grappling and pinning?

A:
Sure. Say that Amy has the Pin feat, while Bob is the poor schmuck who's getting his arm twisted.

Round 1 - Amy wants to pin Bob:


  1. She makes an unarmed attack roll and succeeds (Bob is now grabbed).

  2. She makes an opposed grapple check and succeeds.

  3. Bob is now grappled, and also pinned for one round.

Bob gets no actions for this round because he's pinned.

Round 2 - Amy wants to maintain the pin:


  1. She tries an opposed grapple check to maintain her pin for another round, but fails.

  2. Bob is no longer pinned, but he is still grappled.

Since Bob isn't pinned anymore, he can act. He tries to escape the grapple:


  1. He makes an Acrobatics check and succeeds.

  2. Amy is no longer grappling Bob; he has escaped.

Round 3 - Amy wants to grapple again, but instead of attempting a Pin this time, she just wants to stab Bob with a knife.


  1. She makes an unarmed attack roll and succeeds.

  2. She make an opposed grapple check and succeeds.

  3. Bob is grappled again, and also takes damage from the dagger.

On Bob's turn, he can attack Amy (at a -2 penalty, since he's grappled) or he can attempt escape again with another Acrobatics roll. [SOURCE]

A review of the above grappling information can be found in the
Official Errata Thread for further clarification.


Q: Does Damage Reduction stack? For example, would a nautolan (with a racial DR 2 due to rubbery hide) have DR 12 when he activated his Damage Reduction 10 talent?

A:
No. DR of the same kind does not stack. Since a Nautolan has DR 2/- and the Damage Reduction 10 talent grants DR 10/-, the effects would overlap for a total of DR 10/-.

In the case of two different types of damage reduction, you use whichever one is the most appropriate to the situation. For example, if you have DR 2/-, DR 5/-, and DR 10/energy and were shot by a slugthrower, you would only deduct 10 points of damage from the attack. If it were a blaster pistol, however, you would deduct 5 damage from the attack.
[SOURCE]


Q: Can you combine the Fighting Defensively action and the Melee Defense feat?

A:
Yes, you can, providing you are making an attack as a standard action. You cannot use Melee Defense when taking the full attack action. The feat specifically states that it can be used whenever you use a standard action to make an attack.
[SOURCE]


Q: Can you dual wield unarmed strikes?

A:
Yep! You absolutely can dual wield your unarmed strikes as evidenced by the Trandoshan Mercenary in the following source link.
[SOURCE]


Q: Can you have multiple reactions against the same action? For example, could you attempt to deflect a blaster bolt, and then use negate energy if you fail?

A:
No.That's the big difference between reactions and free actions--you can do as many free actions as the GM will allow, but you only make one reaction to any particular action. You may, however, react to multiple actions over the course of a round.
[SOURCE #1]
[SOURCE #2]


Q: Currently there are almost no rules for mounted combat whatsoever. We only have the little bit under the Ride skill to go off of. How do you fight with a mount exactly?

A:
The Ride skill functions much like the Pilot skill insofar as Ride controls a mount and Pilot controls a speeder bike. The difference is that a mount is a creature all its own; you just manage to control that creature through the use of the Ride skill. I'll answer the below items, but also keep in mind that mounted combat is certainly one area we can expand upon. The mounted combat rules in the core rulebook are far from the be-all, end-all of what we could do with them.
[SOURCE]

Q: Does your mount's movement count against you for the turn? Can I, for example, have the mount take the run action (a full round action for the mount) while I reload my gun (a move action), switch it to stun (swift action), and then shoot at the target pursuing me (a standard action)?

A:
Your mount's movement is its own movement. If you want to control the mount in battle, it takes a move action. However, mounts specifically trained for battle ignore the rolling requirement, NOT the move action requirement. Keep in mind, though, that the above actions would probably not be possible without guiding the mount with your knees to have both hands free, which is another skill check.
[SOURCE]

Q: What happens if my mount charges? Do I suffer the penalties? Do I get the bonuses?

A:
As written, you do not suffer the penalties or gain the benefits of a mount's charge. This is one of those areas that could certainly be expanded out with feats, though, so I could easily see a feat that lets you do that.
[SOURCE]

Q: Can I attack in the same turn that my mount attacks? Do I need to make a Ride check to do so?

A:
Sure, you can both attack on the same turn. And you need to make a check only if the mount is not trained for combat.
[SOURCE]

Q: How do you handle the grappling/tripping rules while mounted?

A:
The same way they work when you ride a speeder bike. Typically, a mount provides you with no cover against attacks (including grab and trip attacks) unless you use the Use the Mount as Cover application of the ride skill.
[SOURCE]

Q: Also, is using the mount as cover a reaction made against an attack? The text doesn't specifically say so.

A:
Yes
[SOURCE]


Q: If I make an area attack on a droideka, or a starship scale area attack on an enemy ship, what happens if I miss?

A:
Just like any attack roll, area attacks resolve the attack first, damage resolution second. I miss with the attack, so it is halved, and then the damage is applied to shields, DR, and hit points.
[SOURCE]


Q: Also, if I roll a natural 1 on my area effect attack roll, do I deal half damage (if I still beat Defense 10), or do I deal no damage since I "automatically missed?"

A:
A natural 1 on an attack roll is always an automatic miss. In this case, you fail to hit the area you attacked.
[SOURCE]


This FAQ is continued on post #8.
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If I have a lightsaber in each hand do I not meet the requirements for Makashi? After all, I don't have TWO lightsabers in each hand. :P

You would not be wielding a single lightsaber in one hand then. You would be wielding two lightsabers, one in each hand.
The best you could do would be a +6 from Lightsaber Defense x3 and Makashi.

I'm guessing this is a typo because the highest you can go with Makashi is +5. 3 from lightsaber defense, 2 from Makashi. (page 218)

Official F.A.Q. Compilation Thread (continued)


Vehicles




Q: How would a PC or unique crew affect a vehicle's stats? Which bonuses would it give?

A:
You determine the following stats in the following way (in order of stat block appearance):


  • Vehicle Initiative: The pilot's Initiative modifier (or the Pilot skill modifier if you are trained) + vehicle's size modifier + vehicle's Dexterity modifier.

  • Perception: Character's normal Perception modifier.

  • Reflex Defense: The vehicle’s Reflex Defense is equal to 10 + size modifier + armor bonus (or pilot’s heroic level) + Dexterity bonus.

  • Attack Rolls Gunner's base attack bonus + vehicle's Intelligence modifier + miscellaneous bonuses (point blank shot, weapon focus, etc.) + 2 (if trained in Pilot and firing pilot controlled weapons from the pilot's position).

  • Base Attack Bonus: The gunner's base attack bonus.

  • Grapple: A vehicle’s grapple modifier is equal to its pilot’s base attack bonus + the vehicle’s Strength modifier + the vehicle’s special size modifier (Large +5, Huge +10, Gargantuan +15, Colossal +20, Colossal [frigate] +25, Colossal [cruiser] +30, Colossal [station] +35).

  • Skills: Character's appropriate skill modifiers (+ vehicle size modifier + vehicle Dexterity modifier in the case of the Initiative and Pilot skill). If the ship's computer is friendly or helpful towards you, you also add the ship's Intelligence modifier as an equipment bonus to your Use Computer checks.

If it is not listed above, than it is not changed by having unique crew or is otherwise explicitly spelled out in the Saga Edition Core Rulebook.


Q: Can you specialize with spacecraft weapons? Would it count double, and if so, could you use Point Blank Shot for extra damage? I'm assuming Penetrating Shot would still allow you to reduce the DR. Does it work on SR as well?

A:
Yes you can specialize. Yes you can use Point Blank Shot. Yes Penetrating Shot still gets through damage reduction. No, Penetrating Shot does not get through shields. Yes all damage multiplies (if there is a damage multiplier). Remember though that starship weapons are considered heavy weapons for proficiency, specialization, and so on.


Q: Under "Dogfight" one of the consequences is that you must select the dogfight action each turn. However, there is no dogfight action specifically listed. What exactly can you do in a dogfight in a dogfight and in what order?

A:
The dogfight action is listed. It's a standard action, and you have to follow the attacking rules while engaged in a dogfight.


Q: Most large scale vehicle weapons have a multiplier attached. How does this multiplier interact your 1/2 level damage? Would a 10th level character deal (#d6x2)+5 damage? Or (#d6+5)x2 damage?

A:
Bonus damage is applied before multipliers. Same goes for increasing the number of dice rolled.


Q: If ion grenades can't effect attended objects, what happens if you throw it at a piloted vehicle such as a speeder bike?

A:
Assuming the attack is successful the vehicle is damaged, disabled, or possibly even destroyed. As for the speeder bike being an attended object, it's not. It is bigger than you. You are essentially the speeder bike's attended object. As a rule of thumb, make an exception for any electronic item physically bigger than the person carrying it (especially if it is meant to be ridden on such as a vehicle).

If it was any other way than the
Imperial repulsor sled's ion net would not work too well.


Q: When establishing a dogfight you make an opposed roll, if you succeed you are now dogfighting. Do you:

a) Then make an attack as a free action.

b) Make another opposed check without a penalty to see if you can attack.

c) Do nothing as you've already taken an action and therefore give the foe first attempt at an attack.

A:
C. You can try to attack on a later action, but the benefit of this initial "begin a dogfight" standard action is that the other fighter can't just fly by uninhibited. (Yes, this does mean the other pilot will have the first chance to attack, assuming he wants to -- he may just try to disengage because he has other things to do.)


Q: When dogfighting can you fight defensively or take total defense?

A:
No. Those are only meant for stand-off attacks, not while engaged in a dogfight. (When you think about it, the opposed Pilot checks to prevent an opponent from attacking are the conceptual equivalent of fighting defensively, and disengaging is the conceptual equivalent to total defense.)


Q: If two Ties are dogfighting an X-Wing can one use aid another for attacks, skill checks and the like?

A:
Yes, but the aid another attempt can only help the Pilot check or the following attack roll, not both -- and you have to decide which you're assisting before the aided pilot makes his roll(s).


Q: Since Disengaging a Dogfight is a move action, are you still required to take the Dogfight Standard action as well?

A:
No. You only have to spend a standard action when initiating a dogfight or trying to attack a target.


Q: The AT-AT is listed as size 6x12. Is it supposed to be 12x12?

A:
It's meant to match the AT-AT mini, which is 6x12. You could treat it as 12x2, though, and that would actually be a bit easier in many situations.

Q: Can the Pilot of a starfighter use the Aim action?

A:
Only in one of the following two cases:


  1. Come to complete stop, then aim and attack in the same round.

  2. Aim at the end of round 1, then attack at the beginning of round two. (You can't take any other actions between the two -- including Pilot checks, attacks of opportunity, or whatever -- without losing the benefits of aiming, though.)


Q: On a capital class ships how many crewmen can use the Aid Another to assist the various ship positions?

A:
Well, only the copilot can assist Pilot checks, and only the commander can assist Use Computer checks, so for those two skills a maximum of one person can assist. For Mechanics checks, there's technically no limit, but this is up to the GM. (He might decide to limit the size of damage-control parties, but there's no specific rule for it at this time.)


Q: Can vehicle use Suppressing Fire? Can vehicles be Suppressed?

A:
Yes and yes.


Q: Recharging Shields for 5 pts. makes sense for Starfighters, but seems really low for Capital Ships, in RCR Larger ships regained more shield pts per Recharge than smaller ones. Is the new setup intentional or was something left out?

A:
This was intentional.


Q: If I use Battle Strike with vehicle weapons, do the extra dice get multiplied?

A:
Yes. Everything multiplies. Note however that when using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or automatic critical hit (such as spending a Destiny Point or using serenity), unless a rule specifies that it can be used with vehicle weapons.
[SOURCE #1] [SOURCE #2]


Q: Since the Attack Run action involves directing the vehicle's movement, does it suffice as an act of controlling the vehicle? If so, could a pilot use two swift actions to lock on with a torpedo, then make an Attack Run to fire it in the same round, without losing control of the vehicle? Alternately, could a person with charging fire aim and then charge and get the benefits of both?

A:
While an attack run does count as movement for the purposes of controlling your vehicle, you cannot aim then perform an attack run. From the description of aiming, page 154: You lose the benefits of aiming if you lose line of sight to your target or if you take any other action before making your attack.

Since the attack run action is causing you to take another action before the attack, no, you cannot aim and then gain the benefits on an attack run. This is the same reason you cannot aim and use Charging Fire with a charge.



Q: In the New Starships of the Galaxy book, some of the existing ships are terribly vague when it comes to telling me what kind of weapons there are. This is important as I need to know precisely what kind they are so I can determine how many emplacement points I get back when I take them off to add other modifications.

A:
While I can't help you with things like internal systems (it's just not feasible to list every single system available in a capital ship, for example, and a certain amount of GM fiat has to be assumed), I can help with things like weapons. Any time a weapons system is referred to without a size, assume it is a medium version of that system. Thus, the Dynamic-class freighter has one double medium blaster cannon, worth 1 EP.

When it comes to removing weapons systems, you count it as the number weapons listed in the stat block. If something says "laser cannons" then they are all part of the same individual system; regardless of using a plural word, it is always considered to be a single system. So, for example, since the Medium Transport's stat block clearly mentions 4 point-defense double laser cannons, that means you calculate the EP for a point-defense double medium laser cannon, and you have 4 such systems to remove. The Citadel-class cruiser lists a single set of laser cannons (treated as medium laser cannons), while the ship also has 2 sets of ion cannons (treated as medium ion cannons). As for fire-linking, any weapons that have an autofire attack that are not listed as double, triple, or quad weapons should be considered to be fire-linked. If the damage is higher than average for 2 fire-linked weapons, assume it's 4 fire-linked.

If the damage die codes don't match up exactly to those in the modification chapter, that's a result of decades of RPGs and other technical manuals establishing systems without codifying them. As we say in the book, there's no way to realistically simulate the thousands of factors that go into a starship's creation in a meaningful system that can be used easily, not and maintain continuity, so that's the sacrifice you have to make. Some die codes for established ships won't match up, but once again all that really matters is that the system be used to balance player modifications.
[SOURCE]


Q: So I should just assume the Z-95 is using the double blaster cannons option (which is described as a triple)? If so, can I take them off to get a few EP and then spend the same amount of EP for a new set of triple blasters that will do 4d10x2 instead of 3d10x2?

A:
Yes.
[SOURCE]


Q: Can a capitol ship using the Focused Fire option choose to use an entire weapon battery or is it limited to a single weapon (such as a single turbolaser from a battery)? If they can, do they deal extra dice of damage on a successful hit (as is normal for batteries)? Obviously, they won't deal extra dice if they miss (in which case they deal only half the base damage).

A:
They're picking a single weapons system; in the case of batteries, yes, this includes all the normal aspects of battery fire. Hence, the "takes normal damage" clause, not "takes weapon damage."
[SOURCE]


Q: How does fire-linking work? Do I need two guns of the same type (so to fire-link, I need to buy 2 weapons, then the fire-linking option, making my two turbolasers into a single weapon system?) or do I only need one turbolaser to start, keeping me from wasting a whole bunch of emplacement points and money?

A:
You only need one base weapon and the fire-link trait. For example, if you purchase a single light turbolaser, then get fire-link (4), you now have a 5d10x5 quartet of linked light turbolasers (which also get the bonus of autofire).

Q: Can I stack the Quad, Fire-linked, and Cannon Enhancement abilities on a Heavy Blaster Cannon (albeit at ridiculous cost)?

A:
Yes you can. Many weapons can get as high as 11d10 damage this way. When multiplying the costs, however, you follow the order of operations, making the final cost quite extreme.


Q: How do you go about adding weapons batteries to a ship? The tables have autoblasters, double-mounts, quad-mounts, cannon enhancements, and fire-linked systems, but there is nothing for Weapon Batteries at all.

A:
Just figure out how many weapons you want in your battery and then add that many weapon systems. For example, if you wanted a turbolaser battery with 6 gunners (granting a +10 aid another bonus), you would need to add 6 individual turbolasers. Than you just group them together and call them a single battery system.

Alternately, if you are doing the strip-out-and-replace thing, you could probably get away with just doing a 1-for-1 swap of the weapons systems (not worrying about splitting batteries or combining into batteries), but multiplying costs by the number of component and just giving the battery benefits to the new system.
[SOURCE #1] [SOURCE #2]


Q: When making a starship from scratch using the stock models found on page 53 of the SotG book, is it even possible to get extra emplacement points by reducing a ship's starting values when it has less than 10 starting emplacement points to begin with?

A:
Yes. In this instance, you round up and simply follow the order of operations. If you worsen a stock ship's starting value in an area by 50%, you gain EP equal to 2 x 10% of the stock emplacement points. For a ship that starts with 5 EP, you start with 7 EP (10% of 5 is .5, rounded up to 1, x 2 is +2, for a total of 7) instead. You can, of course, use the rules under "Gaining Emplacement Points" on page 38 to get more, as well.
[SOURCE]


Q: Can more than two ships use the Synchronized Fire talent to gang up on a hapless capitol ship for massive amounts of damage?

A:
No. Synchronized Fire only works with paired ships. Other ships may use this talent as well, but they must pair up. You can't have 6 ships making a single attack this way, but you could have 3 sets of 2 each making an attack.
[SOURCE]


Q: I can adjust a ship's Strength, speed and other base traits down 25 or 50% to gain more emplacement points, right?

A:
Wrong. The emplacement points text on page 53 is referring exclusively to the values on Table 3-9. You cannot lower any of the base stats found in table 3-8 on the previous page in the manner described. Notice the text specifically refers to "values." Table 3-9 is specifically labeled "Stock Ship Base Values" whereas Table 3-8 is not for this very reason.


Q: Can a colossal ship really equip turbolasers? Wouldn't such an upgrade make the ship practically unbeatable in combat when paired with a combat thruster?

A:
Yes, such a ship would be extremely powerful and unbalanced. No, you cannot equip turbolasers on a Colossal-sized ship. In fact the footnote at the bottom of Table 3-5: Weapon Systems in the new Starships of the Galaxy book should refer to Colossal (frigate) or larger ships, not Colossal. This is official errata.
[SOURCE]


Q: Can you use the Snap Roll starfighter maneuver and the Vehicular Combat feat against the same attack? Or do you have to pick one or the other?

A:
You have to pick one or the other against any individual attack.
[SOURCE]


Q: Does the extra 20 SR from the Attack Formation Zeta Nine get lost first or last (like temporary hit points from D&D)? For instance, say I had SR 20 and raised to SR 40 with the starship maneuver. I take enough hits to knock my SR down 20 points during a battle. After the battle I end the maneuver. Do I still have SR 20 left over? Or is it SR 0?

A:
If you have any SR left when you end the maneuver, you lose 20 SR (to a minimum of 0).
[SOURCE]


Q: How exactly does taking damage to your shields work when you are using the Angle Deflector Shields maneuver?

A:
Your shields are considered doubled/halved with the maneuver, but you don't actually double/halve them.

So, I have SR 20. I use this, target the boss.

The boss shoots me for 35. I consider my SR doubled (40) so the shields absorb all the damage and there is no reduction in shields.

The mook shoots me for 35. I consider my SR halved (10) against him so the SR absorbs 10 and my SR is reduced from 20 to 15.

The boss shoots me for 35. I still consider my SR doubled (30), so the shields absorb 30 points of damage and my SR is reduced from 15 to 10.
[SOURCE]


Q: Can you use serenity to get an automatic natural 20 when using a vehicle weapon? If so, doesn't this make it devastatingly good?

A:
This isn't clear in the text, but the answer is no.

Serenity says that "your first attack roll . . . made in the following round is considered to be a natural 20." This use of "your" was intentional, an artifact left over from earlier phrasing that made this point more clear: Any reference to "your attack roll" means that it applies only to a personal, hand-held weapon, but a reference to "an attack" (or attack roll) is not limited this way.

As described on page 144 of the Saga Edition rulebook, "Your attack roll with a ranged weapon is 1d20 + base attack bonus + Dexterity modifier + range penalty (if any)." However, on page 167, it says that "An attack roll with a vehicle weapon is . . . 1d20 + base attack bonus + vehicle's Intelligence modifier + range modifier." This difference in phrasing was intentional and meant to show that two different processes were occurring. Since an attack with a vehicle weapon is never made as "1d20 + base attack bonus + Dexterity modifier + range penalty," it is never technically "your attack roll" (first or otherwise), and thus it can't benefit from serenity. (The Force power battle strike is another example of this.)

Originally, this was part of the justification for why Luke had to turn off his targeting computer to use the Force and blow up the Death Star. With the targeting computer off, the proton torpedoes basically became improvised ranged weapons, and he was limited to a very short-range shot (within the same starship-scale square) due to the lack of computer assistance. However, Luke could use his personal ranged attack bonus and thus qualify for using a Destiny Point (or even battle strike, which we originally considered making his first Force power).

Obviously, this explicit distinction was lost while condensing everything to fit in the available page count, but the remnants of it ("your attack roll") are still there.
[SOURCE]


Q: What player in his right mind would make a starfighter with the LIGHT FIGHTER template when he can just use the INTERCEPTOR template, remove the 6-square speed sublight engines, replace them with 5-square speed sublight engines, resulting in a ship that is equal or better in every single way and is cheaper to boot?

A:
The mistake you seem to be making is seling off the 6-square engine and getting back the full 100,000 credits (effectively making your interceptor worth nothing). You can't do that, not even when making your ship from scratch. Your proposed 5-square speed interceptor would have a base cost of 95,000 credits (100,000 - 25,000 for removing the 6-square sublight drive + 20,000 for adding the 5-square sublight drive). Even when designing a ship's blueprints from nothing, you must still sell components for 1/4 their value (as shown in the Starship Modification chapter). It may not make much sense, but it is an abstraction to help maintain game balance and to cover any additional costs during ship building that would be too detailed for a game (in other words, you may not literally be selling an engine which you never had, but you must still crunch the numbers as though you did).
[SOURCE]


 


Q: Could you please clarify how Focused Fire (from Starships fo the Galaxy) is supposed to work?

When it says a single system fires, does it mean a single weapon? Or a single weapon battery? Does it take the -5 penalty common with autofire attacks? If it fires a battery, does it still get the bonus to attacks or damage as batteries typically do?

A:
You select one weapons system. Not a weapon battery, but a weapons system. So, subtract the bonuses built-in from gunners in batteries, and it does not get the bonus to damage from batteries (as beating a Reflex Defense of 10 would otherwise be ludicrously easy with capital ship weapons, and would rack up huge damage bonuses). The book does not say that the ship takes a -5 penalty to the attack roll; make no mistake, it is an area attack, but a -5 penalty is NOT associated with all area attacks, but rather with autofire attacks. Remember, though, that Focused Fire is an option used by the Gamemaster to speed up gameplay and create engaging starship encounters, and wasn't designed to be some kind of superior starship combat tactic. [SOURCE]


Q: I know I can take cargo space and convert it into extra EP, and I know I can take EP gleaned from the methods shown on table 3-9 of the Starships of the Galaxy rulebook and convert them back into cargo space, but can I convert ANY extra EP I have (regardless of its source) and convert it into cargo?

A: Yes you can. The footnote says, “Any emplacement points gained in this way may be kept as spares or used to purchase additional cargo space, adding tons of cargo capacity equal to the starship’s cost modifier for each emplacement point spent.”

The “in this way” part does not explicitly state what “this way” is.  Is “this way” the changing of stats on a stock ship?  Or is "this way" more specific, referring only to increasing your crew requirements, which is what the previous sentence was talking about? Or is “this way” more general, referring to any change that gives you extra EPs?

It’s the last one.  The phrasing that I had in my turnover was this: “Any leftover emplacement points may be kept as spares …”  It didn’t specify that it applied that particular method at all, and -- as I mentioned -- it wasn’t meant to. I’d meant to point this out elsewhere in the chapter, and that part of the footnote was supposed to be a reminder of how you can add extra cargo by spending EPs because this was one time you'd be particularly likely to want to do so.

During his final pass while getting it ready for typesetting, the managing editor rephrased it become he didn’t like using “leftover” as an adjective, but he wasn't trying to change the rule.  Unfortunately, his phrasing compounded my error because it could very easily be read to mean it applies only to stock ships.

In the absence of evidence to the contrary, you’d be right to read it conservatively and assume that it only applies to stock ships because of where it appears in the chapter. But, now that I have pointed out how it is meant to be read, you do have evidence to the contrary.
[SOURCE]


Droids




Q: Can droids with climbing claws climb perfectly smooth vertical surfaces? It would seem Grievous and others were capable of doing so in the Clone Wars cartoons.

A:
No. In that case, I'd argue that he was creating his own hand holds by clamping into the metal itself, making it a Rough Surface.


Q: Can a droid take levels in Jedi?

A: Yes, so long as it isn't the droid's first level. Even so, a droid may never take the Force Sensitivity feat, even when multiclassing into the Jedi class.


Q: Do the system components a droid begins play with count against its carrying capacity?

A:
Stock models of droids are always assumed to be able to carry their stock equipment unencumbered. If you play a droid, the systems and accessories you buy with your base 1,000 credits are considered to be covered under this clause. Any other equipment encumbers the droid as normal, including after-market modifications.
[SOURCE]


Q: If I buy a group of B1 battle droids (or any other droid for that matter), can I get them without their guns in order to save money? Does getting them without their carbines effect the license in any way? Do their guns come with ammo upon purchase? Heck, do the droids even come with the carbines or is that only shown in the stat block of what they are typically fitted with (and are actually supposed to be a separate purchase altogether)?

A:
The prices in the book cover the stock model with the stock accessories and weapons loadouts. We do not make any provisions for cost with or without certain components, as they are generally not available for sale in any other package. If a Gamemaster wants to make a special exception, he can, but it would be just that: a special exception.
[SOURCE]


Q: When reprogramming new talents into a droid, do they have to be a member of the class that has the talent first? Or can I have a 1st-level Droid Soldier with bounty hunter talents?

A: Talents can only be programmed in for the appropriate class levels. If I have a droid with 3 levels of soldier and 3 levels of scout, I can still only reprogram it with 2 soldier talents and 2 scout talents. Skills, however, follow no such requirement.
[SOURCE]


Prestige Classes




Q: Should your minion die (see the attract minion talent of the Crime Lord’s mastermind talent tree), is it replaced with a new one? Or do you lose the benefit of the talent forever (short of taking it again)?

A:
Your minion is not replaced for free. You must spend a talent to do so. That is why Crime Lords get so many talents.


Q: The Force Disciple is able to select talents from "...any Force talent tree in Chapter Six: The Force." (p.215) (There is similar wording for the Jedi Master and Sith Lord prestige class.) Does this include the Force tradition talent trees in Chapter Six (Jensaarai and Dathomiri Witch) or is it only referring to the Force-sensitive trees (Alter, Control, Dark Side, Sense)? If it's only the Force-sensitive trees, then is that language redundant since someone with Force Sensitivity can always select talents from those trees, or are there times when such a character is allowed to select a talent but is not allowed to select from the Force-sensitive trees?

A:
It includes the Force tradition trees.


Q: Both the Officer and the Crime Lord gain access to the Command Cover ability, which has a maximum bonus based on your class level. How does this work for a multiclassed X / Officer / Crime Lord? Do the two abilities effectively stack (add your levels in Officer and Crime Lord together to determine the Command Cover maximum)? Or are they separate (take the better of the two)?

A:
You can stack levels in these two prestige classes, but you are still limited to a +5 maximum bonus. Therefore, a 4th-level crime lord/6th-level officer would get a +5 cover bonus.


Q: How does the Command Cover ability interact with normal Cover?

A:
Since the Command Cover ability grants a "cover" bonus, it does not stack with normal forms of cover.


Q: Can Crime Lords use their talents to gain Force talents?

A:
Yes, provided they meet the prerequisites.


Miscellaneous




Q: What does a cone in Saga look like? What about a Burst or Splash?

A:
For the sake of consistency, area effects have the same shape and area that they did in the revised rules and in Dungeons & Dragons.


BURSTS




burstfe9.jpg


The Red Squares are a 1 square burst. The Blue Squares are a 2 square burst. The Green Squares are a 3 square burst. The Yellow Squares are a 4 square burst.



 


CONES




starwars_article_sw20071004jc107_pic3_en.jpg


 


The cone starts at an intersection on the battle grid (one of the corners of your space) and then extends outward for 6 squares in a 90-degree arc. Unlike normal range calculations, however, count diagonals using the old method -- that is, 1 square for the first and all odd diagonals, and 2 squares for the second and all even diagonals.


SPLASH




splashzz1.jpg


 


The red square is no splash. Blue squares are 1 square splash. X Splash means you have a circle with radius X. That means the green squares are radius 2, the yellow squares are radius 3, and the purple squares are radius 4.


Q: What are the starting credits for a character above 1st level?

A:
As a very loose guideline, your wealth at any given level should be something like this: (level x [level -1]) x 2,000 credits*

* Double this for a noble with the Wealth talent.

This basically assumes that roughly 60% of your total income is spent on upkeep, paying rent, buying food, paying taxes, repairing equipment, getting medical care, etc. (This is a much higher rate than in D&D, where you'd only be expected to "burn" about 10% -- but D&D doesn't have an Imperial Revenue Service.)

For example, at 16th level, it should be somewhere around half a million credits.

The reason I say this is a very loose guideline, though, is that at least half of this wealth would tend to be in a non-liquid form (e.g. property, intangibles such as favors and allies, etc.). As a very rough guideline, having someone owe you a favor (i.e. one-time intervention on your behalf, not to exceed one encounter) is worth about 2,000 x CL; having a long-term ally (i.e. someone who will help you out any time they are available) is worth about 40,000 x CL x (% chance that they're available).

Q: How many Destiny Points and Force Points does a character higher than 1st level start off with?

A:
When creating a character higher than 1st level, give it the maximum Force Points for its current level (generally 5 + 1/2 character level) and a number of Destiny Points equal to its character level divided by 5 (rounded down to a minimum of 1).


Q: How do characters survive such high falls in the movies? The existing rules for falling damage don't seem to allow for survivle at those kinds of falling distances.

A:
First, note that the errata allows you to use both Jump and Acrobatics to reduce falling damage in the same way (that is, knock off 3 meters if you beat DC 15, and an additional 3 meters for every 10 points you beat that DC by). Also, the falling damage rules doesn't make this clear, but any distance above 60 meters is treated as 60 meters because that's when you hit terminal velocity (which is why the damage caps at 20d6).

Thus, you start reducing the damage from the fall with an Acrobatic check and a Jump check (possibly with Surge), you then subtract from 60 meters, not 100 (or whatever the "real" distance of your fall may be).

For example, a Jedi with a +25 modifier in his Acrobatics/Jump skills falls out a high window on Coruscant. Being thousands of feet high, the fall would surely kill him. However, he activates his Surge power (with a Force Point) to increase his Jump skill to +65. He then makes both an Acrobatics check and a Jump check and gets +35 and +75, respectively. Therefore he knocks off 21 meters from the fall. Even though he is higher than 60 meters, we subtract 21 from 60 leaving us with what would be effectively treated as a 39 meter fall. At 39 meters he will only take 13d6 points of damage (an average of 45 damage, 22 if the attack roll misses), low enough for a mid to high level character to survive easily (and even a few lucky/tough low-level characters!).

Q: How come Ride isn't a class skill for nonheroics when every other skill is?

A:
Ride is a class skill as well. It's ommission is an error. Please note that this is evidenced by several published nonheroic characters who have the skill when the shouldn't, not be a developer statement.


Q: If a game designer posts on these forums, should his word be taken as official errata?

A:
For the record, a clarification from a designer/developer/editor doesn’t have to be “official” -- i.e. published -- to tell you the correct interpretation of an ambiguous statement.

The point of a publication is to communicate specific information; thus, if someone is officially tasked (i.e. contracted) with creating a publication, they’re technically still performing that task if they have to clarify an ambiguous bit of that communication.  If this were not the case and it was not part of the same contracted job, then that would imply that Rodney would have to pay me for billable hours just to answer his personal questions about what a rule is supposed to mean!  (Sure, I could use the money, but still ...)

To be clear, it’s not the same as errata, where the actual text is changing and thus must be done in an official context (mostly because it’s a licensed product, and Lucas Licensing has contractual approval over anything published under that license).

Yes, published clarifications are nice because they’re visible to more readers and codified for future reference, and if you have a conflict between two clarifications the published one would be "official" and take precedence, but a clarification’s publication or lack thereof doesn’t change its relevance or veracity. (And, yes, a clarification can be incorrect, but until you have a particular reason to believe this to be true -- such as conflicting clarifications from different authors -- you have no reason not to take it at face value.)

But, then, I guess you'd have to believe that I can clarify without publishing to accept my clarification about clarifying without publishing. Laughing 
[SOURCE]


 


 


 

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Q: If you are a Soldier/Jedi with the Harm's Way and Deflect talents, can you jump in the way of a blaster shot meant for an ally and then deflect it harmlessly away?

Interesting... Could recreate the Extend ability of the RCR... Also help me settle something with Kael.:D
Q: Several Force Skills say they work out to 6 squares or to line of sight. What does this mean exactly? Can I Move Object the sniper out of his tower 30 squares away if I can see him? Why or why not?

I believe this question has been answered some days ago regarding Force Grip. IIRC the idea was to let the character use force powers against opponents they see through a screen or holoprojector, just like Darth Vader killing the officer with force grip in episode V. I believe the image must be in the 6 squares range though.
I believe this question has been answered some days ago regarding Force Grip. IIRC the idea was to let the character use force powers against opponents they see through a screen or holoprojector, just like Darth Vader killing the officer with force grip in episode V. I believe the image must be in the 6 squares range though.

Ah, okay. So it is line of sight then. If you are using the power on someone through a screen, then the screen msut be within 6 squares of you. That makes a lot more sense.
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Q: If I get a 20 or a 25 on my Use the Force check to activate Battle Strike do I deal 3d6 and 4d6 damage, respectively? Or is it 2d6 and 3d6? I ask because the text says "an additional." In addition to what? To the attack's damage? Or to the DC 15 bonus damage?

That's just showing that the damage scales up. It's 1d6/2d6/3d6 extra on top of your normal damage.

Q: If you are a Soldier/Jedi with the Harm's Way and Deflect talents, can you jump in the way of a blaster shot meant for an ally and then deflect it harmlessly away?

Yes.

Q: Can droids with climbing claws climb perfectly smooth vertical surfaces? It would seem Greivous and others were capable of doing so in the Clone Wars cartoons.

No. In that case, I'd argue that he was creating his own handholds by clamping into the metal itself, making it a Rough Surface.

Q: Is activating a lightsaber a free action or a swift action? The rules seem to contradict themselves in a few places. Also, what kind of action is it to flick a switch? (hint: these questions are related)

Swift. Activating an item is a Swift action. The combat example is erroneous.

Q: The Initiative skill says you can take 10 on it. I thought the rules said you can't take 10 when stress and distractions (which combat most certainly is) would prevent it. What does this text intail exactly?

If you're about to launch an attack on someone, have prepared and are initiating the encounter, I'd say you can take 10.

Q: Several Force Skills say they work out to 6 squares or to line of sight. What does this mean exactly? Can I Move Object the sniper out of his tower 30 squares away if I can see him? Why or why not?

If you can see the target, you can use it. Otherwise, you've got to be within 6 squares. As mentioned above, so you can use it through a viewscreen.

Q: Does the Equilibrium talent reset your condition track to the top? Or does it just remove, poisons, diseases, and other effects so that you can begin recovering/healing normally?

Both.

Rodney Thompson

Advanced Designer

Dungeons & Dragons R&D

Wizards of the Coast

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If you can see the target, you can use it. Otherwise, you've got to be within 6 squares. As mentioned above, so you can use it through a viewscreen.

So you can use Force Grip against an opponent 1 square from you without seeing him? I though you should be able to see the target to use force grip.
So you can use Force Grip against an opponent 1 square from you without seeing him? I though you should be able to see the target to use force grip.

What he said. Can you now use Force Grip on someone you can't see so long as they are within 6 squares? Or must you have a view screen or something to that effect?
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You can Force Grip an enemy you cannot see so long as s/he is within 6 squares. I'm assuming that you're sensing their presence through the Force, since it's assumed (yes, a lot of assumptions) that Force users are more or less in tune via the Force with their immediate surroundings.
You can Force Grip an enemy you cannot see so long as s/he is within 6 squares. I'm assuming that you're sensing their presence through the Force, since it's assumed (yes, a lot of assumptions) that Force users are more or less in tune via the Force with their immediate surroundings.

Seems like a big can of worms to me. Suddenly Jedi are never surprised because they can innately sense people nearby...?
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Seems like a big can of worms to me. Suddenly Jedi are never surprised because they can innately sense people nearby...?

A character you can't see has total concealment. There are rules for targeting people with total concealment, and there are ways to make targeting people with total concealment easier. Jedi cannot automatically sense people they don't have line of sight to.
Rodney, thank you so much for answering questions! I got some that I am curious about (although I understand you are busy so no rush -- I can wait for Jedi Counseling if I have to).


1. The Juke talent (Ace Pilot, p.207) states that when you fight defensively as the pilot of a vehicle, the dodge bonus to your vehicle's Reflex defense increases to +5 even if you make an attack. However, in the entry about fighting defensively (p.171), it states that someone trained it the Pilot skill (which Ace Pilots must be) normally gets a +5 dodge bonus to their vehicle's Reflex defense when making an attack (it's only untrained pilots who suffer a dodge bonus reduction when fighting defensively -- it shrinks to +2). Is the Juke talent in error, or is the fighting defensively entry in error, or am I misinterpreting?


2. Under "Dogfight" (p.171), one of the consequences is that you must select the dogfight action each turn. However, there is no dogfight action specifically listed. What exactly can you do in a dogfight in a dogfight and in what order?


3. The Force Adept is able to select talents from "...any Force talent tree in Chapter Six: The Force." (p.215) (There is similar wording for the Jedi Master and Sith Lord prestige class.) Does this include the Force tradition talent trees in Chapter Six (Jensaarai and Dathomiri Witch) or is it only referring to the Force-sensitive trees (Alter, Control, Dark Side, Sense)? If it's only the Force-sensitive trees, then is that language redundant since someone with Force Sensitivity can always select talents from those trees, or are there times when such a character is allowed to select a talent but is not allowed to select from the Force-sensitive trees?


4. Does using Dark Side talents such as Dark Presence or Swift Power automatically increase your Dark Side Score by one? These talents don't mention it, while it is specifically called out by their prerequisite talent, Power of the Dark Side (p.101).


5. Under "Using Force Points" (p.93), you can lower your Dark Side Score by 1 as a swift action. However, when this process is described (under "Atoning," top of page 95) it is said it "represents a period of meditation, reflection and absolution" that can be worked into the campaign or take place between adventures. This seems to imply a much longer process than just a swift action. Is the swift action incorrect, or is this period of meditation a prerequisite to taking the swift action (similar to spending a full-round action to attune a lightsaber after crafting it), or is this deliberately left as something for the GM's discretion?


6. When you use a free action to spend a Force point to add 1d6 to a check (p.93) can you decide to do so after the check has been made, or do you have to declare it before making the d20 roll?


7. The Lightsaber Throw talent (Jedi, p.41) allows you to throw a lightsaber as a thrown weapon with which you are proficient, which deals normal damage. However, Table 8-3: Melee Weapons (p.122-123) has a footnote indicating that lightsabers can be thrown (the same footnote applies to knives, spears, and a few others). On table 8-5: Weapon Ranges (p.129) lightsabers are again mentioned as thrown weapons (although the numbering of the footnotes does not match up with the numbering on the table). Does this mean that anyone can use a lightsaber as a thrown weapon (the only advantage of Lightsaber Throw being the ability to retrieve it as a swift action), and if so, how much damage does it do as a ranged weapon? (For that matter, how much damage does any thrown melee weapon do?)


Thanks!

-- 77IM
Please sir, may I have some more? - Oliver Twist
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Q: Is activating a lightsaber a free action or a swift action? The rules seem to contradict themselves in a few places. Also, what kind of action is it to flick a switch? (hint: these questions are related)

A: Swift. Activating an item is a Swift action. The combat example is erroneous.
A: ???

The combat example is a part of the "First Game Session" in the front of the book, right?

"Chris (Sia-Lan): I leap out of the booth and position myself between the senator and the thugs as my first move action. As my second move action i draw my lightsaber. As a free action, I activate the lightsaber and shout, 'This man is under the protection of the Jedi Knights!'"

Is it marked as a swift action everywhere else in the book?
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Is it marked as a swift action everywhere else in the book?

"Activating an Item" is a swift action everywhere else, yes.
"Activating an Item" is a swift action everywhere else, yes.

Okay cool, thanks.

Must be a heavy button, which isn't that ridiculous I suppose. You'd want a safety on most guns, why would a lightsaber be so easy to activate?

And didn't (sorry for going EU on everyone here) Corran Horn's inherited lightsaber have some sort of double click safety feature on it to keep it from accidentally being deactivated? And I vaguely remember some anti-jedi cult in the young jedi order books where they had to use the force to activate their lightsabers (internal switch or some such).

I wonder if customization in weapons is supported in a meaningful way outside of adding full scopes and such. In other words, I wonder if Han Solo shaving the sight off of his personal weapon so that it doesn't catch while drawing it is meaningful in numbers as much as it is for roleplaying purposes.

I just bought the book like an hour ago and I'm reading through it now (and also just registered on these forums), so sorry if this thought has already been addressed.
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I love this thread. Rodney, may you keep checking on it, and giving us your wonderful insight.

Can I ask for a few?

Since quick draw is a swift action, and igniting a lightsabre a swift action, does that mean Jedi won't gain any benefit from the Quick Draw feat?

If a racial ability does the same thing as a talent, does it count as a "virtual Talent" to qualify for other Talents and such? If not, do the benefits stack? So a talent that gives a reroll, and the Racial ability that gives a reroll to the same skill, do I get two rerolls?
Great thread, just what I was looking for!

I see a couple of my questions have been answered already.

Curious though why Equilibrium is just plain better than Resilience. Maybe in the future something will be errata'd so this just isn't the case.

I also have difficulty with the light saber activation. I can understand if you've had it drawn and deactivate it that it would cost a swift to re-activate it, but surely when you are spending a move action to draw it it would include activation. It doesn't help combat being more fluid. In DnD if I have a 1st level fighter I can draw my sword while moving and then attack. A jedi just cannot do that in this system, even with purchasing quick draw!

Okay, a serious original question from me now...

From the consular talent tree - Adept Negotiator. Are there any restrictions to the number of times this can be used on a target? We've noted under the persuasion skill that if you fail at a persuasion check you cannot test again for 24 hours. Would this also apply to Adept Negotiator? Do they need line of site to attempt it? What happens if they or their allies "attack" you? Does your condition move up? Can you attack someone and then still continue to Negotiate?

Just seems that this ability is plain better than Force stun (unlimited uses, awesome range and no chance of being rebuked back at you (and of course immune to rebuke)).

My next question is about Force Grip. The "special" lets you continue to do it to the same target if you "maintain your concentration". First, is this indefinite? As long as you keep meeting the DC then you can damage them as many times as you like? No limit on the number of times it was taken as a force power? Is there anyway to break the concentration other than a rebuke?

Again, it just seems really powerful. Because not only does it hurt, it also severly limits what the target can do on the next turn. Its very easy to kill people of the same level with - especially considering it only needs line of sight.

Anyway, really love the game. My friends and I haven't been this excited about SW in a long time. We've actually started just having Jedi Duals with the RPG rules instead of playing the mini game!

Thanks (sorry for the mini rant),
-Tim
God I hope these questions are used to start off the new FAQ. How cool would that be?
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Perhaps we could get this stickied, alongside the Errata thread (which I note has now been stickied!)


That way we'd have two threads - essentially a FAQ thread & and Errata thread.
Perhaps we could get this stickied, alongside the Errata thread (which I note has now been stickied!)


That way we'd have two threads - essentially a FAQ thread & and Errata thread.

Awesome idea! Mods? Are you reading this? A stickied FAQ thread could help a LOT of people, you know?
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Q: Does the benefit of Point Blank Shot (and similar benefits) extend to Short Range when used with an Accurate weapon?

No.

Q: The Juke talent (Ace Pilot, p.207) states that when you fight defensively as the pilot of a vehicle, the dodge bonus to your vehicle's Reflex defense increases to +5 even if you make an attack. However, in the entry about fighting defensively (p.171), it states that someone trained it the Pilot skill (which Ace Pilots must be) normally gets a +5 dodge bonus to their vehicle's Reflex defense when making an attack (it's only untrained pilots who suffer a dodge bonus reduction when fighting defensively -- it shrinks to +2). Is the Juke talent in error, or is the fighting defensively entry in error, or am I misinterpreting?

Hm. Looks like a hiccup. Juke may need to be errata'd.

Q: Under "Dogfight" (p.171), one of the consequences is that you must select the dogfight action each turn. However, there is no dogfight action specifically listed. What exactly can you do in a dogfight in a dogfight and in what order?

The dogfight action is listed. It's a standard action, and you have to follow the attacking rules while engaged in a dogfight.

Q: The Force Adept is able to select talents from "...any Force talent tree in Chapter Six: The Force." (p.215) (There is similar wording for the Jedi Master and Sith Lord prestige class.) Does this include the Force tradition talent trees in Chapter Six (Jensaarai and Dathomiri Witch) or is it only referring to the Force-sensitive trees (Alter, Control, Dark Side, Sense)? If it's only the Force-sensitive trees, then is that language redundant since someone with Force Sensitivity can always select talents from those trees, or are there times when such a character is allowed to select a talent but is not allowed to select from the Force-sensitive trees?

It includes the Force tradition trees.

Q: Does using Dark Side talents such as Dark Presence or Swift Power automatically increase your Dark Side Score by one? These talents don't mention it, while it is specifically called out by their prerequisite talent, Power of the Dark Side (p.101).

Unless it explicitly says so, no.

Q: Under "Using Force Points" (p.93), you can lower your Dark Side Score by 1 as a swift action. However, when this process is described (under "Atoning," top of page 95) it is said it "represents a period of meditation, reflection and absolution" that can be worked into the campaign or take place between adventures. This seems to imply a much longer process than just a swift action. Is the swift action incorrect, or is this period of meditation a prerequisite to taking the swift action (similar to spending a full-round action to attune a lightsaber after crafting it), or is this deliberately left as something for the GM's discretion?

The swift action is correct. If you want to rule that you have to meditate, that's fine.

Q: When you use a free action to spend a Force point to add 1d6 to a check (p.93) can you decide to do so after the check has been made, or do you have to declare it before making the d20 roll?

You can declare it after you make the roll.

Q: The Lightsaber Throw talent (Jedi, p.41) allows you to throw a lightsaber as a thrown weapon with which you are proficient, which deals normal damage. However, Table 8-3: Melee Weapons (p.122-123) has a footnote indicating that lightsabers can be thrown (the same footnote applies to knives, spears, and a few others). On table 8-5: Weapon Ranges (p.129) lightsabers are again mentioned as thrown weapons (although the numbering of the footnotes does not match up with the numbering on the table). Does this mean that anyone can use a lightsaber as a thrown weapon (the only advantage of Lightsaber Throw being the ability to retrieve it as a swift action), and if so, how much damage does it do as a ranged weapon? (For that matter, how much damage does any thrown melee weapon do?)

It's improvised unless you have Lightsaber Throw, and a thrown weapon if you do have the talent. Thrown melee weapons do their normal damage.

Q: If I use a Force Point to regain a Force Power, what action does it use? There was contradictory text in the book I believe.

Reaction.

Q: When purchasing a license for 10 grenades, do I only need to buy it once? Or 10 times? Do I need seperate licenses for ion grenades and stun grenades (or any other similar weapons for that matter)? Or does one license apply to both?

It's like having a driver's license; you don't need one for each car you own. If you have a license for a weapon, you have a license for every one of that weapon you have. However, each weapon needs its own license; so, heavy blaster pistols and blaster pistols have separate licenses.

Q: Most large scale vehicle weapons have a multiplier attached. How does this multiplier interact your 1/2 level damage? Would a 10th level character deal (#d6x2)+5 damage? Or (#d6+5)x2 damage?

Bonus damage is applied before multipliers. Same goes for increasing the number of dice rolled.

Q: Since quick draw is a swift action, and igniting a lightsabre a swift action, does that mean Jedi won't gain any effective benefit from the Quick Draw feat?

To draw and attack with it in one round? Yeah, no benefit like that.

Q: If a racial ability does the same thing as a talent, does it count as a "virtual Talent" to qualify for other Talents and such?

Q: If not, do the benefits stack? So a talent that gives a reroll, and the Racial ability that gives a reroll to the same skill, do I get two rerolls?

No it does not become a virtual talent, yes rerolls stack. It explains multiple rerolls in the skills chapter.

Q: From the consular talent tree - Adept Negotiator. Are there any restrictions to the number of times this can be used on a target? We've noted under the Persuasion skill that if you fail at a Persuasion check you cannot test again for 24 hours. Would this also apply to Adept Negotiator? Do they need line of site to attempt it? What happens if they or their allies "attack" you? Does your condition move up? Can you attack someone and then still continue to Negotiate?

There is no limit to the number of times you can use this on a single taget. The target must be able to see, hear, and understand you, so yes you must have line of sight. If one of his buddies attacks you, and then you attack them back, then you can continue to use the talent, but that would break the "end of the condition track" effect.

Q: My next question is about Force Grip. It states that you can continue to do it to the same target if you "maintain your concentration." First, is this indefinite? Or do you have to spend a Force Grip usage each round to maintain it? As long as you keep meeting the DC then you can damage them as many times as you like? Is there anyway to break the concentration other than a rebuke? What about maintaining concentration on a Move Object power?

Both are indefinite. There is currently no other way to break concentration other than rebuke except by knocking someone unconscious.

Q: Can you use the Move Object power to "fly" youself around?

No.

Q: Can you use the Vital Transfer power on yourself?

Gary says yes, I say no; guess we'll have to powwow.

While I don't mind answering questions like these, it seems like some of these are more necessary questions than others. Some of these questions seem to be people trying to stretch the rules, or failing to read the rules thoroughly. You guys are doing a pretty good job of answering your own questions a lot of time, so I'd say threads like this should be reserved for questions where you guys can't answer it among yourselves.

Also, some of these answered in the errata, which is on the way.

Rodney Thompson

Advanced Designer

Dungeons & Dragons R&D

Wizards of the Coast

Follow me on Twitter: wotc_rodney

While I don't mind answering questions like these, it seems like some of these are more necessary questions than others. Some of these questions seem to be people trying to stretch the rules, or failing to read the rules thoroughly. You guys are doing a pretty good job of answering your own questions a lot of time, so I'd say threads like this should be reserved for questions where you guys can't answer it among yourselves.

Also, some of these answered in the errata, which is on the way.

Thank you so much for continuing to answer all of our questions Rodney! Sorry about all of the unnecessary questions. I just wantes a place where someone could reliably get an official answer to their needed questions. I'll work on not having so many in the future. You probably deserve a break after all the hard work you've done this year.
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Q: When you use a free action to spend a Force point to add 1d6 to a check (p.93) can you decide to do so after the check has been made, or do you have to declare it before making the d20 roll?

A: You can declare it after you make the roll.

The obvious followup question then: does it have to be declared before you know the result (i.e.: same as d20 modern/Eberon action points)?
Q: Since quick draw is a swift action, and igniting a lightsabre a swift action, does that mean Jedi won't gain any effective benefit from the Quick Draw feat?

A: To draw and attack with it in one round? Yeah, no benefit like that.

I think the question is better re-phrased as:
Standard Jedi: move action to draw lightsaber, swift action to ignite, standard action to attack.
Jedi with Quick Draw: swift action to draw lightsaber, move action to ignite (as he's already used his swift action for the round drawing the lightsaber), standard action to attack.
I.e.: no benefit from Quick Draw in this situation.
I guess it does benefit a Jedi in that they could take a different standard/move action and the draw the lightsaber, and then the following round use a swift to activate and then standard/move again.

Still, it's a *lot* less useful to a jedi than is is for a blaster slinger, and the movies seem to show it being used an awful lot by jedi (the old lightsaber in hand and ignited in the blink of an eye).

Rodney - what's your opinion on house-ruling the Quick Draw feat to add the line:
If the item being drawn has two modes: i.e.: on/off for a lightsaber or S/A for a blaster rifle, a character with Quick Draw can choose which mode it is set to as part of the swift action to draw it
As long as we have Rodneys attention I have a question about double weapons and applying double strength.

In saga when you are using a 2 handed weapon you apply double your strength bonus (page 145). Large weapons are 2 handed weapons for medium size creatures (page 120). Double bladed lightsabres are large weapons (page 122). All of this together makes me think that using a double bladed lightsabre allows you to apply double your strength bonus when attacking with both ends. In RCR you certainly couldn't do this so I looked for an exception under the double weapon rules (page 154) but couldn't find one. Have I missed something?

Also the text for Power Attack (page 87) talks about 2 handed weapons as being the criteria for applying double the penalty to damage. Double bladed lightsabres are large weapons so does this mean that they get to apply double the penalty to damage?

I started a thread about it The Senate but no one could show me any rules references to show that this wasn't the case.
As long as we have Rodneys attention I have a question about double weapons and applying double strength.

In saga when you are using a 2 handed weapon you apply double your strength bonus (page 145). Large weapons are 2 handed weapons for medium size creatures (page 120). Double bladed lightsabres are large weapons (page 122). All of this together makes me think that using a double bladed lightsabre allows you to apply double your strength bonus to all your attacks. In RCR you certainly couldn't do this so I looked for an exception under the double weapon rules (page 154) but
couldn't find one. Have I missed something?

Also the text for Power Attack (page 87) talks about 2 handed weapons as being the criteria for applying double the penalty to damage. Double bladed lightsabres are large weapons so does this mean that they get to apply double the penalty to damage?

I started a thread about it The Senate but no one could show me any rules references to show that this wasn't the case.

I already know the answer to this. If you are wielding a double weapon you do get x2 Strength bonus--unless of course, you are attacking with both ends. :P
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From another thread in The Senate forums.

Force slam affects "all targets within a 6-square cone and within line of sight". What shape is the cone?

The complication behind the question is the fact that in Saga, diagonal movement is calculated 2-2-2 instead of the standard 1-2-1-2, so it may or may not affect when calculating area effects.
From another thread in The Senate forums.



The complication behind the question is the fact that in Saga, diagonal movement is calculated 2-2-2 instead of the standard 1-2-1-2, so it may or may not affect when calculating area effects.

can't find the reference but it's supposed to be 6 squares long and 6 squares wide at the end
I already know the answer to this. If you are wielding a double weapon you do get x2 Strength bonus--unless of course, you are attacking with both ends. :P

I meant attacking with both ends so I will edit my question. Where does it say that attacking with both ends you don't get x2 strength bonus? All the things I have read, and cited above, seem to indicate otherwise.
can't find the reference but it's supposed to be 6 squares long and 6 squares wide at the end

Try actually drawing that in both directions. One cone starting from a corner and another starting from the "front" of the square. The one starting from a corner will be much smaller.

In D&D3.5 a cone is 1/4 circle. So a 6 square cone would be 1/4 of a cicle with 6 squares fo radius.
I meant attacking with both ends so I will edit my question. Where does it say that attacking with both ends you don't get x2 strength bonus? All the things I have read, and cited above, seem to indicate otherwise.

I don't know that it is in the book, but one of the game deisgners backed me up on it a little while ago.
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No.Gary says yes, I say no; guess we'll have to powwow.

Hahaha...sounds like our gaming table...

-
I don't know that it is in the book, but one of the game deisgners backed me up on it a little while ago.

Great, do you have a link?
Great, do you have a link?

Nope. Sorry. It was a few days ago and the thread has since fallen off the first page, and likely the second or third. You are welcome to find it if you want, but I'm too busy keeping these threads up to date to help you I'm afraid.
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here is a thread that the question was addressed in

http://boards1.wizards.com/showthread.php?t=864259
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