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13 months ago ::
Nov 22, 2008 - 1:15AM
#1
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I haven't seen this yet, so when Rodney officially makes one, then please delete this thread. ---------------------------
In this new book, I don't see a chart detailing which of the new feats presented in this book belong on the bonus class lists (if any) ... like as in the other two sourcebooks.
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13 months ago ::
Nov 22, 2008 - 3:16AM
#2
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You may want to stop to consider this scenario:
Two Nobles 3s are within 6 squares of one another. Both use Misplaced Loyalty. Or, in fact, the entire party has three levels of Noble, stay within 6 squares, and all use Misplaced Loyalty.
There's something else I saw -- something about an object becoming rarer as there were more of them, or some such; I seem to remember a misplaced negative modifier -- but I can't remember it exactly.
My sig will reappear when this forum stops being stupid and gets sblock coding.
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13 months ago ::
Nov 22, 2008 - 3:24AM
#3
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Knife Trick feat (p. 23):
It doesn't point out that you can only make attacks of opportunity if you're holding an appropriate weapon, have the Martial Arts I feat, or (I think) have a natural weapon.
What this means is that you can actually only use the feat to draw a concealed weapon and make an attack of opportunity if you're a martial artist, a species with claws, or have another weapon already drawn.
I'm not sure that's the intention, but the wording "When you make an attack of opportunity, you can draw..." means that you must already be in a position to make an attack of opportunity to trigger the feat. The feat's wording doesn't allow you to draw a weapon and retroactively qualify for an attack of opportunity.
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13 months ago ::
Nov 22, 2008 - 3:49AM
#4
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Another one I noticed: If you apply Rapid Shot/Strike to the extra attack from Collateral Damage/Wicked Strike, they appear to trigger off themselves. Is this intentional?
My sig will reappear when this forum stops being stupid and gets sblock coding.
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13 months ago ::
Nov 22, 2008 - 10:07AM
#5
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Another one I noticed: If you apply Rapid Shot/Strike to the extra attack from Collateral Damage/Wicked Strike, they appear to trigger off themselves. Is this intentional? But you can't use Rapid Shot or Rapid Strike with the subsequent attack roll. Why? Because Rapid Shot or Strike modify your damage dice, something you cannot do because your damage is already a set number IF you hit. Or at least thats how I read it.
On another note, can the Outlaw's Double Up talent be used in Starship Scale? The wording for the prerequisite talents all use the terms opponent and ally, so there doesn't seem to be anything in there that would prevent usage in Starship Scale.
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13 months ago ::
Nov 22, 2008 - 10:09AM
#6
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Armor Upgrade Slots:page 37Upgrade Slots [snip] Every stock piece of equipment has a single unusesed upgrade slot. Medium Armors have two free slots, and heavy armors have three. A few other models of items also include more upgrade slots as stock issue, thought this is rare and specifically noted. page 44
Armor Upgrades [snip] Like most equipment, all armors have one free upgrade slot, but powered armor always has two free upgrade slotts. This often makes these heavier, slower armors appealing to mercenaries and hunters as mobile equipment platforms, even if a lighter armor might allow them to avoid more attacks. page 48 seems to confirms page 44
GTU AV-1C Combat Armor and GTU AV-1S Scout Armor Last sentence: The armor is powered, giving it two free upgrade slots. As comparision from the KOTORCG: [LIST] [*]Mandalorian Neo-Crusader Light armor has 4 unused Upgrade slots. [*]Mandalorian Combat Suit (Light armor) has 5 unused Upgrade slots. [*]Mandalorian Neo-Crusader Battle Armor (Medium Armor) has 6 unused Upgrade slots. [*]Mandalorian Neo-Crusader Assault Armor (Heavy Armor) has 6 unused Upgrade slots. [/LIST]
[Edit]: Another thing: The GTU-Armor has an advanced repulsorlift system that replicates an jet-pack. How many upgrate slots does that thing use?
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13 months ago ::
Nov 22, 2008 - 10:14AM
#7
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re: upgrade slots
Not sure about game balance issues, but Mando armor is supposed to be highly customizable, right?
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13 months ago ::
Nov 22, 2008 - 10:19AM
#8
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Beskar'gam page 48 Scum & Villainy The beskar'gam is the traditional suit of Mandalorian Armor. Unlike the armor of the Neo-Crusader, most suits of beskar'gam are individually tailored to the wearer. [snip] Though not powered armor, the armor has two fee upgrade slots.
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13 months ago ::
Nov 22, 2008 - 12:45PM
#9
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But you can't use Rapid Shot or Rapid Strike with the subsequent attack roll. Why? Because Rapid Shot or Strike modify your damage dice, something you cannot do because your damage is already a set number IF you hit. Or at least thats how I read it. Three (independent) ways I would argue that:
1) Rapid Shot is applicable anyway -- just because a blaster does 3d8 doesn't mean that you can't apply RS damage to it.
2) Rapid Shot might not give you extra damage, but you can apply it. In most situations like this you wouldn't want to, as you take a penalty for no benefit, but here there's good reason to.
3) Rapid Shot applied to the original damage, and is therefore counted as "applied" to this attack since its damage is based off of the previous one. I don't like this argument at all, but it could be made.
My sig will reappear when this forum stops being stupid and gets sblock coding.
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13 months ago ::
Nov 23, 2008 - 11:10AM
#10
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Three (independent) ways I would argue that:
1) Rapid Shot is applicable anyway -- just because a blaster does 3d8 doesn't mean that you can't apply RS damage to it.
2) Rapid Shot might not give you extra damage, but you can apply it. In most situations like this you wouldn't want to, as you take a penalty for no benefit, but here there's good reason to.
3) Rapid Shot applied to the original damage, and is therefore counted as "applied" to this attack since its damage is based off of the previous one. I don't like this argument at all, but it could be made. 1) What? Who said anything about d8's? The fact is that the damage that can be dealt is half of what you did to the initial target. Rapid Shot should not be applicable because of that fact.
2) Except on normal attack rolls, which the one that is being discussed right now is not, there is always an effect for using rapid shot. Plus, even if you wanted to take the penalty anyways, just for kicks, you wouldn't be damaging them with Rapid Shot, you would be damaging them with Collateral Damage as it is the usage of that feat which determines the damage, so you couldn't pull out another use of the feat from that.
3) Again, you aren't damaging the target with Rapid Shot, that was entirely the first attack, instead you are dealing damage as a result of Collateral Damage.
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