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Switch to Forum Live View Don't call it a generator, but...
6 months ago  ::  Nov 24, 2012 - 9:41AM #2261
TreebeardTheEnt
Date Joined: Sep 3, 2006
Posts: 180

Jul 8, 2012 -- 5:35PM, Arknight wrote:

2) Cost of tech specialist modifications are wrong. Currently the code is checking if (cost *1.1 > 1000) when it should be checking (cost * .1 > 1000). For the tech specialist ability, it's 1000 credits or 10% of the cost, whichever is more. This will probably apply to the superior Tech as well with the 20% of the cost. This is in the ModAttacks module under the ModifyWeapon subroutine.



I might be wrong, since I don'have my books with me, but I thought that tech specialist cost the tech 1,000 credits and coust the end user 2,000 credits (if it was purchased with the improvment).

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6 months ago  ::  Dec 13, 2012 - 10:58PM #2262
pokemaul2k4
Date Joined: Jul 1, 2009
Posts: 6
First time being on this thread so just wanted to say to Adam Kent, m0sch0ps, Ilmion, and anyone else contributing to that SagaSheet 1.4, bravo! Freaking bravo! Laughing Makes it so much easier and open for new players. So now on to what I was coming to comment on.

Its regarding the feat Riflemaster. I know the description specifically says it only works for blaster carbines, blaster rifles, heavy blaster rifles, and light repeating blasters, but couldn't that just refer to a subclass of rifle?

For example, the heavy blaster rifle part of it says that it increases the damage die. Couldn't this also increase the other variations of heavy assault, commando special (?), BlasTech DLT-20A, and possibly others? Of course, we would have to classify what would be considered a 'heavy blaster rifle' in that case (minimum dmg die, weight, cost, size, etc.) but not addressing that might limit options for choosing the feat altogether. Seems rather a waste to say you can only use generic rifles to gain those bonuses.

If it would be too iffy a case to classify submodels on a permanent basis, then we could just put it under the house rule section. 

Also for another problem I've noticed regarding portability: I've had friends try to run the spreadsheet on the OpenOffice version of Excel and they had less than thrilling results. Is there anything to do for this issue or is it simply an Excel only file?

Again, thanks for spreadsheet. It has made the game alot more fun and inviting.
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6 months ago  ::  Dec 15, 2012 - 9:24AM #2263
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,491

Dec 13, 2012 -- 10:58PM, pokemaul2k4 wrote:

Its regarding the feat Riflemaster. I know the description specifically says it only works for blaster carbines, blaster rifles, heavy blaster rifles, and light repeating blasters, but couldn't that just refer to a subclass of rifle?

For example, the heavy blaster rifle part of it says that it increases the damage die. Couldn't this also increase the other variations of heavy assault, commando special (?), BlasTech DLT-20A, and possibly others? Of course, we would have to classify what would be considered a 'heavy blaster rifle' in that case (minimum dmg die, weight, cost, size, etc.) but not addressing that might limit options for choosing the feat altogether. Seems rather a waste to say you can only use generic rifles to gain those bonuses.

If it would be too iffy a case to classify submodels on a permanent basis, then we could just put it under the house rule section. 


Since there’s no such thing as a “sub-class of rifle,” you would have to create a house rule if you want Riflemaster to increase the damage die of all these other blaster rifles.

A legal way to increase the damage dice of these weapons would be to use the Rakatan weapon template (KOTOR page 79). The weapon then becomes an exotic weapon.



Dec 13, 2012 -- 10:58PM, pokemaul2k4 wrote:

Also for another problem I've noticed regarding portability: I've had friends try to run the spreadsheet on the OpenOffice version of Excel and they had less than thrilling results. Is there anything to do for this issue or is it simply an Excel only file?


I think the sheet only works with Excel, not Open Office.




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5 months ago  ::  Dec 22, 2012 - 12:04AM #2264
Kingpin000
Date Joined: Mar 30, 2008
Posts: 797
In the file of one player there is a little error in the armor tab. If he changes one of the talents to Attune Armor of the Jenssarai and uses the attune dropbox under Modify Armor it adds the talent bonus of +2 Ref and +1 Max Dex twice.
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5 months ago  ::  Jan 02, 2013 - 12:28PM #2265
Target-Max_Firepower
Date Joined: Dec 25, 2012
Posts: 20
I'm having trouble with dual-wielding weapons. Could someone please inform me of the best way to input those in the weapons tab?

Thank you very much for such an amazing resource!!!!!

P.S. This is my first post on this forum as well.
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5 months ago  ::  Jan 09, 2013 - 1:51AM #2266
dbgoldberg323
Date Joined: Jul 4, 2006
Posts: 257
Keep up the unbelievably great work guys! Saga Edition is still going strong! I personally just started another campaign and my players are loving it. Without you guys, a lot of behind-the-scenes work would take triple the time. Many thanks!
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5 months ago  ::  Jan 09, 2013 - 8:27PM #2267
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,491

Jan 2, 2013 -- 12:28PM, Target-Max_Firepower wrote:

I'm having trouble with dual-wielding weapons. Could someone please inform me of the best way to input those in the weapons tab?

Thank you very much for such an amazing resource!!!!!

P.S. This is my first post on this forum as well.



You need the Dual Weapon Mastery feat for this to work. In the weapons tab, enter a weapon, and then enter a second weapon in to the right. Then you can click on the "Special Attacks" drop-down menu and it should give you the option of "Dual weapons." Also, the dual weapon attacks should be included in the Statblock tab.



...what the heck is this "Dice roller?"

My Star Wars Saga Edition RPG contributions:
Download my NPC statblocks, 4e style - Many NPC's for use in your campaign. Think of it like Threats of the Galaxy 2!
Combat and Skills Summary - A quick reference tool for combat rules and skill applications
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Post your NPC and encounter requests here - and a member of the community will create it for you

Saga Edition RPG resource documents & reference tools:
Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
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5 months ago  ::  Jan 09, 2013 - 11:50PM #2268
Target-Max_Firepower
Date Joined: Dec 25, 2012
Posts: 20
Thanks a lot for the help!

Hmmm, I have absolutely no idea what that is...
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4 months ago  ::  Jan 24, 2013 - 2:38AM #2269
mr.norway
Date Joined: Jan 24, 2013
Posts: 2
Where is the force traditions? I can not seem to find it anywhere
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4 months ago  ::  Jan 24, 2013 - 5:06AM #2270
sienn_sconn
Date Joined: Jun 2, 2010
Posts: 1,291
Most Force traditions are found in the chapter dealing with the Force in most boooks.

If you following the link, and go to page 16 and 17, you'll find the page number of the book with the associated tradition.
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