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2 years ago  ::  Jun 18, 2011 - 7:39AM #51
sithlord006
Date Joined: Feb 16, 2006
Posts: 1,108

Jun 18, 2011 -- 5:01AM, MERC_1 wrote:

Jun 18, 2011 -- 3:26AM, Edit wrote:

Anyone there?


Yes, we are here!
Did you ask a question? I thought we ironed out any bumps in the build...



Seconded.  What's left?  How could we be of service?

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2 years ago  ::  Jun 18, 2011 - 9:08AM #52
Edit
Date Joined: Jun 17, 2008
Posts: 177
ah, well. You asked a few questions, I answered them and was hoping for a reply, on weither I should go with 16/14 or stay with 15/15
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2 years ago  ::  Jun 18, 2011 - 9:40AM #53
StevenO
Date Joined: Apr 9, 2004
Posts: 14,334

Jun 18, 2011 -- 9:08AM, Edit wrote:

ah, well. You asked a few questions, I answered them and was hoping for a reply, on weither I should go with 16/14 or stay with 15/15



We can't give you a solid answer to that questiono because there are so many variables to consider and the final choice also comes down to what YOU think will be best for you.

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2 years ago  ::  Jun 18, 2011 - 11:00AM #54
sithlord006
Date Joined: Feb 16, 2006
Posts: 1,108
I did mention that 16/14 is the safer option, but 15/15 is, in my opinion, the ideal option under certain circumstances.  Sorry, without more information, information you don't have, I can't be more specific.
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2 years ago  ::  Jun 23, 2011 - 11:17PM #55
Malkairs917
Date Joined: Jun 24, 2011
Posts: 2
Guys I need some help!  I read through all your posts about jedi master and decided to make one for the next campain I was to join in.  When I got to the campain the gm kept insisting that usesing the Jedi master ability Serenity would place you in helplessness and allow you to be as he would say "one hit" because of this.  The way I see it is that you simply lose temperary dexterity bonus off your reflex defence, but not placed into helplessness.  Please help us clear up this issue.  (Below is the move from the saga rule book)

Serenity: You may enter a brief meditative state as a full-round action.  you may remain in this trance as long as you wish, and you are still aware of your surroundings; however, you do lose your Dexterity bonus to your reflex defence.  Upon emerging from the trance (a swift action), your first attack roll or Use the Force skill check made in the following round is considered to be a natural 20.
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2 years ago  ::  Jun 24, 2011 - 7:25AM #56
sithlord006
Date Joined: Feb 16, 2006
Posts: 1,108
I believe there was errata for this ability and as per the errata, your GM is correct.  Serenity is a powerful ability in RAW and it was changed.  Still, use it cautiously and it isn't bad.  Besides that, the other third tier force classes get crap abilities so there isn't any reason the Jedi Master should be the exception.  Its still a good class, and in particular to a Force wielding master.

If I remember correctly, a Coup de Grace is a full round action, so unless you're crazy and use the ability while adjacent to a melee character.  Keep that in mind and you'll be fine.  A natural twenty is powerful, and getting one on demand is crazy powerful.
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2 years ago  ::  Jun 24, 2011 - 7:20PM #57
Malkairs917
Date Joined: Jun 24, 2011
Posts: 2
Yeah I did some crazy stuff with Serenity in the game I played today.  It all worked out in the end, even being exposed for a full turn.  Maybe you can resolve the other issue we ran into.  

I successfully rolled a natural 20 on a Move Object check against an enamy to hold him in the air.  So while I held him in the air my ally ran up with a vibro axe to make an attack.  We all ended up spending about 10 minutes looking through the book trying to figure out what negative he would have to his defence if any due to the fact im holding him in the air.

Maybe we just overlooked it in the core rule book?  Thanks for helping by the way. :D 
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2 years ago  ::  Jun 24, 2011 - 7:40PM #58
sithlord006
Date Joined: Feb 16, 2006
Posts: 1,108
To the best of my knowledge, you did not find anything because no reference exists.  At worst, I could see taking away Dex mods to defense, but certainly nothing worse than that.  It isn't helpless by any stretch of the imagination.  Personally I would not enforce any penalty, and I believe that is the RAW ruling.

PS: I don't think natural 20s are relevent on skill checks as far as their effects go.  For example, a natural twenty on UtF will restore your powers, but if your total check is 34 and the enemy targeted has a defense of 36,  your 'attack' misses because it isn't actually an attack, despite rolling a d20 with the effect of causing damage.  It is a skill check.  Incidentally, Force Powers can't score critical hits, either.  All that is relevent is the total check.
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2 years ago  ::  Jun 24, 2011 - 7:57PM #59
StevenO
Date Joined: Apr 9, 2004
Posts: 14,334

Jun 24, 2011 -- 7:20PM, Malkairs917 wrote:

I successfully rolled a natural 20 on a Move Object check against an enamy to hold him in the air.  So while I held him in the air my ally ran up with a vibro axe to make an attack.  We all ended up spending about 10 minutes looking through the book trying to figure out what negative he would have to his defence if any due to the fact im holding him in the air.

Maybe we just overlooked it in the core rule book?  Thanks for helping by the way. :D 



Natural 20s or 1s on matter on attack rolls.  With skill checks, even if they are used as an attack, rolling a 20 or 1 is treated just like anyother roll with no special effects (although a 20 with UtF to activate a Force Power will replentish a character's Force suite) besides what that result normally produces.  Some skill checks can be too simple to fail and others to hard to achieve.

Now holding on to somebody with Move Object or Force Grip does nothing to reduce his defense scores from the attacks of others.  You may "have a hold on them" using the Force but your hold isn't that firm and doesn't prevent them from taking their normal defense.
 

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