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1 year ago  ::  May 24, 2012 - 6:42AM #721
MERC_1
Date Joined: Feb 13, 2008
Posts: 1,303

May 20, 2012 -- 2:18PM, richterbelmont10 wrote:

I hesistate to allow the riot shield to have armor upgrades because in S&V under Armor Upgrades it says, "Amor upgrades are designed specifically for personal armors." The riot shield is not really a personal (wearable) armor. Also, many of the upgrades wouldn't make sense on a riot shield, such as Aquatic Adaptation, Climbing Claws, Environmental Systems, Gyro, Helmet Package, etc....


I withdraw my previous statement. That is I no longer believe that the Riot Shield (Threats page 77) should be eligible for Armor Upgrades. Why? As you said RB, it isn't armor!

When reading the description I see that this piece of equipment can be used in two different ways, either as cover (not armor) or as a contact stunner (a melee weapon). So maybe the Riot Shield should be in the Melee tab and not Armor? At least it should readily take Weapon Upgrades. As a GM I would probably allow the Armorplast upgrade as well, but that would be a house rule.

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1 year ago  ::  May 24, 2012 - 8:11PM #722
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,697

May 24, 2012 -- 6:42AM, MERC_1 wrote:

May 20, 2012 -- 2:18PM, richterbelmont10 wrote:

I hesistate to allow the riot shield to have armor upgrades because in S&V under Armor Upgrades it says, "Amor upgrades are designed specifically for personal armors." The riot shield is not really a personal (wearable) armor. Also, many of the upgrades wouldn't make sense on a riot shield, such as Aquatic Adaptation, Climbing Claws, Environmental Systems, Gyro, Helmet Package, etc....


I withdraw my previous statement. That is I no longer believe that the Riot Shield (Threats page 77) should be eligible for Armor Upgrades. Why? As you said RB, it isn't armor!

When reading the description I see that this piece of equipment can be used in two different ways, either as cover (not armor) or as a contact stunner (a melee weapon). So maybe the Riot Shield should be in the Melee tab and not Armor? At least it should readily take Weapon Upgrades. As a GM I would probably allow the Armorplast upgrade as well, but that would be a house rule.


I think the shield is in both the Armor and Melee tabs. As for armor or weapon upgrades, it's pretty confusing. I think I'll leave it to each GM to make their own call.


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
Force Power Summary - A quick reference tool for all force powers
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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1 year ago  ::  May 26, 2012 - 3:12PM #723
MERC_1
Date Joined: Feb 13, 2008
Posts: 1,303

May 24, 2012 -- 8:11PM, richterbelmont10 wrote:

As for armor or weapon upgrades, it's pretty confusing. I think I'll leave it to each GM to make their own call.


Good call! But what you could do is add an "*" to the description or name of the items that are not in fact stated as armor. But wait, the "*" symbol is overused as is, use something else like"".


As I said, the "*" symbol is overused and seldom explained in the Index and Character documents. When reading the Talent-tab for example, you can encounter the "*" symbol in the Prerequisites-tab, but it seems to have a different meaning than what is said at the top of the page: * = "may spend FP". At least when reading the talent Disarming Attack the * = "for the chosen weapon". There are * hear and there with an obscure meaning!

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1 year ago  ::  May 28, 2012 - 10:09AM #724
ewokontoast
Date Joined: Dec 26, 2001
Posts: 819

May 26, 2012 -- 3:12PM, MERC_1 wrote:

May 24, 2012 -- 8:11PM, richterbelmont10 wrote:

As for armor or weapon upgrades, it's pretty confusing. I think I'll leave it to each GM to make their own call.


Good call! But what you could do is add an "*" to the description or name of the items that are not in fact stated as armor. But wait, the "*" symbol is overused as is, use something else like"".


As I said, the "*" symbol is overused and seldom explained in the Index and Character documents. When reading the Talent-tab for example, you can encounter the "*" symbol in the Prerequisites-tab, but it seems to have a different meaning than what is said at the top of the page: * = "may spend FP". At least when reading the talent Disarming Attack the * = "for the chosen weapon". There are * hear and there with an obscure meaning!


The index started out for personal use, I certainly never thought of it growing into what it did...

Most asterisks are easy enough to figure out, but I also don't feel like going back and figuring them out either.

Come up with a system and send it to JemyM or richterbelmont10.

lurking, 
Shane 

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1 year ago  ::  May 30, 2012 - 4:09AM #725
MERC_1
Date Joined: Feb 13, 2008
Posts: 1,303

May 28, 2012 -- 10:09AM, ewokontoast wrote:

The index started out for personal use, I certainly never thought of it growing into what it did...

Most asterisks are easy enough to figure out, but I also don't feel like going back and figuring them out either.

Come up with a system and send it to JemyM or richterbelmont10.

lurking, 
Shane 


Nice to see that you are still around Shane, lurking in the shadows maybe, but still around.

Now this is something I may be able to help out with fixing. But right now work, school (and I'm far too old to go to school) and family is taking my time. I'm doing my BA and working att the same time.

Anyway, I found out that to search for the "*" sign in Exel, you have to type "~*" as "*" is a wildcard in Exel.

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1 year ago  ::  May 31, 2012 - 10:08AM #726
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,697

May 26, 2012 -- 3:12PM, MERC_1 wrote:

May 24, 2012 -- 8:11PM, richterbelmont10 wrote:

As for armor or weapon upgrades, it's pretty confusing. I think I'll leave it to each GM to make their own call.


Good call! But what you could do is add an "*" to the description or name of the items that are not in fact stated as armor.

But wait, the "*" symbol is overused as is, use something else like"‡".


Actually, I'm using comments instead of asteriks.



May 26, 2012 -- 3:12PM, MERC_1 wrote:

As I said, the "*" symbol is overused and seldom explained in the Index and Character documents. When reading the Talent-tab for example, you can encounter the "*" symbol in the Prerequisites-tab, but it seems to have a different meaning than what is said at the top of the page: * = "may spend FP". At least when reading the talent Disarming Attack the * = "for the chosen weapon". There are * hear and there with an obscure meaning!


I think I've figure this out. The * in a prerequisite means that the prerequisite has a prerequisite. For example, the prerequisite for Total Concealment is Hidden Movement*. The "*" on the Hidden Movement means that Hidden Movement also has a prerequisite: Improved Stealth. So instead of putting "Hidden Movement and Improved Stealth" as prerequisites for Total Concealment, they just put "Hidden Movement*".



May 28, 2012 -- 10:09AM, ewokontoast wrote:

The index started out for personal use, I certainly never thought of it growing into what it did...

Most asterisks are easy enough to figure out, but I also don't feel like going back and figuring them out either.

Come up with a system and send it to JemyM or richterbelmont10.

lurking, 
Shane 


Hey, welcome back!



May 30, 2012 -- 4:09AM, MERC_1 wrote:

Anyway, I found out that to search for the "*" sign in Exel, you have to type "~*" as "*" is a wildcard in Exel.


Thanks for this. I couldn’t figure out why I couldn’t search for a "*" sign.




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
Force Power Summary - A quick reference tool for all force powers
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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12 months ago  ::  Jul 31, 2012 - 6:03AM #727
JemyM
Date Joined: Jul 7, 2003
Posts: 585
Long overdue I added calculations for starship/vehicle Threshold, RefDef, FortDef, Attack, Grapple & Skill Checks. I discovered that the C. Quality column was lacking at best so I added the missing entries, sometimes by guessing based on the skills. Custom crews are always miscalculated though but I am fine with that. Since they are calculated they are by RAW not by the book. There are cases which this is wrong since the ship have bonuses to certain skills and stuff, my calculations do not take this in consideration. One interesting aspect is that you can change the C.Quality at any time to reveal values for better or worse crew than the statblock. Want a B-Wing with an Ace? Just change the S to an A and you get the new values.
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10 months ago  ::  Sep 12, 2012 - 8:55AM #728
JemyM
Date Joined: Jul 7, 2003
Posts: 585
I have slowly grown more and more needy of the NPC tab covering more stats than they do today. I am thinking about adding a few visible or hidden columns with NPC's attributes, feats and talents and a couple of other things. I am in no rush to do it all at once but I wanted to see what you guys think about this.
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10 months ago  ::  Sep 12, 2012 - 9:04AM #729
richterbelmont10
Date Joined: Sep 26, 2008
Posts: 5,697

Sep 12, 2012 -- 8:55AM, JemyM wrote:

I have slowly grown more and more needy of the NPC tab covering more stats than they do today. I am thinking about adding a few visible or hidden columns with NPC's attributes, feats and talents and a couple of other things. I am in no rush to do it all at once but I wanted to see what you guys think about this.


Sounds good. You can get a head start by copying from Old Benn's CharSheet&CombatTool. There's a tab in there called "BasicNPCandBeastInfo" that has all kinds of stats on all NPC's, droids, and beasts.




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
Force Power Summary - A quick reference tool for all force powers
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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10 months ago  ::  Sep 12, 2012 - 10:08AM #730
JemyM
Date Joined: Jul 7, 2003
Posts: 585

Sep 12, 2012 -- 9:04AM, richterbelmont10 wrote:

Sounds good. You can get a head start by copying from Old Benn's CharSheet&CombatTool. There's a tab in there called "BasicNPCandBeastInfo" that has all kinds of stats on all NPC's, droids, and beasts.



Holy mother of everything that is holy, I thought Old Benn was awesome before but that man is KING! And it's even updated with UR!

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