Author Topic: SW Saga edition. What should I know?  (Read 10945 times)

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Pimpforged

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Re: SW Saga edition. What should I know?
« Reply #40 on: January 28, 2011, 11:43:38 AM »
Just be a TWF Jedi/Soldier. Make sure you take Block/Deflect and the soldier talent that lets you move someone down a condition whenever your attack roll exceeds their dmg threshold. If your damage is high enough as well, they move down 2 conditions on every hit. Once you hit about lvl 7, you should be able to easily drop most opponents with one full attack.

If you are dark side make sure that you take dark rage + the sith apprentice talent that lets you regenerate 1 force point at the end of each combat.

Combat begins, pop dark rage and spend a force point so it lasts the entire fight, murder everything, combat ends, regenerate the force point you spent.
« Last Edit: January 28, 2011, 11:47:14 AM by Pimpforged »

archangel.arcanis

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Re: SW Saga edition. What should I know?
« Reply #41 on: March 18, 2011, 01:30:10 PM »
"That is not dead which can eternal lie. And with strange aeons even death may die."

Well this is finally getting going again. The GM for this will be over today for us to begin working on the game.

What I know as of right now is:
3 players and a likely DMPC.
Clone Wars time frame.
One player wants to play a clone trooper, not a good optimizer but good enough to make a mostly competent character and smart enough to listen to advice.
Me and the other player were discussing Jedi but are partly undecided.
Dark side isn't an option so any dark powers will require Many shades of the force, which will be allowed.

Safe assumptions:
Likely a generous point buy for stats.
Mostly grunt enemies, not too much optimization from the GM.
if the clone trooper tries to execute order 66 on us he will get the shit murdered out of him.
We probably won't abuse the condition track just to be fair to the GM. If he starts to abuse it against us, then I'm pulling out all the stops. I doubt he will though, at least not on purpose.

So I'm still thinking going with my build from earlier of Scout1/Jedi/Jedi Knight/Jedi Master. Also still trying to pick a race. I kinda like the Transdoshans but I'm thinking Human will be the better choice for the skill and feat.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

McPoyo

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Re: SW Saga edition. What should I know?
« Reply #42 on: March 18, 2011, 01:45:52 PM »
Are you focusing on casting, or swatting?
[Spoiler]
A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time.  I give you much fu.
Three Errata for the Mage-kings under the sky,
Seven for the Barbarian-lords in their halls of stone,
Nine for Mortal Monks doomed to die,
One for the Wizard on his dark throne
In the Land of Charop where the Shadows lie.
[/spoiler]

archangel.arcanis

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Re: SW Saga edition. What should I know?
« Reply #43 on: March 18, 2011, 01:46:54 PM »
Pretty sure swatting with the force as buffs and utility. though if the other player thinking about a jedi wants to swat some I may go more caster style so we don't have an entire team focused on combat while neglecting everything else.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

Echoes

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Re: SW Saga edition. What should I know?
« Reply #44 on: March 18, 2011, 01:54:16 PM »
What level are you starting at? At high levels, if you intend to use force powers offensively at all, you need the Fringe Savant + Serenity (+ Baran Do) combo. Dark Rage + MSotF + assorted stuff will get you plenty of murderation (although you do need force point regeneration, at least 1/encounter), and it doesn't require Serenity spam. I'm partial to unarmed combat myself, but anything melee works.

Dipping 3 levels of Scout is basically mandatory for all Force users (Fringe Savant + Evasion), just like Noble 1 is basically required for Droids.

Honestly, deflect/block seem like losing options at high levels. Thanks to the skill vs. attack/defense scaling issues, there's basically no way to reliably deflect at high levels outside of Serenity, which is not at all practical, or possibly Crime Lord. You're much better off optimizing initiative and playing RLT with force powers at that point.

That said, can you be a "shady" Jedi? Because Crime Lord rocks for defensive builds thanks to their fear talent. -6 to all attacks made against you is really solid. It's one of the few ways to get deflect to actually work decently at high levels.
« Last Edit: March 18, 2011, 02:37:18 PM by Echoes »
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Quotes I Found Entertaining:

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As a general rule, murdering people and taking their stuff is pretty much superior to breaking their stuff, murdering them, then not having any stuff to take.

Out of Context Theater
[spoiler]
Oh I'll make a party. I'll make a party so hard... I'll make a party that makes you feel so awkward downstairs.

You'll see the party and only be able to respond, "Oh yeah baby."
[/spoiler]

archangel.arcanis

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Re: SW Saga edition. What should I know?
« Reply #45 on: March 18, 2011, 02:03:22 PM »
Don't know a starting level yet. I know last time we talked about it we were discussing above first but never got it hammered out. I'll likely find out tonight. Best guess would be level 3-5.

I don't know how shady he will let us get, we are supposed to be the good guys and he already stated he can't handle us being evil (he has seen how nasty my evil characters get).
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

McPoyo

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Re: SW Saga edition. What should I know?
« Reply #46 on: March 18, 2011, 02:08:06 PM »
Wookie.
[Spoiler]
A gygaxian dungeon is like the world's most messed up game show.

Behind door number one: INSTANT DEATH!
Behind door number 2: A magic crown!
Behind door number 3: 4d6 giant bees, and THREE HUNDRED POUNDS OF HONEY!
They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

Sometimes, their tits (3.5) get enhancements (houserules), but that doesn't mean people don't like nice tits.

Though sometimes, the surgeon (DM) botches them pretty bad...
Best metaphor I have seen in a long time.  I give you much fu.
Three Errata for the Mage-kings under the sky,
Seven for the Barbarian-lords in their halls of stone,
Nine for Mortal Monks doomed to die,
One for the Wizard on his dark throne
In the Land of Charop where the Shadows lie.
[/spoiler]

archangel.arcanis

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Re: SW Saga edition. What should I know?
« Reply #47 on: March 21, 2011, 01:10:17 PM »
Well things got all kinds of crazy when we started making characters Friday. We started at level 3, a 32 point buy, max hp for those 3 levels, & 3x max 1st level credits to spend on gear. The other player that has been in on this game all along is going Jedi using the force as his primary focus, he plans on getting many shades of the force on force lightning. I warned him it will be hard at higher levels but he decided that is what he wanted to do. The player who just joined up is playing a scoundrel and going into gunslinger. He will be our party face and probably be the only one who does a whole lot of condition track movement. We have a 4th player that will join us this week with totally unknown character ideas. The GM will have a Jedi with us as the teacher for the young Jedi.

As for me I'm thinking I'll be the utility skills and area guy. I'm an experimental clone trooper with Neo-Crusader Assault armor & a BlasTech DLT-20 rifle. I agreed to strip off the jetpack for the GM's sake and have 2 internal generators in my armor as well as some integrated component slots and the half weight mod. I went with a high int high str build for it. I'm away from my unfinished sheet right now, but I know I trained in Mechanics, Use Computer, Pilot, and a few other skills that seemed appropriate. I picked up Tech specialist and the piloting feats as well as heavy armor prof and martial arts 1. I plan on going into the Elite Trooper PrC to get some DR and talents to support my blaster use. I plan on netting burst fire on my next level so I can actually begin using area attacks.

So is there anything I'm missing that I really should get? I'm going for a Combat Engineer/Pilot type role within the party, and will start to mod everything we have to make it as good as possible once we know we will keep them. I think I'm the furthest along in my character but can change anything out if I need to.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

LordBlades

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Re: SW Saga edition. What should I know?
« Reply #48 on: March 28, 2011, 10:00:58 AM »
Well things got all kinds of crazy when we started making characters Friday. We started at level 3, a 32 point buy, max hp for those 3 levels, & 3x max 1st level credits to spend on gear. The other player that has been in on this game all along is going Jedi using the force as his primary focus, he plans on getting many shades of the force on force lightning. I warned him it will be hard at higher levels but he decided that is what he wanted to do. The player who just joined up is playing a scoundrel and going into gunslinger. He will be our party face and probably be the only one who does a whole lot of condition track movement. We have a 4th player that will join us this week with totally unknown character ideas. The GM will have a Jedi with us as the teacher for the young Jedi.

As for me I'm thinking I'll be the utility skills and area guy. I'm an experimental clone trooper with Neo-Crusader Assault armor & a BlasTech DLT-20 rifle. I agreed to strip off the jetpack for the GM's sake and have 2 internal generators in my armor as well as some integrated component slots and the half weight mod. I went with a high int high str build for it. I'm away from my unfinished sheet right now, but I know I trained in Mechanics, Use Computer, Pilot, and a few other skills that seemed appropriate. I picked up Tech specialist and the piloting feats as well as heavy armor prof and martial arts 1. I plan on going into the Elite Trooper PrC to get some DR and talents to support my blaster use. I plan on netting burst fire on my next level so I can actually begin using area attacks.

So is there anything I'm missing that I really should get? I'm going for a Combat Engineer/Pilot type role within the party, and will start to mod everything we have to make it as good as possible once we know we will keep them. I think I'm the furthest along in my character but can change anything out if I need to.

Why high Str high Int?
If you're going ranged attack route, you're going to need Dex more than Str.

archangel.arcanis

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Re: SW Saga edition. What should I know?
« Reply #49 on: March 28, 2011, 12:20:40 PM »
I was going to need the skills and str for carrying gear. I have since refined it to be a better area hoser though. I went with a 14 int, 15 str, 16 dex setup. I gave up on the heavy armor since it was obviously going to cause my GM some trouble. I also pawned off pilot role to one of the other players once I saw how poor I was at combat due to spreading myself thin. I have a blaster carbine and a mini-blaster cannon now. Once I get burst fire feat I'm modifying my cannon to have full auto capabilities and use burst fire with it.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren