05-13-2012, 06:55 PM | #41 | |
Join Date: Mar 2012
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
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Anyway, I decided on sci-fi, but the only sci fi I really like, know and could see myself running is space opera, and I'd wanted to do something Star Wars-like for a long time. Initially, this was supposed to be something akin to some other Galaxy in a Star Wars-like universe, but I ended up deciding that having a good chunk of pre-made fluff, that all of us enjoy to fall back on wasn't the worst thing, since a lot of my focus would be on mechanics while we learn a new system. |
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05-14-2012, 01:55 PM | #42 | |
World Traveler in Training
Join Date: Apr 2005
Location: Chicago, IL
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
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I'd like to do a Clone Wars campaign soon, so I'll have to see about lightsaber mechanics, too. One way that lightsabers stay out of the hands of non-Force-users is that only Jedi/Sith know the techniques to construct them. So if you own one, and aren't a Force user, you probably killed someone to get it.
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"People demand freedom of speech as a compensation for the freedom of thought which they seldom use." -- Kierkegaard http://aerodrome.hamish.tripod.com |
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05-14-2012, 03:56 PM | #43 |
Join Date: Mar 2012
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
Lightsaber mechanics weren't much of an issue in last night's play. The only thing I think I'll tweak is that I won't let lightsaber crystals that increase armor divisor stack with one another and I won't allow more than one level of hardening for armor, just to keep enemies with standard gear relevant. For cinematic reasons, I'm making it easier to be able to deflect blaster bolts with a lightsaber, as well, basing parry on the weapon skill and only requiring force sensitivity to attempt it. I'm making it very difficult, however, to redirect and aim deflections.
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Tags |
spaceship, spaceship battles, spaceships, star wars, starships |
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