05-13-2012, 09:35 AM | #31 |
Join Date: Mar 2012
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
I think that a successful parry gives the chance for a sword lock (haven't read MA yet), which is broken with an extended contest of ST. Winner gets an immediate attack.
Another thing is that small spaceships follow adifferent set of rules than big spaceships, and GURPS is set up so that everything follows the same set of rules Last edited by samd6; 05-13-2012 at 09:36 AM. Reason: forgot spaceships |
05-13-2012, 09:52 AM | #32 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
Quote:
Though most duels took several seconds anyhow. Using Beat as part of your style makes basic ST relevant and is good for when your up against a high DX or more skilled opponent because if he blocks or parries your knocking the defending device out of position and he has to work against your ST. Then you follow up with your lethal strike. Beats were not in 3e so took me a bit to get them but once I did I found they were quite useful for stronger and more aggressive people to use. The ONLY reason there good for a light saber duel is that one saber can parry another. The extra Striking ST (only for beats, only with Light Saber) helps this but does not increase damage but would not be needed. Which I think is key as Anakin used his aggressiveness and physical ST before learning to master any specific style which then improved on what he instinctively used. If my limitations for the above are correct then Striking ST +1 (-80%) would be exactly 1 point putting it in perk territory so easily being useful for just a few points. That is assuming you have no basic ST advantage in the first place, if you do you dont even need it to overpower your opponent. Though of course more always helps :) |
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05-13-2012, 10:03 AM | #33 |
Join Date: Dec 2007
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
To represent the peculiarities of airplanes versus battlegroups, you'd have to have a unique "small ship" engine that gives you greater movement but can't be used on the big guys.
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05-13-2012, 10:58 AM | #34 |
Join Date: Sep 2007
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
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05-13-2012, 01:35 PM | #35 |
Join Date: Aug 2004
Location: Danville, VA USA
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
In a Star Wars game I ran I just made light sabres super-duper swords. If I remember correctly I made them Thr+1d imp Swg+2d cut with some big old armor divisor (I know it was 10 or better, it may have ignored DR). Otherwise they worked just like any other sword. With those stats they could consistently lop off body parts and with a good roll cut someone in half. Critical Failures with a "hit yourself" result were bad news though. I didn't make them burning because they didn't seem terribly good at setting things on fire; they just cut the crap out of stuff. Something big and tough (like a blast door) could be cut through given enough time.
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05-13-2012, 01:43 PM | #36 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
But you can only use it after the villain kicks your butt for around half an hour.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
05-13-2012, 04:20 PM | #37 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
Quote:
In the Clone Wars shorts that aired prior to RotS, it was remarked that Grievous is not a Force user, and has no defenses against Force TK abilities.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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05-13-2012, 05:57 PM | #38 |
Join Date: Mar 2012
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
So, I just ran the one-shot and things went very well. I think the only thing I'll really need to tweak is the armor I included in the game. The top-end armor will have to be toned down quite a bit. Currently:
"Combat Hard Suits exist. Most offer 80 (30lb), 100 (40lb), or 120 (50lb) DR and cost 8k, 12k, and 35k, respectively. Extremely customized suits will be hardened, and can reach DR150 – at a very high cost. DR 150 sells for 100k and hardened armors cost [base price * (level of hardening + 1)²], max 3 levels. Suits may be manufactured from certain rare, lighter materials as well, reducing overall weight by up to 40%. for every 10% reduction in weight, increase price by 20%." I'm thinking I'll drop this to 80, 100, and 120 as the pinnacle armor. |
05-13-2012, 06:23 PM | #39 | |
Join Date: Mar 2010
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
Quote:
I think the reason Grievous can get away with using lightsabers is just because his consequences of failure are much much lower than an ordinary person's - if he DOES cut off a leg, it is simply a repair job, and cutting off your torso by accident is much harder. Also, since there are control circuits interposed between his mind and his cybernetic limbs, he essentially has an additional and specialized brain that monitors this whole thing for him at all times - not something that an ordinary person can do. |
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05-13-2012, 06:25 PM | #40 |
Join Date: Mar 2010
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Re: Star Wars: Space Ships, Hyperspace Travel, Blasters, ST
If you don't mind my asking, what made you want to do Star Wars in GURPS? While I really like this system, it is a lot of work to convert specific universes into a playable format, especially one as idiosyncratic and cinematic as Star Wars. Was there something about the existing Star Wars RPG that turned you off?
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Tags |
spaceship, spaceship battles, spaceships, star wars, starships |
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