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Maximum Actions Per Round
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Akari
Commander
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Joined: 09 Feb 2005
Posts: 256

PostPosted: Wed May 17, 2006 4:09 am    Post subject: Reply with quote

In our campaign we can do so many actions until one of them would drop below 1d if you took another one. Worked pretty well so far. So, in our example he would need a revolver skill (specialization) of 14d to fire 6 shots, reload and fire another 6 shots in one round (13 actions). Unfortunately one round is still longer then 2.99 seconds...

So, perhaps you could develop an advanced skill that allows you to empty an entire magazine in one or two actions. Hitting 14 targets in 3 rounds however is entirely possible under the current ruleset, though quite unlikely if you ask me.
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Pel
Line Captain
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Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Wed May 17, 2006 7:15 am    Post subject: Reply with quote

We follow the -1D per additional action rule and haven't had much trouble with it.

I've found that players (myself included) only fire a riduculous number of shots / round if they're faced with massive numbers of weak opponents. When pitted against skilled or superior opponents, they take far fewer shots, devoting more of their attention to the fight instead of taking the penalty and raining lead on the entire block.

It really depends on how the GM wants to run the NPC opponents.
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Vartax
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Joined: 13 Oct 2003
Posts: 203
Location: Salem, OR

PostPosted: Sun Jun 18, 2006 4:53 am    Post subject: Reply with quote

After reading this topic, and having that kind of limitation put on my characters before, I came to like the idea of the number of any actions that a character does under Dex (which is all the attacks on a character level) are limited by the die total. Thus if a character had 6d in blaster they could shoot up to 6 times. This also works with the powerful jedi that has mucho force skills in lightsaber combat. If said jedi has 6d lighter saber and 6 dice in sense to attack that is 11d per the game rules which means un restricted they could attack many more than 6, but with this variation they are limited to only 6.
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Camero
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Joined: 03 Feb 2006
Posts: 448

PostPosted: Sun Jun 18, 2006 9:44 am    Post subject: Reply with quote

I think that the Jedi with 11d (6 lightsaber and 5 control) to use his lightsaber would be able to do 11 lightsaber actions if necessary - block 8 blaster shots and slice 3 guys. I just see it as a benefit of the force, it really increases his skill to the point that multiple actions become much more do-able. But that is just me.
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Jedi Skyler
Moff
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Joined: 07 Sep 2005
Posts: 8440

PostPosted: Mon Jun 19, 2006 11:59 am    Post subject: Reply with quote

Akari wrote:
In our campaign we can do so many actions until one of them would drop below 1d if you took another one. Worked pretty well so far. So, in our example he would need a revolver skill (specialization) of 14d to fire 6 shots, reload and fire another 6 shots in one round (13 actions). Unfortunately one round is still longer then 2.99 seconds...

So, perhaps you could develop an advanced skill that allows you to empty an entire magazine in one or two actions. Hitting 14 targets in 3 rounds however is entirely possible under the current ruleset, though quite unlikely if you ask me.


If you're talking that kind of quick time frame, I'm going to have to assume the character is using speed loaders; unless they're A) Force-boosting their abilities, or B) Cybernetically enhanced to speed up their reflexes, they're not going to be able to fire six shots, reload six cylinders, and fire another six shots in that short a time...
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