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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Mon Feb 15, 2010 6:45 pm    Post subject: 5D Dex for Royal guard? |   |  
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				| Talking with one of the editors of a module of mine, he seems to think that the 5D that Royal guardsmen have BY the book, is a little too excessive. What do you all think?>
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		| Nico_Davout Commander
 
  
  
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				|  Posted: Mon Feb 15, 2010 7:08 pm    Post subject: |   |  
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				| Yes, I think they should have 4D of DEX, but at least 8D or 9D of Blaster, Dodge, Melee, Brawling and other skills. These guys were super elite troops. One guardsman could take one TIE down with single blaster pistol  . I would also give him "Armor Proficiency" from D20 (I give this feat to all Stormtroopers in my games). They were trained in these armors, after many years of practice it was their second skin. _________________
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 7:28 pm    Post subject: |   |  
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				| Im keeping the 5D Dex. Its been there for so long so it has become one of the 'trademarks' (mechanic wise) of the RG. 
 Regarding the Dex penalty I have the following rule:
 Armor penalties can be negated with a combination of personalization and training. Personalization can only be made by an expert armorer. It cost 10% per 'pip' to personalize the armour. Once a armour has been personalized to a wearer he may start training to learn to negate the Dex penalty. The training is normally abstracted into a CP cost of 10 CPs/pip, allthough some training at 'down times' are often done. A maximum of 1D Dex penalty can be negated this way.
 
 Id assume that 'crack elite troops' like Stormtroopers and Royal Guards have done this. Perhaps Stormtroopers dont have personalized armors, but they too almost live inside their armors so I assume they only have a -1 'pip' Dex penalty.
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		| Ankhanu Vice Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 7:33 pm    Post subject: |   |  
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				| Keep in mind that not only are they the super elite troops, but they're also biologically modified through surgery and drugs to be better.  5D Dex represents some of that engineering. _________________
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		| Hellcat Grand Moff
 
  
  
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				|  Posted: Mon Feb 15, 2010 7:36 pm    Post subject: |   |  
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				| Casually looking at the rules for improving attributes, there is nothing in it that says you can't go above the species max. But the key phrase in there is casually looking. It does say the the GM roles the max and the player has to get equal to or less than the max for their attribute to go up. Which means to me that 5D Dex for a royal guardsman is fine as that means they've improved their dexterity beyond the human norm. _________________
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:09 pm    Post subject: |   |  
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				|  	  | Ankhanu wrote: |  	  | Keep in mind that not only are they the super elite troops, but they're also biologically modified through surgery and drugs to be better.  5D Dex represents some of that engineering. | 
 
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:11 pm    Post subject: |   |  
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				|  	  | Hellcat wrote: |  	  | Casually looking at the rules for improving attributes, there is nothing in it that says you can't go above the species max. But the key phrase in there is casually looking. It does say the the GM roles the max and the player has to get equal to or less than the max for their attribute to go up. Which means to me that 5D Dex for a royal guardsman is fine as that means they've improved their dexterity beyond the human norm. | 
 
 Most of the time theres no need for a 'cap', Character Points usually is the limiting factor..  8)
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		| Esoomian High Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:13 pm    Post subject: |   |  
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				| There is a rule for exceeding species maximums but I'm not sure of the exact details. I think you spend the character points and then make a roll against a hidden dice roll from the GM. If you succeed then you can put the stat up if you fail then you get half the character points back and the stat stays the same. _________________
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		| atgxtg Rear Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:18 pm    Post subject: |   |  
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		| ZzaphodD Rear Admiral
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:25 pm    Post subject: |   |  
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				|  	  | Esoomian wrote: |  	  | There is a rule for exceeding species maximums but I'm not sure of the exact details. I think you spend the character points and then make a roll against a hidden dice roll from the GM. If you succeed then you can put the stat up if you fail then you get half the character points back and the stat stays the same. | 
 
 IIRC it works like this. When you raise above maximum, you roll the Stat code your raising to (for example 4D+1) and the GM rolls your Racial Maximum (For humans 4D). If you roll higher than the GM you lose your CPs (may be half CPs, or that was house rule) and raise fails.
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		| Hellcat Grand Moff
 
  
  
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				|  Posted: Mon Feb 15, 2010 8:57 pm    Post subject: |   |  
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				| Page 35 of the 2nd edition, R&E: 
 
  	  | Quote: |  	  | Improving Atributes. Characters may improve an attribute one pip at a time. The Character Point cost is the number before the "D" times 10. 
 The training time is one week per Character Point spent if the character has a teacher. Without a teacher, the training time is two weeks per Character Point. A character must train to improve an attribute, but the training time is reduced one day per additional Character Point spent (minimum of one week training).
 
 When a character improves an attribute one pip, all skills under that attribute (except advanced skills) also increase by one pip.
 
 There is a limit to how high an attribute can go -- a person can only be so smart or strong. At the end of training time, the character rolls the new attribute die code. The gamemaster must roll the attribute's maximum (as listed in the species description in "Aliens").
 
 If the character's roll is equal to or less than the gamemaster's die roll, the character's attribute goes up.
 
 If the character's roll is higher, the attribute doesn't go up and the character gets half of the Character Points back.
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 I didn't include both examples given. The first example is basically talking training time and skill increase, showing that it takes 20 weeks to improve Knowledge from 2D+2 to 3D with a teacher and alien species: Wookiees goes from 3D+2 to 4D when Knowledge is improved by one pip. The second example talks about the limiting, and uses the character being a human improving above the max of 4D in Dexterity. In this case the player in the example rolls a 17 after training and the GM rolls a 15 so the character doesn't get 4D+1 as their new Dexterity code, but they get 20 CP back.
 
 On page 212, discussing alien species stats it says this on improving attributes:
 
 
  	  | Quote: |  	  | Attribute Die Range: Each species has a seperate listing for each attribute (Dexterity, Knowledge, Mechanical, Perception, Strength and Technical). Except in a small number of cases, members of that species may not have an attribute listing lower than the first number (the minimum) or higher than the second number (the maximum). With experince, Characters can invest Character Points to increase their attributes above the maximum. | 
 
 Of course individual house rules do apply. But if you don't want to go with the house rules, WEG did make it possible for 5D in Dexterity for Royal Guardsmen, just they have to train 120 weeks (40 per each time they increase their Dexterity by +1) minimum in order to get up there.
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		| Fallon Kell Commodore
 
  
  
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				|  Posted: Thu Mar 10, 2011 4:02 am    Post subject: |   |  
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				|  	  | Nico_Davout wrote: |  	  | I would also give him "Armor Proficiency" from D20 (I give this feat to all Stormtroopers in my games). They were trained in these armors, after many years of practice it was their second skin. | 
 I skip the armor proficiency all together. Wookieepedia says "Although ceremonial, the red armor did not hamper movement or fighting." StarWars.com's databank says "In terms of maximum protection with minimal encumbrance, the Royal Guard armor is a quantum leap beyond that worn by Imperial stormtroopers." (I am, by the way assuming that the author thought a quantum leap was really really big, not smaller than an atom...) The short answer is that WEG got it wrong when they put a dexterity penalty on the armor.
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Thu Mar 10, 2011 5:39 am    Post subject: |   |  
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				| Too true.. Heck i feel some of the armors out there have not enough penalties and some have too much. _________________
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		| Anakin Lieutenant Commander
 
  
  
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				|  Posted: Fri Mar 11, 2011 4:52 am    Post subject: |   |  
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				|  	  | Hellcat wrote: |  	  | Page 35 of the 2nd edition, R&E: 
 
  	  | Quote: |  	  | Improving Atributes. Characters may improve an attribute one pip at a time. The Character Point cost is the number before the "D" times 10. 
 The training time is one week per Character Point spent if the character has a teacher. Without a teacher, the training time is two weeks per Character Point. A character must train to improve an attribute, but the training time is reduced one day per additional Character Point spent (minimum of one week training).
 
 When a character improves an attribute one pip, all skills under that attribute (except advanced skills) also increase by one pip.
 
 There is a limit to how high an attribute can go -- a person can only be so smart or strong. At the end of training time, the character rolls the new attribute die code. The gamemaster must roll the attribute's maximum (as listed in the species description in "Aliens").
 
 If the character's roll is equal to or less than the gamemaster's die roll, the character's attribute goes up.
 
 If the character's roll is higher, the attribute doesn't go up and the character gets half of the Character Points back.
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 I didn't include both examples given. The first example is basically talking training time and skill increase, showing that it takes 20 weeks to improve Knowledge from 2D+2 to 3D with a teacher and alien species: Wookiees goes from 3D+2 to 4D when Knowledge is improved by one pip. The second example talks about the limiting, and uses the character being a human improving above the max of 4D in Dexterity. In this case the player in the example rolls a 17 after training and the GM rolls a 15 so the character doesn't get 4D+1 as their new Dexterity code, but they get 20 CP back.
 
 On page 212, discussing alien species stats it says this on improving attributes:
 
 
  	  | Quote: |  	  | Attribute Die Range: Each species has a seperate listing for each attribute (Dexterity, Knowledge, Mechanical, Perception, Strength and Technical). Except in a small number of cases, members of that species may not have an attribute listing lower than the first number (the minimum) or higher than the second number (the maximum). With experince, Characters can invest Character Points to increase their attributes above the maximum. | 
 
 Of course individual house rules do apply. But if you don't want to go with the house rules, WEG did make it possible for 5D in Dexterity for Royal Guardsmen, just they have to train 120 weeks (40 per each time they increase their Dexterity by +1) minimum in order to get up there.
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 Since I tend to have extremely bad luck with dice, I normally skip the rule of having to roll against GM. I just make the price very high, and then it's up to the player to decide if he wants to spend his precious CPs on this.
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		| garhkal Sovereign Protector
 
  
  
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				|  Posted: Fri Mar 11, 2011 5:42 am    Post subject: |   |  
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				| Such as?? _________________
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