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Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:33 am
by Dayana Valthren
Dapper Dog wrote:
Dayana Valthren wrote:Are there any potential rolls to snap Shaisha out of her "murder us" state?

Maybe, explain to me what you want to do?

I have a few ideas. Leadership to inspire Shaisha to break free, Charm for a more loving approach, Discipline for general Force shenanigans, and Influence to try to, well, influence that control over her via the Force.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:36 am
by Dapper Dog
Influence won't really work Daunting check for the others. With the Despair if you choose to use will give you a free upgrade on this and I will be using GM destiny so 1 red and 3 purple.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:42 am
by Lord Jo'ren Rath
How many in the minion group of Imperial Guard?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:43 am
by Dapper Dog
Lord Jo'ren Rath wrote:How many in the minion group of Imperial Guard?

3.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:48 am
by Alister Dravvad
Should I roll initiative for just Alister. Or all his friends as well?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:51 am
by Dayana Valthren
Dapper Dog wrote:Influence won't really work Daunting check for the others. With the Despair if you choose to use will give you a free upgrade on this and I will be using GM destiny so 1 red and 3 purple.

Would the Battle Meditation contribute?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 7:08 am
by Jaheem Abasi
Any chance I can use terrify on the Emporer?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:12 pm
by Dapper Dog
Jaheem Abasi wrote:Any chance I can use terrify on the Emporer?

I mean you can try... I can't guarantee it will work.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:12 pm
by Dapper Dog
Dayana Valthren wrote:
Dapper Dog wrote:Influence won't really work Daunting check for the others. With the Despair if you choose to use will give you a free upgrade on this and I will be using GM destiny so 1 red and 3 purple.

Would the Battle Meditation contribute?

It would.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:12 pm
by Dapper Dog
Alister Dravvad wrote:Should I roll initiative for just Alister. Or all his friends as well?

I guess the whole crew.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:16 pm
by Jun-Tsu Farro
For the Emperor duel thread, would the Battle Meditation bonus count for the Medicine vs. Resilience Check from the Heal/Harm Power? It's not technically a combat check in the usual sense.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:19 pm
by Dapper Dog
Jun-Tsu Farro wrote:For the Emperor duel thread, would the Battle Meditation bonus count for the Medicine vs. Resilience Check from the Heal/Harm Power? It's not technically a combat check in the usual sense.

Battle Meditation counts for all checks, as per the RAW, of allies.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 5:58 pm
by Lord Bellious
Does the space fight counts as battle for the purposes of destiny spending?

Will piloting check secure similar outcomes like gunnery?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:05 pm
by Dapper Dog
Lord Bellious wrote:Does the space fight counts as battle for the purposes of destiny spending?

Will piloting check secure similar outcomes like gunnery?

Yeah it can be similar to combat, it's a structured back and forth scene. The outcomes similar just different means.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:41 pm
by Lucinia Malveaux
viewtopic.php?f=4&t=49&p=13839#p13839

"Force Powers and Skill Checks: Some Force Powers or when used against non-minions require a Force check and a skill check, the player should state clearly first what they intend to do with the Force Power so they know how many Force Pips they need to generate and then make their roll so if they intend to throw a silhouette 3 object at someone at long range they need to roll he Force diece and see if they get enough pips if not then it fails to work. Then they can make the skill check, assuming they got enough pips."

Does this mean we break it into two separate rolls; 1 Force and 1 Skill? Or just that we have to declare how many pips we need before a single roll?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:44 pm
by Dapper Dog
I would break it into two rolls for clarity.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 6:53 pm
by Sylvain Torsin
With force powers that have strength upgrades like Foresee, Unleash, Heal, etc... For instance can the player say:

"I intend to activate Unleash with 2 force pips, the Ensnare 2 ability for 1 force pip, and use any remaining force pips to put into strength upgrades?"

Because part of the utility of the strength upgrades is to benefit from good Force Rolls that provided an extra amount of force pips.

Edit: Hmm.. that still creates the problem you're trying to avoid with Move... maybe a specific hotfix to Move would help resolve the issue?

Re: GM Questions

PostPosted: Wed Jul 03, 2019 7:26 pm
by Dapper Dog
This should really apply to a Power where you wanted to hit a certain distance or move a certain silhouette or affect a certain number of people. If that makes sense.

Re: GM Questions

PostPosted: Wed Jul 03, 2019 8:55 pm
by Shelzais Sek
By RAW I think you might roll the Force dice and the ability/difficulty dice simultaneously, so even if you don’t get enough pips for the effect you declared, you might get advantage/threat/etc. But I should really check the book before spouting off... ^_^;;

Re: GM Questions

PostPosted: Wed Jul 03, 2019 9:07 pm
by Dapper Dog
Shelzais Sek wrote:By RAW I think you might roll the Force dice and the ability/difficulty dice simultaneously, so even if you don’t get enough pips for the effect you declared, you might get advantage/threat/etc. But I should really check the book before spouting off... ^_^;;

That is RAW but many people find rolling Force first and then the skill check adds clarity.