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Jedi Duels Options
coffeebean
Posted: Tuesday, March 20, 2012 12:12:17 AM
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Joined: 7/19/2011
Posts: 211
we have all played a game where 2 melee figures run up to each other and then roll dice back and forth until someone dies. and that accurately portrays how obi and vader fought in ANH. Now the duel between obi and vader in ROTS is a much different story, they leap all around the land scape throwing objects, pushing eaching other around and move all around the map.

my question is this, is it possible to make those types of duels possible in this game? any ideas that could turn a duel between jedis and other characters into a more interseting turn that may incorperate movement.

i guess obi vs jango is another good example of a battle that crossed a large area.
General_Grievous
Posted: Tuesday, March 20, 2012 1:51:34 AM
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This was an idea for an epic Jango Fett mandalore with flight:
Evasive Maneuvers (when this character is hit by a melee attack, make a save of 11, on a success immediately move this character one square.)

And for a Jedi:
Rolling strike (when this character deals damage to an adjacent enemy it may immediately move one square, this move does not provoke attack of opportunities)

Or a force power:
Lightsaber Focus (Force 2; usable on this characters turn, it gains rolling strike and parry until the end of the round)
StevenO
Posted: Tuesday, March 20, 2012 2:12:38 AM
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It is possible to get a moving duel but the pieces involved would need reasons to move. Ask yourself "why would a melee piece move away from a target?" and you'll get a start on how to make a mobile battle. After that you need to aski "how can I do that safely and what do I gain from it?" Sure, you can introduce a bunch of things to make that type of fighting more appealing but it is still all going to be about situational advantage.
adamb0nd
Posted: Tuesday, March 20, 2012 7:47:07 AM
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Joined: 9/16/2008
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While it looks good on screen, if fails logic. The rots fight is flawed in that when two people want to kill rather, they usually stay put and do it. The jango fight makes sense (a bit more) because jango was actively fleeing for most of it.
kezzamachine
Posted: Tuesday, March 20, 2012 6:39:27 PM
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Joined: 9/23/2008
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Location: Lower the Hutt, New Zealand
Once upon a time, I wondered about dividing the damage by 10 to make the bouts last longer (so you could use more force points, tactics maybe etc) but never tried it out. Perhaps?
Darth O
Posted: Tuesday, March 20, 2012 7:24:33 PM
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Location: New Zealand ( kind of by Australia)
kezzamachine wrote:
Once upon a time, I wondered about dividing the damage by 10 to make the bouts last longer (so you could use more force points, tactics maybe etc) but never tried it out. Perhaps?


That's actually a great idea! Then they also wouldn't be over in 4 dice rolls.
coffeebean
Posted: Tuesday, March 20, 2012 11:35:43 PM
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kezzamachine wrote:
Once upon a time, I wondered about dividing the damage by 10 to make the bouts last longer (so you could use more force points, tactics maybe etc) but never tried it out. Perhaps?


you can get the feeling now by only using figures that came out Pre Bounty hunters.

Triple attack is a great reason to run. It "use" to be that if a figure moved, it had to give up multiple attacks at that was always a great tactic.
StevenO
Posted: Thursday, March 22, 2012 10:10:37 AM
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Joined: 2/4/2009
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Darth Maul, CotS. There is a piece that says "move away" to most pieces because standing there to take a quad attack is just stupid when you can do better moving in an out.
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