SeeleyOne wrote:I don't know how useful it is, but an idea just hit me. Over the years there has been speculation as to how much damage a lightsaber can do. There are scenes cited as reference, such as cutting through a door or chopping a tree in half. Many of those instances can be considered to be "stunts". They are not done all of the time, but only specific, noteworthy instances. Chopping a tree in half is one thing; axes can do that. So AP 4 is probably fine.
Specifically with regards to taking out a tree, comparing it to an axe isn't really a fair comparison. An axe can chop a tree in half, sure, but not in one swing. It takes a lot of time, and a lot of strength, to take a tree down. From what we've seen in the movies, taking out a tree like that can be done in one swing by accident
. When I'm dealing with lightsabers, I bump up the AP a lot
to show how easily they chop through just about anything they touch; generally 10 (which cuts through almost any standard sci-fi armor, and only seriously heavy power armor or other specialized suits can really push back much).
There are several of ways to go with this, and I list a few:
1. More damage seems to be the most common method, and may or may not be what is desired. Personally it seems to me to be overkill (literally at times.
). A lightsaber duel becomes rocket tag, which while it fits the movies, is not very fun to play. Hit = kill, move along.
Lightsabers actually have pretty consistent damage output, from what I can see. If you get hit, you're probably going to be Shaken. If you get in a really good hit, you're probably taking a wound or two. Increasing damage too much, however, is a pretty poor way to go about it because it creates that kind of rocket tag setup that you have there.
Personally, how I handle a standard lightsaber is simple: Str+d10, AP 10, Heavy Weapon, and does +d10 damage on a raise instead of +d6, with a minimum Strength of d6. In addition, you can use Touch Attacks with them, dealing only their damage die (+d10 on a raise as usual). Furthermore, enemies are considered Unarmed Defenders unless they also have either a lightsaber, vibroweapon, or some other special weapon (like cortosis blades). Rolling a 1 on the Fighting Die, however, leaves them Shaken, and a critical failure leaves them with a wound. (There's also the standard Lightsaber Training Edge, making your Parry the TN to hit you with handheld laser blasters and eliminating the penalty for rolling a 1.) This means for an untrained user is at risk if using the lightsaber, and any foe that is
using one is immediately identified as a threat.
It also means that any hit isn't an instant kill for the average d6 Strength attacker (maybe a wound, depending on the dice), but a Raise is extremely lethal, particularly to Extras. This particularly helps replicate what we saw towards the end of the newer movie, with characters being Shaken by any hit, and trained users having a significant advantage over the untrained, but being relatively equally matched against other Force users.
It also opens up levels for actual Force powers or other Edges, as well as letting you save your bennies for other uses.