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#1 Lancer999

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Posted 16 May 2014 - 11:36 AM

Hey everyone...

 

I think people have figured out I am the one who asks a lot of random questions and poses funny scenarios...So here is another...

 

What House Rules are you GMs using???

 

Would anyone use the rule that 4 uncancelled Triumphs = Insta-Death?


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#2 Inquisitor Tremayne

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Posted 16 May 2014 - 11:50 AM

Current house rules:

 

Available Material:

All Fantasy Flight Games published material is available for use for the game, including any necessary errata.  As well, the Unofficial Species Menagerie is also available for use for additional species.  However, if official FFG published stats for a PC species becomes available the official stats will override the unofficial ones (this includes XP deductions).

 

Gamemastering:

I want the “leveling” pace to be slower than what is presented in the core book.  Therefore I will use the following guidelines when determining XP at the end of each session.

·         XP will be awarded at the beginning of each session

·         5-10 XP per session

·         +10 completing a major story arc/adventure

·         +5 XP creative storytelling/roleplaying/playing to a character’s motivation

·         +1-5 XP for other creative ideas, in-character suggestions, or situations,

 

Character Creation:

Force Rating: To represent the feel of the Edge of the Empire era I am only going to allow one Force-Sensitive character in the group at a time.  (This may change if we increase the number of players.)

 

Obligation: At character creation I, the GM, will determine a characters Obligation.

 

Force Powers:

Ongoing Effects: When a character is using the ongoing affect option of a Force Power, according to the core book, I may have the character begin to suffer strain that increases per round/scenario, to represent the exertion of maintaining the power.

 

Gear and Equipment:

Knockdown quality: Frag Grenades, Thermal Detonators, and Missile tubes gain the Knockdown quality.  Also, vehicle and starship scale weapons used against character scale targets also apply the knockdown quality.

 

I am not really a fan of insta-death because I already find it far to easy to defeat PCs, so I would not allow that rule.  However, if there was a creative story element added to the game from doing so, then I might allow it.  But I would never make it a hard and fast rule.


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#3 whafrog

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Posted 16 May 2014 - 11:53 AM

Would anyone use the rule that 4 uncancelled Triumphs = Insta-Death?

 

There are no "cancelled" Triumphs...


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#4 HappyDaze

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Posted 19 May 2014 - 01:45 AM

Any permanent adjustment of a Characteristic will change ALL secondary stats based on that Characteristic. This includes Wound Threshold and Stun Threshold.

The Pressure Point talent adds Stun X (X = ranks of Medicine) quality to unarmed Brawl attacks inflicting Strain. This Stun still has to be activated normally (with 2 Advantages or a Triumph). This replaces the rules in the book for this talent.

The modifiers for a Forearm Grip (base and from Mods) only apply if the weapon is used with two hands. This matters for carbines (which can shoot to Short range with one hand) as well as any weapon that also mounts a Pistol Grip.

The Upgraded Hyperdrive Generator reduces hyperdrive class by 1, to a minimum of class 1. Mods then reduce by a further 0.5 if class > 1 or 0.25 if class 1 or lower. A maximum of two such Mods may be taken.
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#5 Hedgehobbit

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Posted 19 May 2014 - 08:23 AM

Just playing now but here's what the GM does:

 

-Rescaled the vehicle damage rules such that 5 points of personal damage equal 1 point of vehicle damage, not 10. This makes the E-Web match the auto-blaster and makes things like missile launchers and thermal detonators a threat to starfighters. Thermal detonators destroy starfighters in the Clone Wars show. 

 

-Swapped out the range bands for a grid. Makes combat much more straightforward. 

 

-When making a dice pool, the player rolls the good dice and the GM rolls the bad dice. We started doing this because we lacked enough dice but I kinda prefer it this way. 

 

-Our GM doesn't use the [minion]/[rival]/[nemesis] classification. At least not how it's written. An NPC will be treated as one of the three depending on the situation and narrative needs. Sometimes Stormtroopers are minions, sometimes they are rivals. Maybe this is how the rule is supposed to work but I'm not sure.


Edited by Hedgehobbit, 19 May 2014 - 08:25 AM.

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#6 Zar

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Posted 19 May 2014 - 08:55 AM

We eliminated Non Class Skills.  We still pick a career and specs for the free starting skills but we do not charge extra for buying skills in another field.  And this leads into the next house rule.  I don't know if we have had an instance where someone got a talent that gave them more class skills.   In that case, as a GM I would just say they have the talent much like other permanent non ranked talents.

 

We threw out the cost for buying a new spec.  Instead, PCs qualify for  a new spec by buying two of the four spec skills up to level 2.  This give the feeling of training into the spec or Unlocking access to it through skill use.  This does mean that you can wind up qualifying for more than one spec but to my group this doesn't mean much since spreading your talents between many specs just means you are being more of a Jack of all Trades instead of a specialist.   I did add in that the original spec they chose must also have two level 2s before they buy into a new spec.  This let's anyone reverse engineer their character without needing to know which spec was first (since there are no non-class skills).

 

We also said that Talents that remove setback will grant boost dice if there are no setbacks to remove. 



#7 ccarlson101

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Posted 19 May 2014 - 09:40 AM

We also said that Talents that remove setback will grant boost dice if there are no setbacks to remove. 

 

We also just implemented this house rule. So far its working fine.

 

One thing you may want to be weary of, is the double dipping issue with certain similar EotE/AoR specs. For example, Pilot/Driver or Politico/Ambassador(/Agitator), etc. The number of blue dice can get out-of-hand rather quickly if you allow such things.


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#8 LibrariaNPC

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Posted 19 May 2014 - 10:57 AM

We don't have many house rules at my table just yet as the players did more roleplaying that dice rolling, but that might change a bit with the new group coming in.

 

Regardless, here's what we have so far:

 

--Every character begins to game with a free second specialization of their choice based on their backstory and GM approval. This occurs before they begin to spend XP. The bonus skills are counted as class skills normally.

This free tree does count toward the multiplier for purchasing more trees.

 

--If a character wishes to purchase a new skill or talent tree, they must find a way to learn the tricks of the trade by another. This can be from another party member (i.e. the Pilot teaching the Mechanic how to fly the ship, while the Doctor teaches the Hired Gun to patch wounds).

 

--Every character begins with an item worth up to 500 credits that relates to their profession, subject to GM approval. Note that this is a SINGLE item, and cannot be used toward purchasing something "bigger."

 

--Restricted items can be purchased at character creation subject to GM approval (spice is the big one).

 

--When purchasing a restricted item, the rarity is increased by 2 and the difficulty is UPGRADED (not increased). A despair means the party member has been found out or double crossed in some way.

 

--The GM has the right to upgrade the difficulty when it is appropriate without the use of a Destiny Point. This is kept in check for exceedingly difficult or dramatic things.

(This one came up when the party had all of the destiny points at the start of the game to promote the free use of points)

 

--XP is at the rate of 5-10 per session, with a bonus for good roleplaying, acting within the Obligation, or completing major goals.

 

--XP is usually awarded during "down time." If XP is awarded without downtime, spend them, because clearly you will need them.

 

--A character may reduce one trait for the XP it is worth at character creation to emphasize a weakness within the character (a talk with a friend to test this lead to a Human with a low Willpower, the Debt Obligation and Greed as a motivation).

 

--Like HappyDaze, I state that traits upgraded after character creation will increase the related secondary stats.

My notebook also has the same note HappyDaze has regarding hyperdrives, so I guess I'm not the only one!

 

--Obligation is lowered by good roleplaying that acts to reduce the obligation. Obligation is increased by ignoring opportunities to lower it or by not acting in accordance with it at all.

Example: the characters with Addiction and Obsession always played their obligations, regardless of the roll. The character with the Duty and Criminal obligations acted on them when they came up, but would bring it up from time to time. The character who had Blackmail never acted on it and never brought it up. The first two had a reduction after many sessions, the second two had reductions when they acted on it at great risk to themselves and the party, while the last one got hit with an increase for never bothering with it. 

 

Combat house rules will come about when I have a party that decides to shoot it out more often (my new group has 1-2 Mandalorians; I think this will happen soon).

 

I am also working on creating house rules for inventing/building, but they didn't get very far due to the game collapsing and my moving.

 

There was also a mistake we once made during a testing game, where I charged 5x new trait instead of 10x. The players had a good bit of skills and talents but still left their traits on the lower end. I may change the cost at character creation to allow a bit more leeway, such as moving it to 7-8x instead of 10x (anyone who has played 7th Sea knows the pain of spreading 100pts; this game reminded me of that).

 

 

Oh, and the last one: first one to the Star Destroyer wins!


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#9 kaosoe

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Posted 19 May 2014 - 02:26 PM

some of mine are less house rules, and more rules that I want to make explicit to my players.

 

Credits and money
I usually hand wave small credit expenditures for things like food stuffs. It's mostly just fluff anyways. Your characters know how broke they really are, so I don't expect them to be going to fancy eateries at every port.

Talents and Abilities
The Pressure Point talent located in the Doctor specialty tree grants "Pierce" quality equal to a number of ranks in medicine to brawl checks, rather than the original ambiguous descriptor.

Force Powers
The move power works as described, however when using the force power to disarm foes if the foe is tougher than your average mook, I reserve the right to call for an opposed check. The difficulty will depend on the skill the foe will be using to keep hold of his item. This applies to a player character resisting the move affect from a foe in a similar manner.

Thrown adversaries may land prone in RP, but they will not "continue to be prone". Meaning, a thrown adversary, fluff-wise, stands up before the thrower's turn is over. This applies to thrown player characters as well. The exception to this is if the force user uses advantages or Triumph to have the target end up mechanically prone.

A user that can perform the Move force power can suspend an object in air indefinitely as long as he or she spends her action each round and rolls the necessary force points. Essentially, the item isn't dropped.

Equipment and Modifications
The price listed in the book may not be the price you pay in game. Depending on the rarity and the market.

You cannot gain the benefits from the telescopic optical sight when using the Autofire weapon quality of a ranged weapon.

Droids may begin the game with any items they can afford during character creation "attached" to their body, but by default this does not provide proper concealment as it would if the item was in a hidden storage.

If you wish to have a droid character start the game with an attached item "hidden" you must talk it over with the GM first.


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#10 Joker Two

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Posted 19 May 2014 - 03:14 PM

I've never really codified my house rules (probably should get on that) but here goes:

 

Dogfight:

During aerial or space combat, each pilot makes an opposed Piloting skill check (a la Gain the Advantage) as a Maneuver against one enemy ship.  When maneuvering aggressively, Successes/Failures modify the position of the enemy ship relative to their ship (is he in my forward arc?) while Advantages/Threats modify the position of the their ship relative to the enemy ship (am I in his forward arc?)  When maneuvering defensively, the effects are reversed.  Additionally, any weapon with Guided gains Prepare 1.

 

Minion/Rival/Nemesis:

No explicit classification system.  All NPCs track Strain, may join/leave "Minion" Groups, and may possess Skill Ranks.

 

Destiny Points:

Only one Destiny Point may be spent per action.  The character initiating the action gets first dibs.  Destiny Points, when spent, are removed from that side's pool, but not added to the other side's pool until the end of the Encounter (I am phasing this part out).

 

"Evil" PCs:

Although this hasn't come up yet, should I run a group containing primarily "bad guys", they will not only use Dark Side Pips on the Force Dice, but also control Dark Side Destiny Points while I control the Light Side ones.



#11 Josep Maria

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Posted 23 May 2014 - 01:49 AM

Hi there!

 

The rules that we decided to use are mainly based on recently Clone Wars discoverings:

 

- Lightsaber: Breach X (Can bypass anything not-based on energy).

- No use of "Cortosis" because seems that doesn't exist in Canon any non-energy saber resistant material.

- Separated Vehicle (or light armoured) and Starship (or heavy armoured) scale. x5 and x10. We are still looking for "possible bugs".

- We decided to let several Force Commits to use and stack.

- Character creation based on NPC constructions called "Pick what you need to build up your char".

 

Tests and future houserules:

 

- Also we are considering that shields gives also Soak or Armor. We are still studying it.


Edited by Josep Maria, 05 June 2014 - 02:53 PM.

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#12 R2builder

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Posted 23 May 2014 - 03:03 AM

Hey everyone! I don't mean to be a complete male reproduction organ here, but I have to say my little spiel here. I think it is very funny when people just start chopping up the rule book to make the game "better". Now I do have a tweak or two here and there, after we played the game for awhile, we did agree to a couple of things to help streamline it a little. I don't really get the point of house rules though. Sometimes things don't make sense in an RPG, and do need to be changed. I remember reading threads on here from people who had not yet played already talking about their house rules! Then why even buy the book and play this game. Sorry i just don't get that mentality. If you don't KNOW the rules, then why change them? This is more to the OP. Un-cancelled Triumphs = insta death? Um....Perhaps knowing the rules first would be better to just changing them. 

 

Now please don't get me wrong here, I am not calling anyone stupid or anything, or trying to be super-ultra-mean, just a little mean. :)  I don't have a problem with what other people do to their games, it just irks me when people change them for the sole reason because they can. In another thread I had asked about Force Powers, and I had stated I wanted to talk about the RAW/RAI, and it seemed like half the posts were all house rules. And I don't think many of those posters knew the RAW, but just changed it because that how it was done in Saga or D20 or D6. I'm sure that some people have changed this game so much that it can longer be called Star Wars: Edge of the Empire, but should perhaps be Stellar Battles: Rim of the Dominion. To each their own I guess, but if I were a player and had my PC built do to something, then all of a sudden I can't do it anymore because the GM just "feels" like my PC can't or feels he is reserved that right to make the game harder for me is just plain wrong in my opinion. This especially in regards to the Force powers like move object. If all of a sudden I had to make opposed rolls for move, because, well that is GM prerogative, I think I would be finding a new GM. Getting enough light side pips to activate is difficult enough. 

 

Anyway, enough of my semi-off-topic rant. I usually sit by idle when I don't agree with stuff here on the forum, but I had to say my piece about this one. My point is this. I find it funny and irritating when people don't know/understand the rules and want to change them. 

Ciao.


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#13 Josep Maria

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Posted 23 May 2014 - 03:24 AM

That's a good point R2Builder.

 

I don't like either "system ragers". Mainly those ones who use to just blame without give any interesting suggestions.

FFG did an awesome work with Edge. As I said, until the moment, is the best RPG based on our game style.

 

Also I have to say that Edge have a really awesome thing that let you add/mod a few things without change the main game essence or style.

 

In our case we are trying to get a closer SW canon idea of game without caring so much about balance. I'm aware that most people prefers balance but this option its fine in our games.

 

Cinematographic style, easy and complete rules, tons of conf possibilities and modifications... cool dices XD

 

I love Edge! But as I always use to say, I'm open to new ideas or "improvements". Don't care if came from FFG or you or anyone else. I use to prefer canon and official answers but, I'm open minded. If I like it then, thumbs up :D


Edited by Josep Maria, 23 May 2014 - 03:25 AM.

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#14 LibrariaNPC

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Posted 23 May 2014 - 06:04 AM

R2builder, while I agree with you to a point, I do have to point out that not every game system is perfect, nor is every group going to be the same. Times like this, I remember the words of my old English teacher upon her realization I liked medieval fantasy (and Dungeons and Dragons) but disliked Lord of the Rings: "This is why we have chocolate and vanilla."

 

As for the "need" of house rules, you have to remember that every RPG, including EotE, has a certain degree of ambiguity in the rules that are either mistakes or left for GM caveat. A large number of house rules I see are set to make the table aware of how things work, such as purchasing items or how much XP to expect. Some are expanding on current rules, such as adding new maneuvers, Force Powers, and equipment as these things are in limited quantities but the table would like them. 

 

You should also remember that some games, like EotE, are inherently incomplete. There are things introduced that will be forward compatible (Inventor Talent, I'm looking at you), but in the end what we have is a well done and fleshed out skeleton that is missing a few digits to be complete. We get new rules in every splatbook, each new core book, and every podcast that elaborates on things. The only difference between these and house rules is the gaming company states that these are "official," but probably started out as house rules in the first place!

 

Granted, some House Rules are designed with the table's expectations in mind or the GMs comfort. Some guys change rules to allow stronger opposition because their players want something tougher, or they introduce something similar to the d6 system damage scale, or they just change rules because the table either doesn't understand it or feels the rule gets in the way of things (I have a guy who disagrees with the failure results of modifications; he'll houserule it out when he runs a game). 

 

 

One thing I've realized with all of the games I've GMed over the years is this: the rules were made based on what the designers and playtesters thought would work. In a way, the game does work for them, but it's not perfect for everyone, which is why they try to playtest with as many different groups as possible and why, in the end, players will make changes. 

 

If you're a PC gamer (especially of any of the Elder Scrolls series or new Fallout games), house rules are like fan created mods: some of them increase the experience, some are used by so many that they are considered to be part of the experience, while others should never see the light of day.

 

 

Now I'll get off my soap box and get back to reading the errata for AoR and looking over the new rules added in Suns of Fortune while I wait for that housing inspector. . .


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#15 R2builder

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Posted 23 May 2014 - 06:59 AM

I don't disagree with you at all Librarian. As I said, I use house rules too. I think most people do. I just disagree with making house rules before you understand the ones in place. I have met many gamers that think that they know better than the game developers. That because "they" have played the game every other to every Saturday, they are inherently  more experienced the these "losers" that made the game. I have met many people on the opposite side of the spectrum, that what is written is the law of God, Ra, Zeus, and every other omnipotent being ever, and can not be broken. (most of the time these are GM Vs. PC gamers)

 

I had many house rules for the old D6 game, and a few for this one. If everyone agrees with the new house or table rules, then it should be there. 

 

 

Force Powers
The move power works as described, however when using the force power to disarm foes if the foe is tougher than your average mook, I reserve the right to call for an opposed check. The difficulty will depend on the skill the foe will be using to keep hold of his item. This applies to a player character resisting the move affect from a foe in a similar manner.
 

I think this is inherently wrong. This does nothing to enhance the game or make it "better" or "funner". This really hinders a young character, and if a GM tried to pull this on me, well, the words I would use I can't use in front of pre-school toys.From my small experience with force users, this is really unbalancing and game breaking  for a low character. (I'm not trying to start a fight here) This is a "justification" when a GM doesn't get their way. I am not picking on Kaosoe here or saying he is a bad GM, I do not know him, but have read many great things from him here on the forum. I do not know why he does this, and is not really part of this discourse. Things like that I have just seen used more often than not as a way for a GM to control a PC from doing things he doesn't like. Which is a horrible GM technique. I had a Saga GM tell me that if my Jedi used Force stun then I would get a dark side point. His house rule after we starting playing... But I'm sure Kaosoe has a great reason for why he does this, and it is his game, he can do what he wants (as long as I approve :P ). 

 

Anyway, While I do advocate house rules, in my long time of gaming, I have seen a lot more horrible house rules than good ones, but I was just poking a little fun at Lancer for making his remark about un-cancelled Triumphs and what to do with them. And for the record, I don't think there should ever be a house rule to allow the roll of the dice to insta-kill a PC. 

 

Oh and for the last record here THIS GAME IS PERFECT IN EVERY WAY!!!!  :P :rolleyes: :blink: (just a hint of playful sarcasm there)


Edited by R2builder, 23 May 2014 - 07:04 AM.

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#16 kaosoe

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Posted 23 May 2014 - 08:05 AM

Ah. I feel I am being accused of not having experienced the game completely, or being unfair to my players. I want to assure everyone that that is not the case.

 

I respect R2Builder's position that he wants to keep the game as close to RAW as possible and not restricting player options, and largely, I completely agree.

 

Anyone who knows me in real life knows that I am a rules nerd. I would not call my self a rules lawyer because I feel that that term has a negative connotation. I like to really dig into a game I am interested in to learn the rules. I don't do this to exploit the game, but I do this to make informed rulings when I am the GM or to help out the GM or my fellow players when they need it, whenever I am the player. I should also note, that I have no compunctions sitting back as a player and letting the GM run a game how he or she wants to (My wife, who also GMs occasionally, beat that into me).

 

 

I as for my controversial ruling, as a little backstory, I have two Force Sensitives in my group, one is an exile the other is an emergent. We've been playing for nearly a year now (the emergent less so, obviously) with these characters and force powers have come up quite a bit. I have talked to my players about my feelings on that particular house rule before I even made it official. I told them how I wanted tone of my adventures to be and how there were some options in the book didn't mesh well with that. They completely agreed.

 

Warning, I am going to sidetrack just a small amount. House rules and adventure tone are the sort of things that needs to come up during session 0. I'll explain to my players the tone of adventure I plan on running, as is my prerogative, and how I hope to achieve that*. 99% of the time, that's achieved by making sure the players are simply aware of the kind of adventure they will be playing in, and creating characters that compliment that, but in this case, it's also a slight rules tweak. After I explain what I want to get out the game and how I hope to achieve that, I'll ask my players what they want to get out of the game and if there are any conflicts with the tone of the adventure I planned on having. If there are, I would try and talk to the players and see if we can't come up with a compromise so that we both get to play the style of game that we want, but in the end I would still count those players as my friend if they had to bow out of the game.

 

tl;dr: I have had plenty of experience with force powers. The house rule was suggested to my players to fit the tone of my game. My players thought it was good idea, so we made it official. The rule is not for every group, but it works at my table and hasn't caused a single problem.

 

 

* There are some type of games I just don't run or play in such as dark and dramatics games like WoD or CoC. I like to play and run games with action and high adventure, a small sprinkle of pulp, and a heavy dose of being the underdogs. There is nothing wrong with games like World of Darkness or Call of Cthulhu, I just don't like ending a session feeling depressed or anxious.


Edited by kaosoe, 23 May 2014 - 08:39 AM.

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#17 LibrariaNPC

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Posted 23 May 2014 - 08:33 AM

I don't disagree with you at all Librarian. As I said, I use house rules too. I think most people do. I just disagree with making house rules before you understand the ones in place. I have met many gamers that think that they know better than the game developers. That because "they" have played the game every other to every Saturday, they are inherently  more experienced the these "losers" that made the game. I have met many people on the opposite side of the spectrum, that what is written is the law of God, Ra, Zeus, and every other omnipotent being ever, and can not be broken. (most of the time these are GM Vs. PC gamers)

 

Glad to see we're on a similar page. From my reading of your post earlier it seemed like you were against all house rules. It may have just been too early (and/or I was just really annoyed with my landlord and you just triggered something; sorry about that).

 

And yeah, you need to be at that nice balance between "Rules as Written == Word of God" and "THROW OUT ALL THE RULES!" when running a game. I know I'm not as skilled as the folks at FFG, but that doesn't keep me from disagreeing with their rules :-D

 

 

 

 

Back On Topic: I should note I've been working on running a few numbers to create a way to allow the following:

 

--Reduced cargo/statistics for vehicle improvements (less cargo, more shields, etc).

--Reduced cargo for passengers (Example: the Maka-Eekai was configured to drop 10 tons of cargo for one passenger; this equals to about 16.5 Encumbrance on a Silhouette 4 vehicle).

--Designing and building your own starship (this one may never come to pass as there isn't a good set of pricing guidelines for EotE just yet).


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#18 whafrog

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Posted 23 May 2014 - 08:42 AM

 

 

Force Powers
The move power works as described, however when using the force power to disarm foes if the foe is tougher than your average mook, I reserve the right to call for an opposed check. The difficulty will depend on the skill the foe will be using to keep hold of his item. This applies to a player character resisting the move affect from a foe in a similar manner.
 

I think this is inherently wrong. This does nothing to enhance the game or make it "better" or "funner".

 

This is the only point I'd disagree with.  Using TCW as a reference, there are several instances where someone keeps hold of an item, or grabs it in mid flight.  A clone on Kamino grabs the Fett DNA box, a kid in the latest season prevents Mace from getting his lightsaber.  Now maybe interception is different, and maybe Mace just didn't want to hurt the kid, but there does seem to be some precedent for allowing some kind of contested roll, perhaps Discipline vs Athletics, or whatever.  It works as well in the PC's favour since they can resist too.  And it would make it "better" or "funner" for me.


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#19 Lancer999

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Posted 23 May 2014 - 08:57 AM

As the OP, I have to say that 1...That Insta-Kill is NOT a house rule we use for this game...it was just a suggestion to see if it was feasible for this system (Obviously NOT)  Now in D&D you need something like that otherwise 1st lv PCs would be TOAST against some mobs...But I digress...2nd, sometimes House rules are in place Because they do not understand the rules.  Now I have been reading a lot in these forums since my group has started playing and I have begun to understand a lot more about this game. (For the record I would NEVER GM this game because it is too interpretive for my tastes and just waay too insane in some of the game mechanics, but I will play the hell out of it as a PC :) )

 

Besides this game as I have come to realize has a LOT of RP to it, that in some instances my PC is just NOT accustomed to.  In combat & flying a starship he is Da' Man, but in social situations...I SUCK!!  So that is something that my PC has to improve on. 

 

Now in D&D we have the 3 20s Insta-Kill rule because 1 it doesn't happen (1/8000) and 2 it's just nice to have a little hope. 

For this game and this post I just wanted to see what others are doing from people who have been playing this game longer than we have (4mos).  So while I do to some degree agree w/ your statement R2...there are some things that I do not agree with :) and that is cool, because we all are entitled to our opinions :)

 

Cheers


Edited by Lancer999, 23 May 2014 - 09:42 AM.

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"Make sure your shields are on Double Front, or you'll get your @$$ shot off!"


#20 Inksplat

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Posted 23 May 2014 - 09:59 AM

One that I am considering. in case a player ever asks--once you get the Force Move control upgrade that allows you to deal damage, it will also allow you to use Move as a maneuver to pull an enemy towards you. You see it in the Clone Wars, with the Jedi pulling droids towards themselves and then immediately cutting them in half. Also, Force Jump can already be used as a Maneuver with an upgrade, which could be used for roughly the same mechanical benefit.

 

Possible caveat would be that if you are pulling a living being into engaged specifically to cut them down, then I reserve the right to make you use dark side pips/strain to do it. I mean, if you basically start becoming a meatgrinder, that's pretty twisted.


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