Star Wars Saga Edition House Rules

OOC: For the creation and management of board RPG's.

Moderator: B4UTRUST

Post Reply
User avatar
Hotfoot
Avatar of Confusion
Posts: 3769
Joined: Thu Aug 04, 2005 9:28 pm
19

#1 Star Wars Saga Edition House Rules

Post by Hotfoot »

Because I thought it would help to have it all in one place, as opposed to being spread throughout the thread:



Force Points and Destiny Points

Force Points are equal to 1 + Character Level, with additional +1's for prestige classes based on the Prestige Class original bonus.

Destiny Points are equal to 1/2 Character Level, with the following uses:

Spend: Re-roll any attack, attribute, or skill check, friendly or enemy, initiate Signature Move
Burn: Force a success or a failure on any one skill check

Benefits from Destinies may be used as desired by players once obtained, and last for 24 hours of game time, which may or may not span multiple sessions.

Force Points and Destiny Points Refresh on a per-session basis.



Hyperspace Transit times

Transit time is equal to 1d6 HOURS x Hyperdrive Rating x Distance x Modifiers for the moment.

Distance Ratings are:
Set Hyperlanes x0.5
Core Worlds x1
Inner Rim x2
Mid Rim x3
Outer Rim x4
Wild Space x10
Uncharted Regions x50
Outside Galaxy x100

Modifiers:
Within Sector x0.5
Microjump x0.01
Deadly Navigation (11 or more under DC) x2, mishap +5
Dangerous Navigation (6-10 under DC) x1.5, mishap +2
Haphazard Navigation (1-5 under DC) x1.3, mishap
Poor Navigation (0-9 over DC) x1.1
Average Navigation (10 over DC) x1
Good Navigation (20 over DC) x0.9
Excellent Navigation (30 over DC) x0.7
Unbelievable Navigation (40 over DC) x0.5


Starship Modifications

*New*
Light Frieghters and Shuttles are moved to 180 Hitpoints Base
Gunships are move to 240 Hitpoints Base

Ships will use the cost modifiers for equipment as listed in Scum and Villainy, but for purposes of adding emplacements through removing cargo use the original SotG book numbers, except as listed below.

Corvettes are reduced to half their starting cargo capacity and have a cost multiplier of x25 for the purposes of starship construction.

Hangar Bays now can hold 12 Gargantuan ships for each purchase, regardless of the size of the ship. This equates to 18 Huge or 3 Colossal ships in comparison (1 Colossal = 4 Gargantuan = 6 Huge).

Medical Suites now hold a number of beds equal to the ship's cost modifier (as per the scum and villainy rules) and a number of bacta tanks equal to the ship's cost modifier divided by five.

Ion cannons and Laser cannons now have the same exact range, using the Ion cannon range.

Missiles are now as follows:

Light Concussion Missiles:
Mode 1: 7d10x2 Blast 0, re-roll misses at -5
Mode 2: 5d10x2 Blast 2

Medium Concussion Missiles:
Mode 1: 9d10x2 Blast 0, re-roll misses at -5
Mode 2: 5d10x2 Blast 4

Heavy Concussion Missiles:
Blast 0, re-roll misses at -5

Proton Torpedoes:
-20 to hit ships smaller than Colossal, 6d10x5


Class Changes

Wealth Talent, instead of giving 5,000 credits per character level at each level, will instead be based on time. When you go withdraw funds from your accounts, you can only withdraw funds equal to 200 x Character Level x Number of weeks^2 since your last withdrawal, up to a maximum of five weeks. Every week after 5 that you wait, the amount continues to increase, but at the linear rate of 1,000 credits per CL per week.

Upon multiclassing, instead of taking one of the class feats from the new class, you may instead take the feat "Skill Training" for one of the new class skills.


Weapon Changes

Concussion Grenades are now 4d6 damage, and if the attack roll beats the target's Fortitude Defense, the target takes a -2 penalty to Reflex Defense (which does not stack) until the beginning of the attacking character's next turn.


Group Mechanics *Under Testing*

Some enemies are no longer a threat on their own, but are still iconic. Rather than throwing them away or replacing them with higher level, more badass versions of the enemy completely (there will be elite stormtroopers and such), here are how larger amounts of stormtroopers and such will be handled.

Instead of having individual hitpoints and such, groups will have sizes, which can be decreased by the following method:

1. Every successful hit with a weapon will decrease a group's size by 1
2. Weapons with a blast radius will decrease the group's size by an additional 1 per the blast radius on a hit, doing half (rounded up) the number of hits on a miss
3. Weapons with persistent effects, such as lighting targets on fire, will do 1 damage (plus any relevant area effect bonuses) each turn it is in effect.
4. Stun damage will count as normal damage, but will leave targets alive (but unconscious) once combat is finished.
5. Force powers that do damage will be considered as weapons.
6. Mind-affecting abilities work on groups, depending on the effects they may do damage to the group's size
7. Critical hits do double the amount of hits that would have otherwise been inflicted.
8. As a group is something of a target-rich environment, all attacks to hit a group get a +2 bonus for every 10 points of a group's size to a maximum of +10)

Groups use the baseline attributes of whatever they consist of for purposes of attack and defense. The number of attacks a horde gets is based on its size, using the tens digit of the size for the total number of ranged attacks it may make, with an additional bonus to attack based on double the tens digit (to a maximum of +10) and is considered to be the bonus applied from aiding another on an attack check. Special abilities that would reduce attacks or add attacks may still be used (such as double attack) with all the normal penalties. Anything that would give a group an extra action can be used to give one additional attack or move action.

Other NPCs inside of the group are considered to be in cover, but not part of the group. Area attacks that miss but still would normally do damage do damage to the group instead, but area attacks that hit the target (and the group) will do damage to both. Groups may take cover and benefit from concealment so long as over half the group could be reasonably considered to benefit from the effect.

The size a group takes up on a battlefield is largely arbitrary, but no group is considered anything less than Huge (3x3). For the purposes of style, individual models will be used to represent the group's size, but a 1:1 ration of size to individual models should not be inferred. Rather, this is for ease of managing the combat and to handle positioning, should the players attempt to focus on a flank to allow for certain tactics.

Note that while these rules are primarily for ground combat, larger scaled encounters in space (such as the Battle of Endor) may use these rules for fighters in rare instances instead of the normal squadron rules. These rules are intended for ground combat, and specifically for NPCs built without Heroic levels. NPCs with Heroic levels in groups will more commonly use the squad mechanics as presented in the Attack of the Clones supplement. Note that these rules do not replace the mass combat rules from the same book, but are meant as a bridge to make very low level threats a challenge while reducing the overall amount of rolling and record keeping necessary.



Combat Changes *Under Testing*

Stunts: When performing an attack or a skill check with a critical success (a result of 20 on the die), the player may use a Force Point to perform a stunt. For a skill check, the stunt may add an additional level of success when applicable, reduce the amount of time the skill would normally take by half (rounded up), even in combat, where the progression would go Full to Standard, Standard to Move, Move to Swift, and Swift to Free. For an attack, the attacker may choose to do any other standard action (note: not a damaging attack) against the same target as the subject of the original attack. If the attacker has made no other actions that round, this can be used for a non-attack full round action.

Signature Move: When performing an attack or skill check with a critical success, the player may choose to spend a Destiny Point to initiate a signature move. For an attack, the effect is a persistent -1 condition that requires surgery (or detailed repair) to remove, with special effects based on the type of weapon used in the attack.

For Stun and Ion attacks, if the damage would have normally beaten the target's damage threshold, the target is considered unconscious or disabled automatically. If the damage does not beat the target's threshold, then it moves the target an additional -1 step on the condition track.

For single target ranged attacks, the target is considered to be flat-footed until their persistent condition is removed.

For area attacks, the affected targets consider all enemies as under concealment until their persistent condition is removed.

For melee attacks, bludgeoning and piercing attacks use the single-target ranged attack rules, stun damage uses the Stun and Ion rules. Slashing damage can be used to sever a limb of the player's choice, either an arm or leg. This follows standard rules for the sever limb attack talent from the Jedi Knight PrC in the main rulebook.

When used with a skill check, the destiny point ensures that the skill test is successful, and will add one additional margin of success for tests when such is possible. For the remainder of the session, all tests made by the character gain a +5 Force bonus to that skill.

If a Signature Move is used against a character with Destiny Points, the target may use a destiny point to ignore the effects of the Signature Move, but the damage from the attack will not be affected unless another point is spent to force a re-roll. Note that once the Signature Move has been initiated, its effects must be removed before the roll can be affected. Only characters targeted by a Signature Move may spend Destiny Points to avoid its effects.
Last edited by Hotfoot on Wed Oct 27, 2010 5:42 pm, edited 7 times in total.
bulls

#2 Re: Star Wars Saga Edition House Rules

Post by bulls »

Hotfoot wrote:

Weapon Changes

Concussion Grenades are now 4d6 damage, and if the attack roll beats the target's Fortitude Defense, the target takes a -2 penalty to Reflex Defense (which does not stack) until the beginning of the attacking character's next turn.


Is that a good damage in which concussion grenades have?
User avatar
Hotfoot
Avatar of Confusion
Posts: 3769
Joined: Thu Aug 04, 2005 9:28 pm
19

#3

Post by Hotfoot »

I'm sorry, but you'll have to rephrase the question if you want a more accurate answer. This is largely just meant to be a reference thread for house rules I've made to my own campaign so players and I could easily reference it.

Concussion Grenades, in the Star Wars Saga system, did 8d6 damage normally which is double that of standard grenades, which tended to be a bit unbalancing.

Welcome to the boards by the way, hope you enjoy it here.
Post Reply