Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HU0K0A8RB48WW5DN@DRYCAS.CLUB.CC.CMU.EDU>; Sun, 13 Aug 1995 06:39:45 -0500 (EST) Received: from muss.CIS.McMaster.CA by DRYCAS.CLUB.CC.CMU.EDU (PMDF V4.3-13 #7763) id <01HU0K06F2PSHXITO9@DRYCAS.CLUB.CC.CMU.EDU>; Sun, 13 Aug 1995 06:39:37 -0500 (EST) Received: (from u9008759@localhost) by muss.CIS.McMaster.CA (8.6.9/8.6.9) id GAA08808; Sun, 13 Aug 1995 06:39:16 -0400 Date: Sun, 13 Aug 1995 06:39:16 -0400 (EDT) From: "M.P. Soulier" Subject: mike's house rules, again To: Star Wars Discussion Group Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Well, it seems that I've developed a reputation for taking the rules of any RPG and rewriting them. So, to further that reputation, here is the latest version of my house rules, with some changes inspired by endless debate with my gaming group, and some suggestions by Scott Sutherland. I've actually managed to stay happy with these rules for some time, a landmark achievement for me and the Star Wars RPG. :) Star Wars: The Roleplaying Game, Second Edition House Rules Damage Chart: Roll Effect on Stun Effect on Effect on Effect on Ion Character Character Armour Vehicle/Starship Effect 2xDR < SR No Effect No Effect No Effect No Effect No Effect DR < SR Stun No Effect No Effect Shields Blown/ 1D Controls Ionization Ionized DR >= SR Wounded 1D Stun Lightly Lightly 2D Damaged Damaged Ionization DR >= 2xSR Incapac. Unconcious Heavily Heavily 3D for # of Damaged Damaged Ionization rounds > SR DR >= 3xSR Mortal. Unconcious Severely Severely 4D Wounded for # of Damaged Damaged Ionization rounds > SR DR >= 4xSR Killed Unconcious Destroyed Destroyed Controls for # of Dead rounds > SR Notes: 1. Blunt attacks have their damage reduced by one level. ie. incapacitated becomes wound, etc. 2. Do not use the wild die for damage and strength / hull rolls. 3. When a character wakes from unconciousness, they have effective stun and stun of their STR -1D. Medpacks: Medpacks are a first aid type stopgap measure used when no better medical attention is available. An injury may be treated successfully by a medpack only once. If treatment is unsuccessful, additional medpacks may be used in further attempts, as per normal rules. However, once any medpack use is successful, any further treatments to that injury are of no effect. This is what a bacta tank is for. Accuracy: To account for the penetrating ability of most ranged weapons, and the essentials of accuracy, all ranged weapons (GM's discretion) add a +1D to the damage roll for every full five points over the target number that is rolled on the to-hit roll, up to a maximum of twice the original weapon die code. This rule is not used for combined fire. In the same way, for brawling and melee combat, add a +1 to the damage roll for every full five points over the target number that is rolled on the to-hit roll, up to a maximum of twice the original weapon die code. Reaction Skills: Second edition defenses are not used. Replace this with first edition reaction skill rules for dodges, brawl parries and melee parries, as well as lightsaber deflections. Control Pain: The Force skills of Control Pain and Control Another's Pain do not have to be kept up. They are effective for a number of minutes equal to a control roll of the Force user. Natural Healing: Healing rolls are made every day. However, if the rest time has not yet passed, no improvement is possible. Simply ignore any improvement results. This is to see if the condition gets any worse. Specializations: The dodge, brawling and brawling parry skills have no specializations, and melee parry specializations are for the weapon that you are parrying with, not the weapon that you are parrying. Repeated Force Power Attempts: When a character attempts to use a force power on another and fails, every repeated attempt within a 24 hour period is increased by one difficulty level. Relationship Modifiers: Modifiers for relationship do not always make sense. These modifiers should certainly be GM's discretion. Mainly, I do not use the relationship modifiers for Life Detection. Repeating Weapons: Repeating weapons (SMG, repeating blasters) add +1D to the skill of the firer when fired. This simulates the density of fire created. In addition, when a repeating weapon strikes a target, it delivers 1D6 hits upon that target. These hits are resolved separately. Also, if a character using a repeating weapon decides to "spray" an area, he may do so to any group in a 45 degree arc within 10 meters of each other. The effect of this is to attack all targets in this group with one attack roll per target. One hit is applied to each target hit. Note that a character cannot choose to attack a farther group with a spray when a closer target is eligible, if they are in the same arc chosen for the spray. Also note that the character does not receive the +1D to his skill to-hit when using a spray attack. Armour Dexterity Penalties: The armour dexterity penalty is subtracted from the following dexterity skills: -brawling parry -dodge -lightsaber -melee combat -melee parry -pick pocket -running and any other skills requiring freedom of movement that are made up later. In addition to this penalty, armour dexterity penalties have the following effects for every full -1D of penalty: -1 level of haste (if using haste rules) -1D on initiative rolls (if using such a rule) -1 subtracted from the character's Move score The GM might also want to subtract the penalty from appropriate skills in certain situations, like attempting to sneak past characters while in possibly noisy, clanking armour. Combined Actions: When weapons are linked together in the same mount, the fire control and damage of the overall weapon mount are increased. The fire control increases by one pip per additional gun. The damage increases according to the combined actions table in the 2nd edition SWRPG rulebook. In addition, add a 3 and 5 entry to the rulebook with the values of +1D+2 and +2D+2 respectively. Long Range Sniping: Shots may be taken at ranges greater than the listed max range of a weapon, with the following modifiers. Double max range: +2 Triple max range: +5 Quadruple range: +10 Quintuple range: +15 All target movement modifiers are multiplied by the max range multiple, and the shooter must be prone braced and aiming for 2 turns. Also, the damage is reduced one pip for every range step over max range. Lightsaber Combat: Lightsaber combat is now simply a requirement to forge the link between Jedi and lightsaber. Once a Jedi learns this power, he/she attacks with the lightsaber skill, adding the control skill to the lightsaber damage as desired, defends with the lightsaber skill or the sense skill, whichever is higher, and deflects blaster bolts with the sense skill. The sense skill is used here for both the defend and to guide the deflected bolt. Note that even if the player is not aware of an attack, or cannot see the attacker, the GM can rule that he/she may still defend with the sense skill. These abilites are gained when the lightsaber combat power is learned, and they need not be turned on and off.