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| Search found 40 matches |
| Author | Message |
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Topic: How my group will handle the lightsaber combat situation... |
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| Liquidsabre Replies: 23 Views: 22600 |
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| I like this. Of all the house rules I've seen this is my fav version for the Lightsaber Combat power. | |
Topic: Lightaber Combat Variant -Roll and Keep |
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| Liquidsabre Replies: 54 Views: 43102 |
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| Hey nice to this still being worked on Tupteq! I never quite figured out how to handle the pips, nice to see you worked it out. I think R&K applied to bonuses like this help keep the bonus dice fr ... | |
Topic: Dueling Sabers Feedback & Discussion |
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| Liquidsabre Replies: 151 Views: 137101 |
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| I like this, I like it a lot crmcneil. I think this would be a great way to add spontaneity and interesting non-attack effects into melee combat.
I'm not sure if I'd implement this for both a wild d ... |
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Topic: Single roll Force use |
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| Liquidsabre Replies: 34 Views: 23557 |
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| A reference sheet for powers (1 line each, 2 column page) and a couple of tables sounds doable. I'm curious how this will work out. | |
Topic: Minisix RPG Static Defenses |
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| Liquidsabre Replies: 21 Views: 26452 |
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| So did anyone find static defenses compelling in the slightest? | |
Topic: Jedi Powers |
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| Liquidsabre Replies: 60 Views: 70834 |
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| I don't think its too out of line to say WEG SWD6 is one of the reasons why we have the SW expanded universe we see today. I mean let's face it, when WEG got the Star Wars license Lucas wasn't really ... | |
Topic: Minisix RPG Static Defenses |
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| Liquidsabre Replies: 21 Views: 26452 |
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| As I understand it, when using Minisix's Static Defenses option these skills are never rolled. Though rolling your defense dice and adding it to your static value for the full dodge/parry action sound ... | |
Topic: Minisix RPG Static Defenses |
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| Liquidsabre Replies: 21 Views: 26452 |
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| Yes that's correct. Static defenses for a character with a Brawling Parry 3D+2, Dodge 5D, Melee Parry 4D+1, and Strength 3D+1 (blast vest adds +1) would simply look like this:
Block 11, Dodge 15, P ... |
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Topic: Minisix RPG Static Defenses |
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| Liquidsabre Replies: 21 Views: 26452 |
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| It just reduces lethality a bit, just as many other house rules do by either increasing character point usage, using an alternate damage/wound system, or just sticking with 1e damage rules.
With st ... |
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Topic: Minisix RPG Static Defenses |
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| Liquidsabre Replies: 21 Views: 26452 |
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| Anyone try using these for running SWD6?
For those not familiar with this variant it involves the use of static defenses for Block (Brawling Parry skill dice x3 + pips), Dodge (Dodge skill dice x3 ... |
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Topic: Lightaber Combat Variant -Roll and Keep |
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| Liquidsabre Replies: 54 Views: 43102 |
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| Bren nailed it. Regardless of the origin of the highest difficulty, once calculated, it will be rolled against by the lowest force skill used by the power. | |
Topic: Lightaber Combat Variant -Roll and Keep |
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| Liquidsabre Replies: 54 Views: 43102 |
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| Not sure if I follow, but say a force power has Alter: Moderate difficulty and Control: Easy difficulty (however these are determined). We'll say their control skill is their lowest, so that is rolled ... | |
Topic: Re-Engineering MAPs |
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| Liquidsabre Replies: 13 Views: 15411 |
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| Have you tried this out in actual play yet, Liquidsabre?
I haven't yet, as I said just was working out how this might play at the table. Thanks for taking a look at this everyone! Much appreciated, ... |
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Topic: Lightaber Combat Variant -Roll and Keep |
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| Liquidsabre Replies: 54 Views: 43102 |
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| So it matters not if i use Injure kill (one power) or TK kill (three powers), i only get penalized for one?
Is it still 3 separate actions for init order? Oops sorry about that, I use a Combined ... |
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Topic: Re-Engineering MAPs |
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| Liquidsabre Replies: 13 Views: 15411 |
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| That's correct, no need to declare number of actions. When combat actions go around the table you just decide if you want to take an action or not, applying MAPs if any. I probably went into too much ... | |
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