|
Search found 285 matches |
Author | Message |
---|---|
Topic: Specializing in Force skills/Powers | |
Tupteq Replies: 10 Views: 6328 |
Forum: House Rules Posted: Thu Dec 03, 2020 9:47 am Subject: Specializing in Force skills/Powers |
I have this in my house rules and it worked well:
Force Power Specialization A Jedi may specialize in particular Force powers. It works similar to a Skill Bonus Special Ability from D6 Space. F ... |
|
Topic: The singular force: the force as an attribute | |
Tupteq Replies: 18 Views: 13711 |
Forum: House Rules Posted: Thu Dec 03, 2020 8:17 am Subject: The singular force: the force as an attribute |
I'm using Force attribute for a long time. It works perfectly, although I'm limiting it's maximum to something around 1D+2 (All Jedi players take maximum anyways). This allows to create a sensible sta ... | |
Topic: Initiative every round | |
Tupteq Replies: 18 Views: 19095 |
Forum: Gamemasters Posted: Thu Dec 03, 2020 7:55 am Subject: Initiative every round |
I'm rolling initiative every round. It makes combat more dynamic (chaotic and unpredictable). It often opens new tactical options ("if I win initiative this time I'll do ...") and makes comb ... | |
Topic: Mapping and NPCs | |
Tupteq Replies: 7 Views: 7523 |
Forum: Adventures and Campaigns Posted: Sun Jul 28, 2019 6:53 am Subject: Mapping and NPCs |
I'm rarely draw any map up front. Only for important encounters (e.g. very tactical fights) or for dungeon crawling adventures. On the other hand we often use ad-hoc hand written maps with PCs and NPC ... | |
Topic: Stun Damage Optional Rule | |
Tupteq Replies: 33 Views: 21848 |
Forum: House Rules Posted: Thu Jul 04, 2019 11:33 am Subject: Stun Damage Optional Rule |
I'm using just one table table, no matter what STR value is, in other words it's absolute, not relative.That's what I thought, but I wanted to be sure.
Given that, it comparison to what I proposed ... |
|
Topic: Controls Ionized | |
Tupteq Replies: 7 Views: 8263 |
Forum: Official Rules Posted: Tue Jul 02, 2019 7:57 am Subject: Controls Ionized |
How do you handle controls ionized vehicle/starship hit effect? Following RAW is usually far more severe than light damage. Why? Because most players fly some light freighters with no or minimal maneu ... | |
Topic: Stun Damage Optional Rule | |
Tupteq Replies: 33 Views: 21848 |
Forum: House Rules Posted: Mon Jul 01, 2019 5:13 pm Subject: Stun Damage Optional Rule |
I did something similar in my HRs, but in slightly simpler and more brutal way.Is your table one size fits all, i.e. a 2D STR character and a 5D STR character each takes the same number of stuns?
... |
|
Topic: Stun Damage Optional Rule | |
Tupteq Replies: 33 Views: 21848 |
Forum: House Rules Posted: Mon Jul 01, 2019 11:19 am Subject: Stun Damage Optional Rule |
Stun Damage > Stamina Roll = Effect 0-3 = 1 Stun 4-8 = 2 Stuns 9-12 = 3 Stuns; character is unconscious for 2D minutes. 13-16 = 4 Stuns; as above plus character is Wounded. 17-20 = 5 Stun ... |
|
Topic: Impossible or just Extremely Difficult? | |
Tupteq Replies: 83 Views: 41136 |
Forum: House Rules Posted: Fri Jun 14, 2019 6:31 am Subject: Impossible or just Extremely Difficult? |
In our games we are using flat -3D to all actions onboard the ship, while it's making a full dodge or runs all-out. Pilot can do other things, but with -3D penalty plus MAP.
I thought I took it fr ... |
|
Topic: Making a ship a home | |
Tupteq Replies: 27 Views: 21125 |
Forum: Gamemasters Posted: Fri Jun 07, 2019 9:27 am Subject: Making a ship a home |
You may take a look at Hideouts & Strongholds - many of base modules can be easily adapted to a starship. With Galaxy Guide 6 and D6 conversion of Starships of the Galaxy your players should easil ... | |
Topic: Fixed-Difficulty dodge system | |
Tupteq Replies: 19 Views: 14922 |
Forum: House Rules Posted: Fri Jun 07, 2019 8:35 am Subject: Fixed-Difficulty dodge system |
A fair critique, but I'll offer that avoiding being shot at point blank range would be much easier than at close or medium range: the closer you are, the larger a movement the shooter has to make to ... | |
Topic: Kids | |
Tupteq Replies: 18 Views: 11997 |
Forum: Characters, Droids, and Species Posted: Tue Jun 04, 2019 8:34 am Subject: Kids |
I had a HR for playing kids for 10 years or so, but nobody played a kid, so I deleted it. Anyways, it was something like that:
Being a kid is a trait that is rated (1, 2, 3...), higher the level, s ... |
|
Topic: Taxes | |
Tupteq Replies: 13 Views: 9703 |
Forum: Gamemasters Posted: Tue Jun 04, 2019 8:21 am Subject: Re: Taxes |
Until recently I didn't pay much attention to taxes. I assumed they are included in items' prices or paid by other side of transaction. But currently I'm GMing a campaign in TFA times and First Order ... | |
Topic: Fixed-Difficulty dodge system | |
Tupteq Replies: 19 Views: 14922 |
Forum: House Rules Posted: Tue Jun 04, 2019 8:03 am Subject: Fixed-Difficulty dodge system |
You bumped the topic, so let me criticize your idea
IMO good shooting skill doesn't mean you just hit the exact point, but you are also trained in prediction of possible opponent moves (i.e. dod ... |
|
Topic: How do you like to handle sensory perception? | |
Tupteq Replies: 40 Views: 26618 |
Forum: Gamemasters Posted: Mon May 20, 2019 11:15 am Subject: How do you like to handle sensory perception? |
That's one way to do it, but short of some house rule method of spending CPs to "buy" Special Abilities, there's no real way to add this to an existing character, only to make it part of the ... | |
All times are GMT - 4 Hours |