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Help me work out my lightsaber combat house rules
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Naaman
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PostPosted: Mon Aug 01, 2011 6:08 pm    Post subject: Help me work out my lightsaber combat house rules Reply with quote

I've been playing d6 since 96 and usually play a Jedi. At first, it was fun to plow through enemies with total invincibility, but eventually, it get's a bit routine fighting anything (even the BBEG). So, I've come up with a revision to the rules to allow for more interesting fights while still allowing Jedi to be awesome. A lot of thought has gone into these rules and I will post my reasonings in following posts. Any critiques are welcome.

Here goes:

1) The lightsaber combat force power is completely removed and replaced with the following rules (there is no longer a need to roll control and/or sense to activate).

2) The Jedi rolls his lightsaber skill to wield his lightsaber.

3) He adds or subtracts his control dice to his damage with a lightsaber.

4) Any control dice not used to modify damage can be converted to a +1 bonus on his lightsaber skill roll (declare before rolling). A Jedi with 8D in lightsaber and 6D in control could roll 8D to attack/parry and 11D damage, or could roll 8D+6 to attack and parry and 5D damage (or anything in between).

5) The Jedi rolls sense to deflect blaster bolts (sense only, no lightsaber skill). If the sense roll succeeds by a margin of 10 or more (5 or more, maybe?), he may roll control to aim the deflected bolt at a target of his choice.
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Naaman
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PostPosted: Mon Aug 01, 2011 6:34 pm    Post subject: Reply with quote

Designer's Notes:

After watching the movies dozens of times from a roleplayer's point of view, it seems that certain things are consistent throughout all the movies and other things that are in the rules don't really need to be there.

The rules I've come up with do several things to satisfy my desire to accurately portray the movies while still allowing a more "balanced" experience.

First, I got rid of the lightsaber combat force power because it is just too powerful. It takes the fun and excitement out of the game. On the other hand, the lightsaber is a devastatingly effective weapon and I wanted to preserve that feature. The rules I have written above are in conjunction with (or perhaps inspired) an overhaul of several force powers that provide bonuses to combat rolls, but those revisions are not essential to these rules.

Second, the movies make it clear that the more skilled or "powerful" someone is with the force, the more dangerous they are with a lightsaber. Hence, I retained the added control dice to damage. However, we also know that Jedi use the force to enhance their combat prowess and I wanted to integrate that aspect of combat seamlessly, like it is in the movies. The movies often portray characters of different skill levels facing each other in lghtsaber duels. Darth Maul, for example, may have had a higher lightsaber skill than QuiGon Jinn, but QuiGon probably had more control than Darth Maul. Using the rules above, we may assume that QuiGon had a larger reserve of control to draw upon than Darth Maul, which allowed him to fight on the same (or even higher) level. (I rationalize that Obi-Wan used a force point to defeat Darth Maul, and that Darth Maul used up all his FPs and CPs by then, so he had none to counter with). Obi-Wan vs Dooku presents a similar situation. Obi-wan's defenses were so strong that Dooku had to use all of his control to amplify his lightsaber skill, so he was left with only base damage, which is why he did not sever an arm and a leg, yet against Anakin, who was much less skilled at the time, he lopped off an arm.

As for sense being used by itself to counter blaster fire... I think it's pretty self explanatory. The lightsaber itself has nothing to do with whether the Jedi can react quickly enough to deflect a blaster bolt. Only the Jedi's senses can alert him. If he is sensitive enough to the force, he'll know in enough time to make it work.

I imposed a margin of success on the sense roll for those who want to aim the bolt back at the shooter (or other target). This is because the movies make clear that good shooters are harder to defeat with their own blaster shots than poor ones. Jango overwhelmed that one dinosaur-looking Jedi, and even Mace Windu did not pop Jango with his own blaster bolts. Whereas droids get nailed by their own firepower repeatedly.

Finally, I wanted to allow Jedi to be different from each other. If more than one Jedi is in the group, it really changes how the two of them fight if one is awesome in control and so-so in sense (the melee guy), while a Jedi with a high sense skill will be great as a ranged combatant or defensive wall etc.

For what it's worth these rules also coincide with rules I've made for each of the seven forms. And the forms fit very nicely into the game, now that the force skills each have a different function in the combat mechanics.

For example, Yoda, a form 4 user, relies much more on control, while Obi-wan relies much more on sense for his form 3.

I hope that's a clear explanation. Comments, critiques welcome.
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PostPosted: Mon Aug 01, 2011 9:06 pm    Post subject: Reply with quote

So basically they always have LS combat up since it is no longer in game..
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PostPosted: Mon Aug 01, 2011 9:29 pm    Post subject: Reply with quote

That does seem to be what it says so the Jedi no longer get the MAP for keeping Lightsaber combat up, they no longer need to worry about not being able to get Lightsaber combat up and they don't have to worry about being surprised and caught without having Lightsaber combat up.

However if surprised they'd probably not have the option of putting any dice into damage and any additional damage they do robs them of additional to-hit bonuses so it seems fairly balanced.

On the whole it seems benificial to younger, less powerful Jedi and it stops the more experienced jedi becoming quite as amazing.
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Bren
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PostPosted: Mon Aug 01, 2011 10:39 pm    Post subject: Reply with quote

Interesting idea. This seems better than the RAW. You've done some similar things to what I and others have done to modify lightsaber combat while still allowing for much of what we see in the movies.

By totally eliminating the lightsaber combat skill you have also avoided the problem of FP doubling both the lightsaber skill and the attack and damage bonus of lightsaber combat. That may be a good route to take.

One criticism, I don't think a trade off of 1D of control damage for +1 to lightsaber skill does much to increase defense or attack however. Your example of Qui-Gon fighting Darth Maul, if Maul was 2D better at lightsaber combat Qui-Gon would need to devote 7D of control to counter that skill difference. I don't he could be that much better than Darth Maul.

I used a somewhat different take on lightsaber combat that allows the Jedi to swap dice from a pool for attack, defense, or damage. This would allow one Jedi to drop his damage down to the base 5D and counter a pretty large difference in his attacker's lightsaber skill.
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Naaman
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PostPosted: Tue Aug 02, 2011 12:37 am    Post subject: Reply with quote

Well, even though this is just speculation, I don't think QuiGon would be at a 2D disadvantage against Darth Maul, but even if that were the case, I think that QuiGon could afford to drop 7D in control (because he probably has more than 10D) and still hit with (at least) 8D damage, which is almost guaranteed to kill in one hit (assuming Darth Maul has a 4D or less strength).

I originally wrote it so that control dice carried over into a +2 bonus on lightsaber, but that seemed a little over the top. I really wanted to create a situation where the player felt like there was a true trade-off... a real choice to be made between attack/defense and damage.

Another solution that I played around with was to leave control as the damage, and just add a +1 bonus per die in sense to lightsaber skill. But I like separating the melee combat and ranged combat aspects into to separate deals, so that the Jedi relies on control to fight up close, and sense to detect incoming firepower. For me, it really creates a situation where I have to really think about where I want to place my character points.

I also don't like to have to do any extra math or roll three different skills to make one attack/parry/skill check etc. I wanted to unencumber the RAW. This is the best I've been able to come up with.
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Bren
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PostPosted: Tue Aug 02, 2011 12:45 pm    Post subject: Reply with quote

Naaman wrote:
Well, even though this is just speculation, I don't think QuiGon would be at a 2D disadvantage against Darth Maul, but even if that were the case, I think that QuiGon could afford to drop 7D in control (because he probably has more than 10D) and still hit with (at least) 8D damage, which is almost guaranteed to kill in one hit (assuming Darth Maul has a 4D or less strength).
(i) You seem to be assuming that Darth Maul is fully boosting his damage, but couldn't he also drop his damage to increase his attack so that he still hits? Perhaps he couldn't drop it as much as Qui-Gon, but maybe enough to offset Qui-Gon's usage?
(ii) Using 4-5 CPs a character with a 4D STR should take no damage from an 8D lightsaber strike.

Quote:
I really wanted to create a situation where the player felt like there was a true trade-off... a real choice to be made between attack/defense and damage.
Yes, I like that aspect of what you have done. It is similar to the dice pool concept that I have outlined here.

Overall I like what you have done, though I don't think it solves the twin problems of (i) small differences in lightsaber ability (including force skills) is magnified when a FP is used, becoming large differences and (ii) using a FP in lightsaber combat is so nuclear (because attack, parry, and damage all increase significantly) that characters must immediately choose to use a FP in a duel or die bacause the first opponent to use a FP when his opponent does not, almost automatically wins the duel.

But what you have proposed is definitely a step in the right direction.
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atgxtg
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PostPosted: Tue Aug 02, 2011 4:32 pm    Post subject: Reply with quote

Naaman wrote:
...8D damage, which is almost guaranteed to kill in one hit (assuming Darth Maul has a 4D or less strength).


Not really. An average roll on 8D is 28, while an average STR roll on 4D is 14. THis means that the average result is a mortal wound. But a slight variance (2 points) can push this into the incapacitate range. And if Maul spends 1 FP, his STR is doubled for the round and he has a 50% chance of taking no damage at all.

Quote:

I originally wrote it so that control dice carried over into a +2 bonus on lightsaber, but that seemed a little over the top. I really wanted to create a situation where the player felt like there was a true trade-off... a real choice to be made between attack/defense and damage.


I suggest using the lower of Control or Sense and letting the player split it up amongst skill and damage as desired. The high damage dice scores cause as many problems as the high skill dice. Probably more, since skill can be ofset with skill. The Contriol add to damage is what makes these fights short and deadly in the game, rather that the elaborate duels of the films. He who hits fist wins.
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Bren
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PostPosted: Tue Aug 02, 2011 4:59 pm    Post subject: Reply with quote

atgxtg wrote:
He who hits fist wins.
Yeah, Palps demonstrated that in the Chancellor's office towards the end of RotS. Laughing
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PostPosted: Tue Aug 02, 2011 5:10 pm    Post subject: Reply with quote

Bren wrote:
atgxtg wrote:
He who hits fist wins.
Yeah, Palps demonstrated that in the Chancellor's office towards the end of RotS. Laughing


Well, that seems to hold true for every battle except Bespin.

What I meant was that in the RAW the fights are short and deadly, normally a round or two, as opposed to the films, where there is more swordplay before the hit.

RE: Office Duel. I think Palp spent an FP, and had enough of a dice edge over most of the Jedi there to just takethem down easy. Windu had more skill that the other Jedi (and Samuel Jackson had more pull with Lucas), so he wasn't cut down.
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Bren
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PostPosted: Tue Aug 02, 2011 5:39 pm    Post subject: Reply with quote

Sorry I realized after I typed it that my last statement could be taken as a serious point. When actually I intended it only as a humorous comment.

I presume those other Jedi are NPCs so they don't get to invoke an lengthy dueling mechanic. Mace, played by a known actor, is the movie equivalent of a PC - albeit a minor PC.
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Naaman
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PostPosted: Tue Aug 02, 2011 11:07 pm    Post subject: Reply with quote

Bren wrote:
Naaman wrote:
Well, even though this is just speculation, I don't think QuiGon would be at a 2D disadvantage against Darth Maul, but even if that were the case, I think that QuiGon could afford to drop 7D in control (because he probably has more than 10D) and still hit with (at least) 8D damage, which is almost guaranteed to kill in one hit (assuming Darth Maul has a 4D or less strength).
(i) You seem to be assuming that Darth Maul is fully boosting his damage, but couldn't he also drop his damage to increase his attack so that he still hits? Perhaps he couldn't drop it as much as Qui-Gon, but maybe enough to offset Qui-Gon's usage?
(ii) Using 4-5 CPs a character with a 4D STR should take no damage from an 8D lightsaber strike.

Quote:
I really wanted to create a situation where the player felt like there was a true trade-off... a real choice to be made between attack/defense and damage.
Yes, I like that aspect of what you have done. It is similar to the dice pool concept that I have outlined here.

Overall I like what you have done, though I don't think it solves the twin problems of (i) small differences in lightsaber ability (including force skills) is magnified when a FP is used, becoming large differences and (ii) using a FP in lightsaber combat is so nuclear (because attack, parry, and damage all increase significantly) that characters must immediately choose to use a FP in a duel or die bacause the first opponent to use a FP when his opponent does not, almost automatically wins the duel.

But what you have proposed is definitely a step in the right direction.


Well, I guess we have a difference of opinion on what parts of the game create a problem. The force points thing doesn't bother me, and an easy way to mitigate the problem of the "nuclear" force point would be to give force sensitive characters a DSP for using the force for overkill/easy way out (unless of course they really NEED the force point to compete... which would be determined after assessing the opponent). As for the BBEG, FPs are hard for bad guys to come by, so they wouldn't exactly be frivolous with them, and they probably would not have very many to begin with (at least, that's how we play in my group).

I think one thing that people don't tend to think about when looking for the lengthy duel is the environment. If the NPC is constantly seeking superior position (higher ground, or moving such that a hazard is between him and the PCs etc) the battle becomes 3D rather than just a sword bashing contest. The first time Qui Gon and Darth Maul met on Tatooine (wide open terrain), it was just a bunch of sword bashing. But on Naboo, it was a much more interesting fight. Obi-Wan vs Anakin is another great example (floating on the lava). If you introduce rules that encourage characters to seek advantages in their environment, you may be able to extend the length of your battles by forcing players to use skills other than just lightsaber or blaster or melee combat. Just a thought.

One thing we played around with was the following, in case anyone likes it or can improve on it: A force user may "set aside" some of his control dice (instead of adding them to his lightsaber damage), in order to add them to his strength to resist an opponent's lightsaber damage. In effect, the force users decide how much of their opponent's damage they want to cancel out.

Of course, the other option is to just fudge the margin of victory on opposed rolls for the sake of drama. But the movies do tend to portray the one-hit victory when it comes to lightsaber duels.

Bren, I like your idea of the dice pool. It feels a lot different than what I'm trying to portray, but it seems like a good way to still be authentic to what we see in the movies.

One thing that a lot of people want to do with their LSC house rules is make Jedi roll more actions to defend themselves. I just don't see this as "fair" according to the rules. Why shouldn't a character dodging have to declare separate actions to dodge each attacker? That's one of the reasons I reduced the deflection to sense only, so that it's simply skill vs skill (just like dodge).

Thoughts?
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Naaman
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PostPosted: Tue Aug 02, 2011 11:51 pm    Post subject: Reply with quote

atgxtg wrote:

I suggest using the lower of Control or Sense and letting the player split it up amongst skill and damage as desired. The high damage dice scores cause as many problems as the high skill dice. Probably more, since skill can be ofset with skill. The Contriol add to damage is what makes these fights short and deadly in the game, rather that the elaborate duels of the films. He who hits fist wins.


I don't see why it needs to be the lower of control or sense. The reason I split the two skills into different aspects of the power was to allow the Jedi to "specialize" if he wants to in melee or ranged. Basically, if you ignore control in favor of sense, you won't be that deadly up close. And vice versa.

Of course, we could change it so that every 2D in control allows 1D in damage...
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PostPosted: Wed Aug 03, 2011 11:00 am    Post subject: Reply with quote

Naaman wrote:
atgxtg wrote:

I suggest using the lower of Control or Sense and letting the player split it up amongst skill and damage as desired. The high damage dice scores cause as many problems as the high skill dice. Probably more, since skill can be ofset with skill. The Contriol add to damage is what makes these fights short and deadly in the game, rather that the elaborate duels of the films. He who hits fist wins.


I don't see why it needs to be the lower of control or sense. The reason I split the two skills into different aspects of the power was to allow the Jedi to "specialize" if he wants to in melee or ranged. Basically, if you ignore control in favor of sense, you won't be that deadly up close. And vice versa.

Of course, we could change it so that every 2D in control allows 1D in damage...


1) It is the high damage dice that cuase most of the problems, not the skill dice.

2) Jedi need a higher Lightsaber skill because Lightsaber is used in place of melee attack, melee parry, dodge, and blaster skills. With MAPs, nerfing the skill bonus puts Jedi at a skill disadvantage.

3) By using the lower of the two and splitting the dice as desired, Jedi skill get the personalized effect you want, and a power downgrade equivalent to what you want, while not killing off the skill bonus. Using the lower of the two skills ensure that the Jedi needs to work on both, and can't just max out one.

4) In the long run, with Control being so much more powerful that Sense, I expect the PCs will all have high Control and low Sense skills.
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Bren
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PostPosted: Wed Aug 03, 2011 12:44 pm    Post subject: Reply with quote

atgxtg wrote:
1) It is the high damage dice that cuase most of the problems, not the skill dice.
The high damage means that you can't afford to be hit, since a hit = instant death (unlike getting shot with virtually any man portable blaster weapon).

However, if the non-FP user is still able to parry it won't matter that the damage is overwhelming.

High skill dice when combined with high damage just doubles the problem. A FP is a problem because it doubles the skill roll (which increases the attack to the point where a non FP user can't parry) and it doubles the damage dice add from Control so that a missed parry results in overwhelming damage = instant death.

While I like what you have done Naaman, I don't see that you have managed to address the nuclear force issue in the rules, though you may have done so via GM control of the bad guys to deny them the use of a FP or DSP in combat.
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