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What to get started?
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Ronin84
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Joined: 17 Oct 2006
Posts: 53
Location: Windy City USA

PostPosted: Tue Nov 06, 2012 11:14 am    Post subject: Reply with quote

crmcneill wrote:
I've been playing with some house rules that make beginning Jedi a bit more competitive at lower levels:

1). Treat the Force as an Attribute, with its value selected from the beginning Attribute dice, and Control, Sense and Alter treated as skills under that attribute heading. This is more in keeping with the current canon, in that some individuals are stronger in the Force than others. Even with appropriate caps on beginning attribute and skill levels, starting Jedi can still have 4D or more in their Force skills, which makes beginning Force powers more accessible.

2). I've thrown out Lightsaber Combat entirely and folded much of its components over into an expanded form of Combat Sense that can be used with pretty much any weapon, but the dice bonus is based on the degree of training the character has with that weapon. Bare bones version:
-Throws out Control roll and Control bonus to damage (Lightsaber damage changed to Str+5D, plus any damage bonus from the To Hit rule as described in Rules of Engagement).
-Sense bonus to combat roll is equal to the character's dice level in the skill being augmented, or a minimum of 2D (whichever is greater), but the bonus cannot be higher than the character's Sense dice level.
-The bonuses from this ability can be applied to Brawling, Melee Combat, Lightsaber or any of the Ranged Weapon skills.

The WEG rules were acceptable for playing in the classic era, but with the EU and the prequels, I've found that they tend to fall short. In the end, the best way to duplicate what we see in Star Wars now is house rules.


I like that idea might have to try that one out...I could see how that emulates the prequels.
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