The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Yet another lightsaber combat rules
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Yet another lightsaber combat rules
View previous topic :: View next topic  
Author Message
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: RzeszĂłw, Poland

PostPosted: Mon Aug 12, 2013 8:12 am    Post subject: Yet another lightsaber combat rules Reply with quote

I promised DougRed4 that I'll explain my lightsaber forms HRs. Here they are.

Few notes first:
- I'm putting not only lightsaber forms, I also included some other HRs that are related.
- I'm using roll&keep mechanics (referred later as R&K), but I have also traditional mechanics rules (I'll explain differences at the end).
- This is my third version of lightsaber form mechanics, it still evolves and there are elements that I still don't like (I'll note them as ?!?).
- My rules use elements of HRs posted on RancorPit, so you may see many parts familiar.
- I also used Wookieepedia forms descriptions and d20/Saga Ed. books as a reference, so there's a mix of everything.
- Rules are playtested, I'm using them for few months (much longer without R&K mechanics).
- I tried dice-pool solution (you have some D to use during combat round and you may divide them between rolls), but it didn't work, because it often ended in all dice added to one action. Later I tried bonus +1 for 1D in form, this worked well, but pips are lost.
- First I tried to create maneuvers (analogical to martial arts from Rebel Specforces Handbook), but it conflicted with idea of separate skill for each form.
- I'm open to comments and constructive criticism Smile


Roll and Keep
Roll and Keep (referred as R&K) variant assumes that after roll is made, no more dice than skill value are kept. This also applies to weapon damage (base weapon damage dice are kept). Roll normally, but before summing result any excessive dice (exceeding skill level, referred later as ND, e.g. 2ND = 2 not-kept dice) have to be ignored. Usually lowest dice are removed from result, Wild Die has to be always kept.

Excessive +1/+2 are just added to result ?!?.

By sacrificing 2ND of roll, one more die may be kept.

Example: A character with gunnery 5D+2 uses a quad laser cannon with Fire Control 1D+2. He rolls 6D+4 and keeps 5 dice (+4).

Example: A Jedi uses concentration Force power to jump on narrow platform. His, climbing/jumping is 4D+2, plus 4D from concentration and -1D for MAP. He may roll 4D+2+3ND or sacrifice 2ND to keep one more die and roll 5D+2.


Attack damage bonus
If target is a living being and is hit in vital location (e.g. head or torso for humans and most aliens) for each 5 points of success in attack, +1ND is added to damage.

Example: Hit difficulty is 17, attack roll 35 (exceeds difficulty by 18, 3 bonus dice). Base weapon damage is 4D, so damage roll is 4D+3ND or (after sacrificing 2ND for one more kept die) 5D.


Quickdraw (included because it's mentioned later)
Player may want to draw a weapon and use it in one action. He may try this, but he has to divide his skill between two rolls. First is draw: Easy (pistol, knife, lightsaber), Moderate (heavy pistol, carbine, sword, lightstaff), Difficult (rifle, axe), if successful, remaining dice can be used to attack. If roll fails, drawing a weapon consumes the whole action, in case of fumble or failure by more than 10 weapon is dropped.

Quickdraw may be also used in reaction to attack, but in this case dice used to quickdraw are subtracted from any reaction skill used.

Example: Scoundrel Jeb is trying to draw quickly his heavy blaster and shoot to stormtrooper. His blaster skill is 6D+2 and he decides to use 3D+2 to draw a weapon, difficulty is Moderate (13), Jeb’s roll is 18, he has his weapon in hand. Now he has only 3D left in blaster for his shot.

Example: Jeb is attacked by a gamorrean with virbo-axe. He has a vibroblade on his belt, but nothing in hands. He decides to quickdraw a weapon and defense. His melee weapons is 5D, he uses 2D for quickdraw and fails. Without weapon he may only use brawling, but with -2D penalty.


Defense Modifiers ?!?
Attacker's roll modifiers (like difficulty or range) apply to both passive and active defences. To determine the difficulty modifier of a melee weapon, 10 should be subtracted from it’s difficulty. In case of ranged weapons, modifiers are -5/0/+5/+10 for point-blank/close/medium/long ranges.

When a weapon is used to active defense, then it's difficulty modifier is added to attacker's roll.

Example: Lightsaber difficulty modifier is Difficult (20) - 10 = +10. If someone defends using lightsaber, then attacker adds +10 to his attack.

Example: Boop shoots to the Stormtrooper at medium range (modifier +5) in poor light conditions (difficulty +3). His roll is 15, Stormtrooper tries to dodge and rolls only 8, but Boop missed anyways, because Stormtrooper's defense is: 8 (roll) +5 (range) + 3 (poor light) = 16. But other character - Roth shoots to the same Stormtrooper at point-blank range - rolls only 6 and hits because the defense this time is only: 8 (roll) -5 (range) +3 (poor light) = 6.

Alternative Defense Modifiers
Rules below generate exactly the same results as these above, but my players didn't want to use them. IMO they are simpler and more consistent.
Base difficulty of any attack is always 10, each melee weapon has a use modifier calculating by subtracting weapon difficulty from 10 (effectively use modifier equals to negated difficulty modifier from rules above). For ranged weapons use modifier is +5/0/-5/-10.

Use modifier applies to active defense rolls (when parrying with melee weapon).

Example: Lightsaber use modifier is -10, so each lightsaber roll value is reduced by 10 (both attack and defense).

Example: Boop shoots to the Stormtrooper at medium range (use modifier -5) in poor light conditions (-3). His roll is 15, Stormtrooper tries to dodge and rolls only 8, but Boop missed anyways, because Stormtrooper's defense is: 8, but effective attack is 15-5(distance)-3 (poor light)=8. But other character - Roth shoots to the same Stormtrooper at point-blank range - rolls only 6 and hits because his difficulty is 8 and effective roll is 6+5(range)-3(poor light)=8.


Power Block ?!?
If defense (brawling, melee, lightsaber) exceeds attack roll by 10, subtract 10 from failure points and compare in Lightsaber Defense Table (see below) and apply result to attacker.

Example: Sith attacked a Jedi and failed badly, attacker's roll was 25, defender's roll 37. Attacker failed by 12, minus 10 gives 2, result 0-4 in table: "bind, force back". Attacker is forced back.


Fatigue (I'm not using these rules yet)
Each character starts the fight with stamina roll difficulty 0 (minimal value). After each round of combat, stamina roll difficulty should be adjusted depending on actions taken this round:
Character didn’t attack, defend, run nor do acrobatics: -5.
Character used defense or attacked using blaster: +0.
Character was put off-balance or overturned: +5.
Character attacked at least once with melee weapon (including blaster deflection): +5.
Character was running (2x Move or more) or doing acrobatics: +5.
GM may ask for stamina roll at the end of the round. If it beats the difficulty, then the result should be noted and the character will not roll stamina until the difficulty raises above his result.
First stamina roll is usually done after the first round of combat (to determine internal energy reserves). Control bonus and lightsaber form are added to the stamina roll. If the combatant changes the form, stamina doesn’t need to be re-rolled.


Lightsaber Combat Force Power (only changes from original are described)
This power has to be kept “up”, but it only costs one action.

Lightsaber Combat may be used as a reaction skill to quickly draw (using quickdraw rules) and activate weapon when attacked. In this case standard MAPs apply, so -1D to control and sense rolls, and -2D to quickdraw/defense.

Control and sense bonuses are added as not-kept dice. These bonuses aren't affected by MAP, but are affected by wounds.

Sense bonus is halved when using multiple blades unless Jedi has special training. Only half of control bonus is used when lightsaber is wielded one-handed. Also, sense bonus applies only when a Jedi has a chance to make a swing.

Lightsaber Defense Table
When the Lightsaber Combat power is activated and a Jedi defends using his lightsaber, failed defense doesn’t automatically mean hit. Compare attacker’s success points with table (note that attack may be of any type, not only done by lightsaber):
0-4: bind, force back
5-9: off balance, overturn
10+: hit

Lightsaber combat options
Following options may be used during lightsaber combat. Most of effects may be used in melee combat of any type.
Bind - in the next round combatants roll opposite Strength or lifting (-1D if lightsaber is wielded one-handed). Check result in table above. Hit doesn’t add control bonus and can be done by either attacker’s or defender’s weapon.
Force back - defender has to move back few steps back and has a cumulative -1D to all actions until end of turn. The penalty wears off by 1D at the beginning of each round. If defender can’t move back, he is off-balance.
Off-balance - as “force back” plus defender loses all actions this turn and may only defend. Attacker may immediately try some special action like Force use, brawling attack, grapple, etc. He may use one of his actions left or declare an additional for this occasion (increasing MAP). He may also wait with the action until next round, but if he loses the initiative, defender regains the balance before the attacker has a chance to act.
Overturn - as “off-balance” plus defender loses the ground and lands on the floor.
Disarm - requires a precise hit (+12: shoto, guard shoto in defensive grip, holdout blaster; +9: lightsaber, pistol, vibroblade; +6: dual-blade lightsaber, sword, rifle). Basic effect causes weapon to be dropped, better rolls allow to: throw weapon 1D meters away, damage weapon or even steal the weapon. Note that attack to weapon isn't direct attack to Jedi, so Lightsaber Defense Table is not used.
Grapple, brawling - may be performed safely (lightsaber can’t be used to defense) when opponent is off-balance.
Weapon Grapple - requires successful brawling attack to the hand.
Defend Ally - a lightsaber combatant may defend nearby allies (-5 to defense result for each additional person).
Disengage - the possibility to move away from opponent without risking an attack. Can be done when opponent is off-balance.
Feint - dirty trick that gives the advantage. Feint is treated as preparing, +1D for each preceding fake attack, up to +3D (although fake attacks have to succeed at 0+). ?!?


Lightsaber Forms
The Jedi may learn lightsaber forms to gain better control of his weapon. Lightsaber forms are advanced (A) skills and it costs 5 CP to get one at 1D.
During combat Jedi may choose the initial form during LSC activation, but further changes require an action.

Form Skill Levels
Code:

Level         Skill level  Training time
Beginner      1D           few months
Intermediate  2D           year or two
Advanced      3D-4D        several years
Master        5D-6D        ten or more years

Even the master shouldn’t improve above 6D unless he’s very dedicated to the form (like Windu and Vapaad), then 7D is the limit.
At master level, GM may allow the player to slightly modify functioning of the form, reflecting the personal style of user.


Lightsaber Form Descriptions
I formalized form descriptions to shorten text and enforce common ruleset. Legend:
Adds to - Add as kept dice. If both “adds to” and “bonus” apply, then use “adds to”.
Bonus - Add as not-kept dice. Lifting bonus applies only to bind action.
For each 2D - special effect that can be used for each full 2D of form (once per round, unless specified differently).

Form I Shii-Cho
Adds to: disarm.
Bonus: initiative, lightsaber defense, blaster redirect.
For each 2D: One additional target can be reached by sweep attack. Control bonus has to be divided between targets.
Special: Sweep attack can be done once per round.
Special: Shii-Cho can be used with a lightwhip.

Form II Makashi
Prerequisites: Dexterity 3D+1.
Adds to: lightsaber attack (against lightsaber or melee weapon), lightsaber defense.
Bonus: defense against Force.
Special: Less fatiguing - every other attack causes fatigue.
Weakness: Makashi is halved if used two-handed or while combatting more than one opponent.
Weakness: Defense versus ranged attacks is at -5.

Form III Soresu
Adds to: lightsaber or brawling defense.
Bonus: dodge.
Special: Partial defense counts as “do nothing” when determining fatigue.
Weakness: Control bonus is halved (subtle movements), unless using the momentum of deflected attack.

Form IV Ataru
Adds to: acrobatics, jumping.
Bonus: initiative, lightsaber attack.
For each 2D: One lightsaber action may be preceded by a related acrobatics or jumping roll (MAPs apply).
For each 2D: One extra attack may be done to the same opponent (MAPs apply), but control bonus must be divided.
Weakness: Ataru is halved in narrow spaces.

Form V Shien
Prerequisites: Strength 3D.
Adds to: blaster redirect.
Bonus: lightsaber.
Special: Strength instead of Dexterity is used for lightsaber attacks.
Special: Use of Shien grip provides +1 to lightsaber.
Special: Learning cost of Shien is halved if character knows Djem So at higher level.

Form V Djem So
Prerequisites: Strength 3D+1.
Adds to: lightsaber attack.
Bonus: lightsaber defense, lifting, blaster redirect.
Special: Strength instead of Dexterity is used for lightsaber attacks.
Special: Successful attack (0+) suffices to tire the opponent.
Special: Learning cost of Djem So is halved if character knows Shien at higher level.
Weakness: Move is halved.

Form VI Niman
Bonus: lightsaber, blaster redirect.
Special: Keeping “up” of Lightsaber Combat doesn’t count as action.
For each 2D: One Force use (usually telekinesis) can be done right before or right after attack (MAPs apply).

Form VII Juyo
Prerequisites: four other forms at 2D.
Adds to: lightsaber.
Bonus: initiative, lifting.
For each 2D: 2D of Juyo can be exchanged for 1D of damage (requires weakness willpower roll).
For each 2D: 2D of lightsaber damage may be exchanged for +1D to lightsaber attack.
Weakness: For 6 on Wild Die in attack, roll willpower vs. Juyo level (VE for 1D, E for 2D etc.) +DSPs. Failure causes DSP.
Weakness: When using Juyo all Force skills are at -1D (including defensive, R&K: and LSC bonuses).

Form VII Vapaad
Prerequisites: Juyo at 2D, at least 1 DSP.
Adds to: lightsaber.
Bonus: initiative, brawling, lifting.
For each 2D: Additional attack can be done on one initiative (MAPs still apply). Control bonus has to be split.
Special: Extra attack/lifting bonus (up to Vapaad dice number) may be achieved by adding own and (optionally) opponent’s DSPs.
Weakness: If extra bonus is used or for 6 on lightsaber Wild Die make Juyo weakness roll with own plus ”used” opponents’ DSPs.
Weakness: Using Vapaad counts as two actions.

Jar'Kai
Prerequisites: Niman at 3D, two lightsabers training.
Adds to: lightsaber attack (primary lightsaber), lightsaber defense (secondary lightsaber).
For each 2D: An additional action using the other lightsaber can be done without MAP.
Weakness: Two-hand attack or defense cancels bonus to defense or attack respectively in that round.
Weakness: Control bonus is halved, because weapons are used one-handed.

Sokan
Adds to: jumping, running.
Bonus: lightsaber while running.
For each 2D: One free move action.
For each 2D: One lightsaber action may be done in the middle of the move action (MAPs still apply).
Weakness: Can’t be used in narrow spaces.

Trŕkata
Adds to: lightsaber feint.
For each 2D: 1D of MAP while using force powers may be ignored (if lightsaber is turned off).
Special: Allows to break the bind.
Special: Power block occurs on attacker failure by 5.


Non R&K variant
When I used "classical" mechanics my rules were slightly different.
- Control and sense bonuses are +1 per D (5D sense grants +5 to lightsaber skill).
- Form Bonus are +1 per D of form skill.
- Keeping "up" penalty of LSC doesn't affect lightsaber skill.
- Juyo force skill penalty doesn't apply to LSC control/sense bonuses.


Examples

Skills: perception 3D+1, lightsaber 6D, control 3D, sense 3D+1, shii-cho 2D+1, soresu 3D, niman 4D, vapaad 4D

Using Niman Jedi on his initiative decides to use Force and then attack (thank to Niman it can be done on one initiative pass), first he uses telekinesis (-1D for MAP) to bring opponent closer and immediately attacks and rolls lightsaber+sense+niman-MAP: 6D+3ND+1+4ND-1D = 6D+6ND+1 or 7D+3ND+1.

Using Soresu Jedi performs two actions, first is defense: 6D+3D+3ND+1-1D = 9D+2ND+1 and succeeds. In the second action he attacks: 6D+3ND+1N and on hit he can use full control bonus (using momentum of deflected attack), so damage is: 5D+3ND or 6D.

Using Shii-Cho and a lightwhip Jedi performs a sweep hoping to hit two opponents. His initiative roll is 3D+1+2ND+1, then attack roll is 6D+2ND+1, but it's a sweep that may hit two targets (Shii-Cho 2D), Jedi designates two targets and decides how to split control bonus.

Using Vapaad Jedi decides to attack 4 times in two initiative passes (two series of two attacks), he rolls 6D+4D+3ND+1-3D = 10D+1 for each attack (plus eventual bonus from DSP).
Back to top
View user's profile Send private message
DougRed4
Rear Admiral
Rear Admiral


Joined: 18 Jan 2013
Posts: 2272
Location: Seattle, WA

PostPosted: Mon Aug 12, 2013 1:04 pm    Post subject: Reply with quote

Thanks so much, Tupteq! I'm looking forward to gleaning lots from the various house rules regarding lightsaber combat forms, so this is really helpful. Smile
_________________
Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
Back to top
View user's profile Send private message Visit poster's website
Tupteq
Commander
Commander


Joined: 11 Apr 2007
Posts: 285
Location: RzeszĂłw, Poland

PostPosted: Mon Aug 12, 2013 5:44 pm    Post subject: Reply with quote

DougRed4 wrote:
Thanks so much, Tupteq! I'm looking forward to gleaning lots from the various house rules regarding lightsaber combat forms, so this is really helpful. Smile


No problem Smile

First I wanted to post only lightsaber forms, but then I noticed that it depends on few other HRs, so I included those rules and it became quite long post. And I was telling it's simple Smile
But if you take a closer look, each form is really simple - just you need to know few situations (up to four) when to add form or use bonus, plus some special (for every 2D, special and weakness) and that's all you need to know to use form. It's not hard to remember all for player, because usually he knows only one or two forms and it's fast in play (common mechanics, simple actions).

I have one more note about damage control - the more not-kept dice, the better control over final damage. For example rolling 5D+4ND: 3 (wild), 2, 4, 1, 6, 5, 5, 1, 3 you may decide to hit hard (3+4+6+5+5=23) or gently (3+2+1+1+3=10) or almost any value in between! This is a great precision (not only limited to lightsaber, but with lightsaber control bonus guarantees many not-kept dice) and works perfectly.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0