View previous topic :: View next topic |
Author |
Message |
aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
|
Posted: Tue Sep 02, 2014 12:06 pm Post subject: The Broken Parts - Must Fix/Wishlist |
|
|
So thinking about 2nd Ed R&E vs new editions and consolidated rulesets, I'm curious what people see RAW which are broken, what needs tweaking, and/or clarification, and what people wish they could change.
Lets break feedback into things that would be more errata and/or clarification type stuff, and things that can only really be fixed by changing mechanics. That includes game balance, places where this is no rule or existing rules are insufficient, etc. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
|
Back to top |
|
|
aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
|
Posted: Tue Sep 02, 2014 12:25 pm Post subject: |
|
|
answering my own question:
Hypothetical 2.5 Version
-Clarification on doubling/addition rules (do pips from multiple sources convert to dice?)
-Skill List Tweaks (Jet/Rocket pack operation, too many Gunnery skills, discarding unused skills)
-Quick-draw rules clarification
-Free Actions clarification
-Clarify multiple action penalty in the 1d+2->-1d+2 range
-Consolidation of Cybernetics from 1.0/Craken's
-Missing Force powers (Force Push, Force Jump, Rapid Movement all clearly demonstrated in movies)
Hypothetical 3.0 Version
-Lack of Stun/knockout damage in hand-to-hand
-Combat Order/speed tweeks
-Skill List Revamp
-High End dominiance of Jedi
-Jedi powers bloat, possible conversion to single Force attribute
-Lack of balancing on alien special abilities/attributes (ex. Noghri, Verpine)
-Spending Character Points vs Luck or other mechanism
-Dark Side point clarification/cleanup
-Wild Die behavior
-Clarify shield mechanics
-Other shipboard actions for non-pilots, making ship combat more team effort
-Hit Location specific Damage
-Expanded damage tables for vehicle/creature types
-Revise combat sequences completly
-Missing Force powers (Force Push, Force Jump, Rapid Movement+ EU powers. Shatterpoint, telekinetic lightsaber wielding, beast taming,)
-Change armor mechanics to reduce dice rolled
-Change armor damage mechanic (why does high str help your armor not get damaged?)
-Perk/disadvantage system
-Revamp Ion damage Rules
OPTIONAL MECHANICS
Strafing
Zone denial
Expanded Medical
Martial Arts
Drugs _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
|
Back to top |
|
|
Barrataria Commander
Joined: 28 Dec 2005 Posts: 295 Location: Republic of California
|
Posted: Tue Sep 02, 2014 2:04 pm Post subject: |
|
|
I've ditched specializations in my games and found it helps a lot with skill bloat. Not sure if that's what you have in mind for "character points v. luck attribute", but I've handed out fewer CP too and I think it would help over time reduce the numbers of superhero characters you have to manage. _________________ "A special effect without a story is a pretty boring thing"- George Lucas |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Sep 02, 2014 11:43 pm Post subject: |
|
|
To add my own..
First aid. Can someone do a reaction while performing it
Ship combat, do the gunners get a penalty to hit when the pilot of the ship they are ON does a full dodge? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
|
Posted: Wed Sep 03, 2014 11:57 am Post subject: |
|
|
Ship movement
Example: Spaceships can turn unlimited, but can only increase/decrease their speed one step per turn. RAW a ship can be moving almost all out but just travel in a very tight circle and not actually move anywhere. _________________ http://swfallingstar.podbean.com
GM of Falling Star: D6 Star Wars Campaign Podcast |
|
Back to top |
|
|
Lane Arroway Lieutenant Commander
Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
|
Posted: Wed Sep 10, 2014 10:43 am Post subject: |
|
|
I thought quick-draw rules were pretty simply. Check out Han Solo and the Corporate Sector book.
Force Push and Force Jump could be clever applications of Telekinesis.
garhkal wrote:
Quote: | First aid. Can someone do a reaction while performing it |
Why not? As long as the target is aware of the attack s/he can dodge as per the RAW. Now, if they were performing something special, like surgery, you could say that dodging would risk the patients' life. However, taking a blaster shot should interupt surgery just as well and could kill the doctor too. _________________ "This job is 90% talking to people and 10% shooting at them." |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14173 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Wed Sep 10, 2014 3:42 pm Post subject: |
|
|
Well, as shown in the thread i made asking about it, the skill itself only allows you to partake in free actions, Not reactions as it is a full round skill use. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
|