Theodrim Lieutenant
Joined: 18 May 2014 Posts: 78
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Posted: Mon Oct 19, 2015 11:44 am Post subject: House rules for a gonzo, stylized TotJ game |
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Hi guys,
I'm running an over-the-top, super-stylized Tales of the Jedi game in the near future, and found myself needing to come up with some house rules for the campaign to push the tenor and style I would like to see out of it. I sold it as "Exalted with lightsabers" to my players, if that's any indication. Thought I'd run them past the community for input and tweaks, if you folks don't mind.
Character points
20-25 character points per story. Characters may spend 5 CP to boost the dice pool on an action, or 10 to boost soak.
Stunts
If a declared action is impressive enough, extra dice for a round will be awarded, between 1-5 extra dice. These extra dice do not stack with character points -- players can spend CP for guaranteed extra dice, or attempt a stunt.
Force points
1 Force point per story. Additional Force points will not be provided for heroic actions, and no refunds on FP due to automatic accrual. At certain points in the campaign, the effects of Force points may last an entire scene or battle opposed to one turn.
Additional difficulty classes
51-100: Epic difficulty
101-200: Legendary difficulty
[Yes, I do expect difficulties to go high enough, often enough, to include these extra DC's.]
Damage rolls
For PC's and major antagonists, damage roll exceeds soak roll by:
1-10: Stunned
11-25: Wounded
26-50: Wounded twice
51-75: Incapacitated
76+: Killed
[Need to expand the damage ranges since this is a gonzo Jedi game. Don't want PC's and key NPC's getting instagibbed left and right.]
Initiative
Initiative is individually rolled, and proceeds in ascending order -- lowest rolls go first. However, characters can declare and take their turn at any point during the round in which they have yet to act, even preempting other characters' actions. Players have thirty seconds to decide on an action on their round.
[Basically I'm hybridizing and streamlining the White Wolf initiative system for D6 rules for more cinematic combat.]
Multiple actions and penalties
MAP does not apply to defensive rolls.
Lightsaber forms
[Not a fan of any of the previously-posted lightsaber form rules. Especially in a game will bucket-loads of dice are being rolled, and the last thing I need are maneuvers and extra mechanics bloating the game and slowing action further.]
Players can learn any lightsaber form, and as many lightsaber forms as they like, but can only use one at a time as declared on their turn.
Shii-Cho: Default lightsaber skill.
Makashi (S): Rolled instead of Lightsaber on attack and defense rolls against a single nominated target.
Soresu (S): Rolled to deflect blaster bolts.
Ataru (S): Rolled in lieu of acrobatics, running, climbing, jumping, dodge, and similar actions during lightsaber combat only.
Shien (A): Requires 7D in either lightsaber skill or Soresu. Shien dice are added to all defensive rolls in lightsaber combat.
Niman/Dun Moch (S): Rolled instead of con, persuade, intimidate, and other social rolls in lightsaber combat only. Opposed by Willpower, or Niman/Dun Moch.
Juyo (A): Requires 1 Dark Side point, 7D in lightsaber combat or Ataru. Players may learn Juyo without a Dark Side point, but gain one during instruction. Juyo dice are added to attack and damage rolls with lightsabers.
[I'm considering changing Ataru and/or Niman to advanced skills, and having those dice be added to the respective rolls instead of replacing them. If I do, Juyo will require Makashi instead of Ataru.]
Sith Sword/lightsaber combat
Alter replaces Control for the damage bonus.
Absorb/Dissipate energy
No activation roll except for passive effect. Replaces Strength for soaking versus blasters and lightsabers.
Lightsaber deflection
Can be used to deflect higher-scale weaponry. Scale bonus applies to the larger target for attack and damage rolls. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 24, 2016 12:45 am Post subject: |
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So with up to 10 additional dice for soak, AND needing 76+ for killed, a PC effectively is ONLY going to be at risk of dying from a force point enhanced jedi using lightsaber combat, or getting hit by a capital scale turbolaser. Regular run of the mill combat, even against uber stormtroopers (or what ever the TOTJ equivalent was), even tossing a thermal detonator won't worry a single soul.. _________________ Confucious sayeth, don't wash cat while drunk! |
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