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Lightsaber Dueling alternate rules
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ebertran
Lieutenant Commander
Lieutenant Commander


Joined: 14 Jul 2005
Posts: 202
Location: Miami, FL

PostPosted: Tue Jun 04, 2024 7:47 pm    Post subject: Reply with quote

Okay, I am revisiting these rules, because it's going to come up in my game... not soon, but it will... and I want to be ready.

Immediate change I am making is the Duel Die, I'm not getting rid of it, but changing how it functions by taking a page from the AGE system role playing game.

That game, which is 3d6 based, has a "Stunt" mechanic that triggers when one of the dice, a different colored one known as a Dragon Die, rolls doubles with another die in the roll. If the roll results in doubles, then it generates stunt points equal to the value showing on the Stunt Die. These stunt points can then be used to add special effects to the action such as increasing the damage of an attack, knocking the target prone, or taking a defensive stance.

What if our Duel Die (which is not added to the attack or damage) has to roll doubles with the Wild Die to trigger an exploit? Yes, it would happen a lot less, but it would remove the bad choice of not adding damage in exchange for an exploit. Now the exploit happens due to luck, and it's not there as s bad choice.

Anyway, I'm going to revisit these because lightsaber combat as RAW right now is not IMO any fun, nor does it really reflect what we see in the films.
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