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d20 Star Wars -- if you were writing a 3rd Edition, what would you change?
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<blockquote data-quote="humble minion" data-source="post: 656139" data-attributes="member: 5948"><p>A few things...</p><p></p><p>Stun settings do subdual damage, definitely.</p><p></p><p>Fix Fear. Make it equivalent to the cause fear spell in D&D or something. The current version is broken beyond belief.</p><p></p><p>Beef up capital ships, so a star destroyer can no longer be taken out by a volley or two from a squadron of x-wings.</p><p></p><p>I'd leave the Force Adept as is - the way I read the Star Wars universe is that every in every mainstream galactic planet, force-sensitive children are recruited by the Jedi. This is one of the oldest and strongest laws of the republic. Without training, a force-sensitive is merely a normal person with uncanny luck (Leia, Ep 1 Anakin). Force Adepts only come out of isolated societies with a non-Jedi force tradition to train them. And this tradition will probably be shut down as soon as the Jedi hear about it. This isn't to say that there won't be force adepts from technological planets, but the majority will be the primitive type.</p><p></p><p>Try to work move object, force strike and force grip into a single Telekinesis skill, that operates with a Strength based on your skill check result.</p><p></p><p>Try to make melee/lightsaber combat more mobile. Don't ask me how! One house rule I'm using in my game is that anyone who fails their save against a force strike or force lightning is also subject to the equivalent to a bull rush, with an effective str equal to the save DC of the attack.</p><p></p><p>De-emphasise projectile weapons, flechette guns, etc, etc. Give armour double DR against them, make their ammunition obselete and hard to find, etc. I just don't like the idea of everyone running round with slugthrowers, just cos the Dark Jedi won't be able to Deflect their own shots back. SW characters should use blasters, damn it!</p><p></p><p>I haven't seen the 1st Ed abstract space combat rules, but I'd consider a step back in that direction. The hex/square based space combat system has a distractingly 2d, mechanical, bland feeling to me.</p><p></p><p>Leave VP/WP as they are. But ban improved critical. The system makes it too powerful.</p><p></p><p>The classes work, especially with no multiclassing penalties. Leave them be. But give the poor damn tech specialist a few goodies!</p><p></p><p>Lost of these are becoming house rules in my campaign. Comments?</p></blockquote><p></p>
[QUOTE="humble minion, post: 656139, member: 5948"] A few things... Stun settings do subdual damage, definitely. Fix Fear. Make it equivalent to the cause fear spell in D&D or something. The current version is broken beyond belief. Beef up capital ships, so a star destroyer can no longer be taken out by a volley or two from a squadron of x-wings. I'd leave the Force Adept as is - the way I read the Star Wars universe is that every in every mainstream galactic planet, force-sensitive children are recruited by the Jedi. This is one of the oldest and strongest laws of the republic. Without training, a force-sensitive is merely a normal person with uncanny luck (Leia, Ep 1 Anakin). Force Adepts only come out of isolated societies with a non-Jedi force tradition to train them. And this tradition will probably be shut down as soon as the Jedi hear about it. This isn't to say that there won't be force adepts from technological planets, but the majority will be the primitive type. Try to work move object, force strike and force grip into a single Telekinesis skill, that operates with a Strength based on your skill check result. Try to make melee/lightsaber combat more mobile. Don't ask me how! One house rule I'm using in my game is that anyone who fails their save against a force strike or force lightning is also subject to the equivalent to a bull rush, with an effective str equal to the save DC of the attack. De-emphasise projectile weapons, flechette guns, etc, etc. Give armour double DR against them, make their ammunition obselete and hard to find, etc. I just don't like the idea of everyone running round with slugthrowers, just cos the Dark Jedi won't be able to Deflect their own shots back. SW characters should use blasters, damn it! I haven't seen the 1st Ed abstract space combat rules, but I'd consider a step back in that direction. The hex/square based space combat system has a distractingly 2d, mechanical, bland feeling to me. Leave VP/WP as they are. But ban improved critical. The system makes it too powerful. The classes work, especially with no multiclassing penalties. Leave them be. But give the poor damn tech specialist a few goodies! Lost of these are becoming house rules in my campaign. Comments? [/QUOTE]
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d20 Star Wars -- if you were writing a 3rd Edition, what would you change?
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