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<blockquote data-quote="Quickleaf" data-source="post: 5959703" data-attributes="member: 20323"><p>Great inspiration! Yeah after reading thru the vehicle combat sectionwith the different roles (pilot, gunner, systems operator, mechanic), about how to make starship battles interesting in Starships of the Galaxy, and the skill challenge rules in Galaxy of Intrigue, I think it shouldn't be too hard to run starship battles that keep all the players involved.</p><p></p><p>So maybe I could get some feedback on the house rules I'm considering so far? I haven't come up with a solution for the Skill vs. Defense issue that I'm happy with yet though.</p><p></p><p><strong>Proposed House Rules for SWSE & Reasoning</strong></p><p></p><p><strong>Defenses:</strong> Advance +1 per every two levels (instead of +1 per level) so that defenses don't outstrip attack bonuses at higher levels. Also I'm doing what 4e does where you take the better of CON/STR for Fortitude, DEX/INT for Reflex, and WIS/CHA for Will.</p><p></p><p><strong>Hit Points:</strong> Use a set +HP / level instead of rolling and adding CON modifier; for the same reason 4e does this, to avoid character HP disparities and not make CON exponentially important for survival. Instead CON modifier only applies to HP at character creation.</p><p></p><p>Jedi, Soldier +6 HP/level</p><p>Scout +5 HP/level</p><p>Noble, Scoundrel +4 HP/level</p><p></p><p>I derived these by taking half of the classes' hit die and rounding up.</p><p></p><p><strong>Class/Trained Skills:</strong> All skills are class skills (except for Use the Force for non-Jedi who must take the Force Sensitivity feat as normal), allowing more diversity and making multi-classing less necessary.</p><p></p><p>Characters begin with more trained skills because I want to allow players to take unusual skills that round out their PCs without sacrificing utility to the rest of the group. PCs don't add their INT modifier to their number of trained skills. Instead, PCs with Intelligence 16 gain 1 bonus trained skill and PCs with Intelligence 18+ gain 2 bonus trained skills.</p><p></p><p>Jedi 4 trained skills + Use the Force</p><p>Noble 8 trained skills</p><p>Scoundrel 6 trained skills</p><p>Scout 7 trained skills</p><p>Soldier 5 trained skills</p><p></p><p>Effectively I'm treating all PCs as if they have an INT modifier of +2 as a given for the purposes of bonus trained skills. And I'm giving Jedi Use the Force as a bonus trained skill for free.</p><p></p><p><strong>Advancement Option:</strong> At levels 1, 3, 6, 9, 12, 15, and 18 when a PC gains a bonus feat they may instead choose a bonus talent. Just following my gut instinct that my players will feel short-changed when it comes to talents, especially with all the cool options in the class splats.</p><p></p><p><strong>Athletics:</strong> Replacing Climb, Jump, and Swim with Athletics skill just like 4e. So action oriented characters don't have to burn scarce skills just to be competent at action scenes like rooftop chases, leaping after the escaping Sith, etc.</p><p></p><p>I'm not sure if I'll need to do anything for the Skill vs Defense issue, but I'm looking at options from a Skill Attack Modifier <a href="http://community.wizards.com/pukunui/blog/2011/03/23/skill_attack_modifier?sms_ss=print" target="_blank">Whoops! Browser Settings Incompatible</a>, to introducing an Insight skill and disallowing Skill Focus (Use the Force). I'm just not sure. Our group isn't that heavy on powergaming, so it may not even be an issue.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5959703, member: 20323"] Great inspiration! Yeah after reading thru the vehicle combat sectionwith the different roles (pilot, gunner, systems operator, mechanic), about how to make starship battles interesting in Starships of the Galaxy, and the skill challenge rules in Galaxy of Intrigue, I think it shouldn't be too hard to run starship battles that keep all the players involved. So maybe I could get some feedback on the house rules I'm considering so far? I haven't come up with a solution for the Skill vs. Defense issue that I'm happy with yet though. [B]Proposed House Rules for SWSE & Reasoning[/b] [b]Defenses:[/b] Advance +1 per every two levels (instead of +1 per level) so that defenses don't outstrip attack bonuses at higher levels. Also I'm doing what 4e does where you take the better of CON/STR for Fortitude, DEX/INT for Reflex, and WIS/CHA for Will. [b]Hit Points:[/b] Use a set +HP / level instead of rolling and adding CON modifier; for the same reason 4e does this, to avoid character HP disparities and not make CON exponentially important for survival. Instead CON modifier only applies to HP at character creation. Jedi, Soldier +6 HP/level Scout +5 HP/level Noble, Scoundrel +4 HP/level I derived these by taking half of the classes' hit die and rounding up. [b]Class/Trained Skills:[/b] All skills are class skills (except for Use the Force for non-Jedi who must take the Force Sensitivity feat as normal), allowing more diversity and making multi-classing less necessary. Characters begin with more trained skills because I want to allow players to take unusual skills that round out their PCs without sacrificing utility to the rest of the group. PCs don't add their INT modifier to their number of trained skills. Instead, PCs with Intelligence 16 gain 1 bonus trained skill and PCs with Intelligence 18+ gain 2 bonus trained skills. Jedi 4 trained skills + Use the Force Noble 8 trained skills Scoundrel 6 trained skills Scout 7 trained skills Soldier 5 trained skills Effectively I'm treating all PCs as if they have an INT modifier of +2 as a given for the purposes of bonus trained skills. And I'm giving Jedi Use the Force as a bonus trained skill for free. [b]Advancement Option:[/b] At levels 1, 3, 6, 9, 12, 15, and 18 when a PC gains a bonus feat they may instead choose a bonus talent. Just following my gut instinct that my players will feel short-changed when it comes to talents, especially with all the cool options in the class splats. [b]Athletics:[/b] Replacing Climb, Jump, and Swim with Athletics skill just like 4e. So action oriented characters don't have to burn scarce skills just to be competent at action scenes like rooftop chases, leaping after the escaping Sith, etc. I'm not sure if I'll need to do anything for the Skill vs Defense issue, but I'm looking at options from a Skill Attack Modifier [url=http://community.wizards.com/pukunui/blog/2011/03/23/skill_attack_modifier?sms_ss=print]Whoops! Browser Settings Incompatible[/url], to introducing an Insight skill and disallowing Skill Focus (Use the Force). I'm just not sure. Our group isn't that heavy on powergaming, so it may not even be an issue. [/QUOTE]
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