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My SW SAGA house rules
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<blockquote data-quote="Plane Sailing" data-source="post: 3620128" data-attributes="member: 114"><p>OK, I've started running some SW Saga and I decided to go with some house rules from the word go. You may like them or dislike them, but since you're quite unlikely to play in one of my games I shouldn't let it worry you overmuch (although of course you are welcome if you end up in my part of Blighty one day!)</p><p></p><p>1. Dodge feat gives a flat +1 bonus to reflex defence (can't think why they didn't do that anyway, what with all the other simplification going on!)</p><p></p><p>2. Lightsabres do 3d8 damage, but don't add Str to damage rolls (I like logical progressions, it is a failing of mine... in SW unpowered weapons do 1 die damage, powered weapons (vibro weapons and slug throwers) do 2 dice damage, energy weapons do 3 dice damage. Ergo, to fit in with this progression, lightsabres will do 3d8 damage. I'm balancing this by not including Str bonus on damage rolls with lightsabres). I'm not *entirely* sold on this idea at the moment, and might change it back in the future.</p><p></p><p>3. Bonus trained skills from high Int can be drawn from the full skill list, and not just class skills (this idea blatantly stolen from Conan OGL. It makes it possible for smart characters to have that extra level of flexibility in their design, and allows for smart scout medics or scoundrel medics (for instance) rather than assuming that *all* medics must have a level of noble or soldier.) </p><p></p><p>4. Diagonal movement is 1-2-1-2 (we don't have any difficulty with that style of counting, so why worry about 2-2-2-2?)</p><p></p><p>I think that's it so far... not too bad <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 3620128, member: 114"] OK, I've started running some SW Saga and I decided to go with some house rules from the word go. You may like them or dislike them, but since you're quite unlikely to play in one of my games I shouldn't let it worry you overmuch (although of course you are welcome if you end up in my part of Blighty one day!) 1. Dodge feat gives a flat +1 bonus to reflex defence (can't think why they didn't do that anyway, what with all the other simplification going on!) 2. Lightsabres do 3d8 damage, but don't add Str to damage rolls (I like logical progressions, it is a failing of mine... in SW unpowered weapons do 1 die damage, powered weapons (vibro weapons and slug throwers) do 2 dice damage, energy weapons do 3 dice damage. Ergo, to fit in with this progression, lightsabres will do 3d8 damage. I'm balancing this by not including Str bonus on damage rolls with lightsabres). I'm not *entirely* sold on this idea at the moment, and might change it back in the future. 3. Bonus trained skills from high Int can be drawn from the full skill list, and not just class skills (this idea blatantly stolen from Conan OGL. It makes it possible for smart characters to have that extra level of flexibility in their design, and allows for smart scout medics or scoundrel medics (for instance) rather than assuming that *all* medics must have a level of noble or soldier.) 4. Diagonal movement is 1-2-1-2 (we don't have any difficulty with that style of counting, so why worry about 2-2-2-2?) I think that's it so far... not too bad :) Cheers [/QUOTE]
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