I haven't played it myself, but there are two house rules I liked (both regarding the skill system):Crothian said:With a D&D TPK we are jumping to Star Wars. I haven't been keeping up with the buzz on the new game and am wondering if there have been any issues with the new system or little tweaks people have found that it needs.
As Donovan mentioned, the compiled eratta in this thread is invaluable: http://forums.gleemax.com/showthread.php?t=864328Crothian said:With a D&D TPK we are jumping to Star Wars. I haven't been keeping up with the buzz on the new game and am wondering if there have been any issues with the new system or little tweaks people have found that it needs.
GlassJaw said:I wanna hear about this!![]()
Henry said:Destinies have worked VERY well for us -- causing some people to pull out heroics they would NEVER try in D&D, such as jumping in front of a blaster bolt meant for a comerade or innocent.
I remember reading a post by either Gary or Rodney that since your condition modifier affects your Defenses, and your damage threshold is based off Fort Def, then yes your condition mod affects your damage threshold.pawsplay said:It's still not clear to me if condition affects your threshold, and if so, whether unconscious counts as -5.
Sadly, this is oh so true. Even for the Force-users with Skill Focus (UtF). Best thing to fix the power would be to waive the standard -10 penalty to disarm checks. Of course, I've just been using Move Object for the same effect in my games, which is probably why I never thought about the Force Disarm issue.Force Disarm is a joke.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.