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SW Saga House Rules, what are yours?
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<blockquote data-quote="DerekSTheRed" data-source="post: 4817271" data-attributes="member: 55770"><p>My group is playing SWSE because some players didn't want to play 4E and I don't want to DM 3.x anymore. It's a nice compromise but my houserules definitely have a 4E influence.</p><p></p><p>Homerules: </p><ol> <li data-xf-list-type="ol">My campaign uses the latest errata (8/2008 as of this writing) found <a href="http://www.wizards.com/default.asp?x=starwars/article/sagaederrata" target="_blank">here</a>.</li> <li data-xf-list-type="ol">Characters use the point buy method for abilities with 28 points instead of 25. Droid PCs start with 24 points instead of 21.</li> <li data-xf-list-type="ol">Hit points after level one are half the max die value plus 1.</li> <li data-xf-list-type="ol">The skills Climb, Jump, and Swim are combined into Athletics (Str) and its a class skill for the classes Jedi, Scout, and Soldier.</li> <li data-xf-list-type="ol">Ride is rolled into Acrobatics (Dex).</li> <li data-xf-list-type="ol">All starting characters, regardless of level, get max credits for their first level class’ starting credits.</li> <li data-xf-list-type="ol">The feat Skill Focus (Use The Force) can’t be taken until a character qualifies for a prestige class with a requirement of Use The Force as a trained skill.</li> <li data-xf-list-type="ol">Movement along the diagonal cost 1 square of movement.</li> <li data-xf-list-type="ol">Area effects (for instance force slam or grenades) make one damage roll for all opponents but one attack for each target in the area. Attacks that miss against targets with cover do no damage instead of half damage.</li> <li data-xf-list-type="ol">Critical hits don’t do double damage. Instead the damage is maxed and the character adds an additional amount based on level. Levels 1-7 add 1d6, 8-15 add 2d6, and 15 or higher add 3d6.</li> </ol><p>I'm also considering houseruling the condition track to prevent the CT sniper build, but I haven't done it yet.</p></blockquote><p></p>
[QUOTE="DerekSTheRed, post: 4817271, member: 55770"] My group is playing SWSE because some players didn't want to play 4E and I don't want to DM 3.x anymore. It's a nice compromise but my houserules definitely have a 4E influence. Homerules: [LIST=1] [*]My campaign uses the latest errata (8/2008 as of this writing) found [URL="http://www.wizards.com/default.asp?x=starwars/article/sagaederrata"]here[/URL]. [*]Characters use the point buy method for abilities with 28 points instead of 25. Droid PCs start with 24 points instead of 21. [*]Hit points after level one are half the max die value plus 1. [*]The skills Climb, Jump, and Swim are combined into Athletics (Str) and its a class skill for the classes Jedi, Scout, and Soldier. [*]Ride is rolled into Acrobatics (Dex). [*]All starting characters, regardless of level, get max credits for their first level class’ starting credits. [*]The feat Skill Focus (Use The Force) can’t be taken until a character qualifies for a prestige class with a requirement of Use The Force as a trained skill. [*]Movement along the diagonal cost 1 square of movement. [*]Area effects (for instance force slam or grenades) make one damage roll for all opponents but one attack for each target in the area. Attacks that miss against targets with cover do no damage instead of half damage. [*]Critical hits don’t do double damage. Instead the damage is maxed and the character adds an additional amount based on level. Levels 1-7 add 1d6, 8-15 add 2d6, and 15 or higher add 3d6. [/LIST] I'm also considering houseruling the condition track to prevent the CT sniper build, but I haven't done it yet. [/QUOTE]
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