DnDChick
Demon Queen of Templates
Yeah ... *ANOTHER* Star Wars thread. 
Anyway, I will soon be running my first d20 Star Wars game this Saturday night, and although I generally like to run a game a few times before tinkering with house rules, I have a few I'd like to toss out there for the more experienced D20SW GMs to mull over.
1. Fighting Defensively
House Rule: You can Fight Defensively as a standard attack, a ranged attack, or as a full-round action.
Core Rule: You can only Fight Defensively as a full-round action with no mention of ranged attacks.
Reason: D&D and D20 Modern both allow you to Fight Defensively as a standard action, a ranged attack, or a full-round action. Also, Fighting Defensively is a good tactic to boost your Defense.
2. Battlemind
House Rule: Battlemind puts you into a Zen-like state of preparedness for combat, and gives you a bonus that you can divide as you see fit between attack and Defense. (i.e. a +4 bonus derived from Battlemind can give you a +2 to hit and a +2 to defense, a +4 to hit, a +4 to defense, or any other combination up to +4).
Core Rule: Battlemind provides a bonus that can only be applied to attack rolls.
Reason: If you are in a Zen-like state of preparedness for battle, you should be able to defend yourself as well as attack. Further, "a Jedi uses the Force for knowledge and defense." With this house rule, you could use the Force to defend yourself. There are also precious few ways for you to boost your Defense short of using Enhance Ability on your Dexterity.
I might post others as they come to me, but for the moment, this is all I am mulling over.
Well, experienced GMs? How will these changes affect my game?

Anyway, I will soon be running my first d20 Star Wars game this Saturday night, and although I generally like to run a game a few times before tinkering with house rules, I have a few I'd like to toss out there for the more experienced D20SW GMs to mull over.
1. Fighting Defensively
House Rule: You can Fight Defensively as a standard attack, a ranged attack, or as a full-round action.
Core Rule: You can only Fight Defensively as a full-round action with no mention of ranged attacks.
Reason: D&D and D20 Modern both allow you to Fight Defensively as a standard action, a ranged attack, or a full-round action. Also, Fighting Defensively is a good tactic to boost your Defense.
2. Battlemind
House Rule: Battlemind puts you into a Zen-like state of preparedness for combat, and gives you a bonus that you can divide as you see fit between attack and Defense. (i.e. a +4 bonus derived from Battlemind can give you a +2 to hit and a +2 to defense, a +4 to hit, a +4 to defense, or any other combination up to +4).
Core Rule: Battlemind provides a bonus that can only be applied to attack rolls.
Reason: If you are in a Zen-like state of preparedness for battle, you should be able to defend yourself as well as attack. Further, "a Jedi uses the Force for knowledge and defense." With this house rule, you could use the Force to defend yourself. There are also precious few ways for you to boost your Defense short of using Enhance Ability on your Dexterity.
I might post others as they come to me, but for the moment, this is all I am mulling over.
Well, experienced GMs? How will these changes affect my game?