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SWRPG: d20Modernizing the Combat Rules
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2152126" data-attributes="member: 12332"><p>I'm going to run a StarWars RPG game over the summer ... planning on setting it in the Old Republic, aprox. 4,255 BBY. Which isn't to say anything other than it'll be right about a period that seems to be unexplored beyond a few words ("The Vultar Cataclysm" a schism between light and dark jedi, apparently, will go on) and far enough in the past that I'm free to do alot of the things I want to. I'm encouraging everybody to go for Jedi characters, do a big Tales of the Jedi styled thing (though right now I think more people would rather play during the Clone Wars ... blah ... one comment about playing ARC Troopers and...).</p><p></p><p>Here's the thing. Looking through the SWRPG rules there's a few things I don't like.</p><p></p><p>ONE: Autofire/ Firearms rules and feats.</p><p></p><p>I actually prefer the d20 Modern system for autofire weapons. It actually allows low-level mooks to sometimes be a danger, by spraying down a 4mx4m square with hot lead, er, bolts. While this would be an easy enough change, it changes the autofire attack from an attack roll vs. defense to a Saving Throw mechanic. This buggers the Jedi "Lightsaber Deflection" gig. I don't like the Autofire/Multifire/Multishot/RapidShot stuff because it's pretty complex, increases the die rolls made, and low-level mooks can't hit the broad side of a barn.</p><p></p><p>I know, I know. That sounds like the StormTroopers we all know and love. But does anybody have any good ideas for translating this in such a way that jedi keep their abilities? I haven't come up with anything yet, so I'll probably leave that one stand. I just hate rolling a bucket of dice to resolve a squad of autofiring goons when I know nobody will hit anything and 80% or more will miss so badly anyway the jedi won't be able to deflect anything back. </p><p></p><p>TWO: Striking an object - AKA Sunder - AKA Striking an object.</p><p></p><p>In SWRPG the AC of an object you try to strike is 15 + (a bunch of modifiers) and doesn't provoke an AoO. In d20 Modern the AC of an object you try to strike is 5 + (a bunch of modifiers) and DOES provoke an AoO. In D&D sundering a held object is an opposed attack roll with modifiers for handedness of the object and DOES provoke an AoO.</p><p></p><p>Personally, I prefer the D&D method. Why? Because it's easier and easier to remember. There's no tallying defense bonuses from class and dex and determining the size of the object and rolling to hit. Provoke (or don't), you roll, he rolls, add/subtract one of two possible modifiers and yer done. </p><p></p><p>My question is, does the D&D style overpower Jedi? From what I've heard of people's SWRPG games, the Striking an Object rules are so figgly that few people think of them. The ACs are pretty high in SWRPG ... a blaster would be, on average, something like 20-22 (15 + 2 (obj) + 3 (average-ish class defence) + 0-2 (Dex mod)). That's a pretty respectable AC for, say, a 1st or 2nd level Soldier's weapon. I wouldn't expect everybody to go around slicing weapons when it's alot easier to slice the foe, which is the point I'm sure. </p><p></p><p>It just feels so much easier to me to go the other way. Opposed rolls means it's much easier for a Jedi to slice up the weapons of lower-level (lower BAB) foes but I don't know how much lower. Say a 3rd level Guardian with 12 Str attacks a 1st level Soldier with 12 Dex and a Blaster Rifle, trying to sunder his weapon. Because ranged weapons don't get AoOs, provoking doesn't matter. The Guardian's average roll is (1d20 {10.5} + 1 (str) + 3 (BAB)) or 14 and the Soldier's average roll is (1d20 {10.5} + 1 (Dex) + 1 (BAB) + 4 (2-handed grip)) or 16. Easier than hitting AC 21 by quite a margin, but ... </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2152126, member: 12332"] I'm going to run a StarWars RPG game over the summer ... planning on setting it in the Old Republic, aprox. 4,255 BBY. Which isn't to say anything other than it'll be right about a period that seems to be unexplored beyond a few words ("The Vultar Cataclysm" a schism between light and dark jedi, apparently, will go on) and far enough in the past that I'm free to do alot of the things I want to. I'm encouraging everybody to go for Jedi characters, do a big Tales of the Jedi styled thing (though right now I think more people would rather play during the Clone Wars ... blah ... one comment about playing ARC Troopers and...). Here's the thing. Looking through the SWRPG rules there's a few things I don't like. ONE: Autofire/ Firearms rules and feats. I actually prefer the d20 Modern system for autofire weapons. It actually allows low-level mooks to sometimes be a danger, by spraying down a 4mx4m square with hot lead, er, bolts. While this would be an easy enough change, it changes the autofire attack from an attack roll vs. defense to a Saving Throw mechanic. This buggers the Jedi "Lightsaber Deflection" gig. I don't like the Autofire/Multifire/Multishot/RapidShot stuff because it's pretty complex, increases the die rolls made, and low-level mooks can't hit the broad side of a barn. I know, I know. That sounds like the StormTroopers we all know and love. But does anybody have any good ideas for translating this in such a way that jedi keep their abilities? I haven't come up with anything yet, so I'll probably leave that one stand. I just hate rolling a bucket of dice to resolve a squad of autofiring goons when I know nobody will hit anything and 80% or more will miss so badly anyway the jedi won't be able to deflect anything back. TWO: Striking an object - AKA Sunder - AKA Striking an object. In SWRPG the AC of an object you try to strike is 15 + (a bunch of modifiers) and doesn't provoke an AoO. In d20 Modern the AC of an object you try to strike is 5 + (a bunch of modifiers) and DOES provoke an AoO. In D&D sundering a held object is an opposed attack roll with modifiers for handedness of the object and DOES provoke an AoO. Personally, I prefer the D&D method. Why? Because it's easier and easier to remember. There's no tallying defense bonuses from class and dex and determining the size of the object and rolling to hit. Provoke (or don't), you roll, he rolls, add/subtract one of two possible modifiers and yer done. My question is, does the D&D style overpower Jedi? From what I've heard of people's SWRPG games, the Striking an Object rules are so figgly that few people think of them. The ACs are pretty high in SWRPG ... a blaster would be, on average, something like 20-22 (15 + 2 (obj) + 3 (average-ish class defence) + 0-2 (Dex mod)). That's a pretty respectable AC for, say, a 1st or 2nd level Soldier's weapon. I wouldn't expect everybody to go around slicing weapons when it's alot easier to slice the foe, which is the point I'm sure. It just feels so much easier to me to go the other way. Opposed rolls means it's much easier for a Jedi to slice up the weapons of lower-level (lower BAB) foes but I don't know how much lower. Say a 3rd level Guardian with 12 Str attacks a 1st level Soldier with 12 Dex and a Blaster Rifle, trying to sunder his weapon. Because ranged weapons don't get AoOs, provoking doesn't matter. The Guardian's average roll is (1d20 {10.5} + 1 (str) + 3 (BAB)) or 14 and the Soldier's average roll is (1d20 {10.5} + 1 (Dex) + 1 (BAB) + 4 (2-handed grip)) or 16. Easier than hitting AC 21 by quite a margin, but ... --fje [/QUOTE]
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