[SWSE] A New Fear (OOC)

A couple of questions/comments:
First, can you use multiple forms at once like you normally can?
Second, is the take "you can take them or leave them" comment just another *thbbbt* comment or can we chose to use these or the forms in the book or mix-and-match?
And by what method did you come up with these modifications, I mean take Shi-Cho for example normally it improves subsequent block and deflect attempts, now it just adds to your attack and damage. Or Niman, before it improves your defenses, now it basically allows you to fight defensively better. That's it. Not to mention Ataru, which I can no longer have since if we must use these mostly-new, heavily modified talents rather than the original ones, I do not have the Rapid Strike feat and ergo cannot have Ataru anymore.

Not to sound like a nag, or a bit of a broken record, but you really do need to cut down on all of the house-rules. Before a game starts, list all of the houserules you want, but after it starts, I would reccoommend that you don't add any houserules that force people to remake their characters.

And stop nerfing Jedi!
1.Yes. 2. Mix and match. 3. Long ardous thought and research. Take Shii-Cho for example, RAW it makes your next block or deflect attempt suck slightly less, since this now an attack action to beat the incoming attack, you get a bonus to attack and damage no matter how many you redirect in addition to every other attack you make or niman which gives you a boring plus one to you defenses can now allow you to greatly strengthen your mind and fortify your body with sheer force of will in a way that couldn't have been done before.

Ataru needing rapid strike was a missprint on my part sry, I haven't slept in over twenty four hours and it's starting to effect me.

I sincerely apologize if any of you feel like you have to remake your characters because of a supplemental rule we have added, that was never really my goal. My intent was to make the game more enjoyable for everyone with a weather eye toward casual realism and inter party balance. Until the block/deflect change I've put every new rule change large and small that wasn't stated and agreed upon before we started to a popular vote. I felt and still feel that even with the small changes weve implemented force using characters will still far far outshine normal heroes very rapidly. Alas this is something beyond my control. Again I apologize if I have given anyone cause for unhappiness in my game as that was certainly not my intent. If I'm still unable to sleep I'll post a complete accounting of all the rules modifications and then we can take another popular vote and see what that leaves us with and go from there.
 

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1.Yes. 2. Mix and match. 3. Long ardous thought and research. Take Shii-Cho for example, RAW it makes your next block or deflect attempt suck slightly less, since this now an attack action to beat the incoming attack, you get a bonus to attack and damage no matter how many you redirect in addition to every other attack you make or niman which gives you a boring plus one to you defenses can now allow you to greatly strengthen your mind and fortify your body with sheer force of will in a way that couldn't have been done before.
Ah I see, thank you

Ataru needing rapid strike was a missprint on my part sry, I haven't slept in over twenty four hours and it's starting to effect me.
alright, you worried me there for a sec

I sincerely apologize if any of you feel like you have to remake your characters because of a supplemental rule we have added, that was never really my goal. My intent was to make the game more enjoyable for everyone with a weather eye toward casual realism and inter party balance. Until the block/deflect change I've put every new rule change large and small that wasn't stated and agreed upon before we started to a popular vote. I felt and still feel that even with the small changes weve implemented force using characters will still far far outshine normal heroes very rapidly. Alas this is something beyond my control. Again I apologize if I have given anyone cause for unhappiness in my game as that was certainly not my intent. If I'm still unable to sleep I'll post a complete accounting of all the rules modifications and then we can take another popular vote and see what that leaves us with and go from there.
Generally speaking, if I understand where a house rule comes from, I'm fine with it.
But rules issues aside, sorry if I seemed like I was upset, I'm having a lot of fun in the game and I hope it lasts a good long while longer
 

Ah good, I'm glad your having fun and I hope it continues on myself!

Could this possibly make a fun token for Arkan?http://www.jedidirectory.com/ExarKun.jpg

Also in my fatigue I misstyped yet again. Instead of ataru needing weapon finesse it requires rapid strike. Meaning of you change out your weapon finesse with rapid strike, and take ataru, your character would get dex to attack and damage in addition to the other benefits.
 
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Hey guys, now that I've had my sleep and I'm not so cranky, I'll tell you why I don't want to play any more. I think all of you guys are fun to be around, so don't take any of this the wrong way.

All the rules changing is a little much. Now with that said, if you read any book, it'll tell you that the rules are there as a framework or guide line to be changed as the group sees fit. I agree with that, but changing the rules after everyone's already made characters, not so cool. And at very least you should let everyone know what all the changes are going to be before they play. (And I agree that you've totally nerfed Jedi.)

Hex grids in a game who's rules were designed around playing on a standard square grid does not work! There's too many rules that are altered in a way that become iffy. (This is my one point I just can't see any other way.)

Seriously, you guys role played breakfast for 1 hour and 15 min. Which is cool, some people like to play like that, but it's not for me. I found myself watching Sons of Anarchy last week and this week I read 2 chapters out of The Zombie Survival Guide. That's not fair to you guys. So when it gets to that point, it's time to leave. (Hence the reason I didn't move away from the 3 piggys on my last turn last night. Ragedeath no, suicide yes. So thanks for trying to help me out Robo dude, but like I said last night, don't be sorry.)

Everyone's been cool. But it's not fair to you guys to have someone around that's not giving it their all. So in the negative or not (or however that rule is working now) I'm stepping out. Have fun and I hope you guys replace me with someone that's a better fit for the role.
 

i to am enjoying the game, but like i mentioned last night, it is frustrating when you make a character with one set of rule in mind, and through the coarse of the game the rules change and the character doesn't function like it was meant to. plus when your new to a game it kind of sucks when you think your getting the system down then bang house rule, house rule, house rule.

but other than that im enjoying the game, its nice to be in a game where "THERE IS PEOPLE ROLEPLAYING THERE CHARACTERS" which seems to be lacking in some of my other games.
 


Ah good, I'm glad your having fun and I hope it continues on myself!

Could this possibly make a fun token for Arkan?http://www.jedidirectory.com/ExarKun.jpg
Yeah, I like that better thanks for the suggestion (and considering the subject of the pic, it is oddly appropriate)
Also in my fatigue I misstyped yet again. Instead of ataru needing weapon finesse it requires rapid strike. Meaning of you change out your weapon finesse with rapid strike, and take ataru, your character would get dex to attack and damage in addition to the other benefits.
Alright that actually makes a bit more sense because it says to add dex mod to attack and damage, and weapon finesse adds it to attack already (sounded a bit repetitive to me) thanks for clarification

And sorry to hear that halfling, best of luck in all your future endeavors.
 

Everyone's been cool. But it's not fair to you guys to have someone around that's not giving it their all. So in the negative or not (or however that rule is working now) I'm stepping out. Have fun and I hope you guys replace me with someone that's a better fit for the role.
Understandable, I've had play style issues before myself. Perhaps in the future you could talk to your DM about what your not having fun with? I ended up pulling some hair out of my skull when you left so abruptly :p. Sorry that the game wasn't what you thought it was going to be. Good luck and good gaming!

Yeah, I like that better thanks for the suggestion (and considering the subject of the pic, it is oddly appropriate)
Hmm..is it? I hadn't noticed...:hmm:
 


The Infamous Houserules Revealed...

Leveling Up!
[sblock]
1st. Choose a race from this web page Whoops! Browser Settings Incompatible or stat up your very own custom race if your feeling adventurous, using what Peteyrock and others have created as a guideline. (subject to my approval) Your race grants you one talent and one feat not subject to the class you choose but based on your upbringing and culture.

2nd. Put your stats where you want them. Everyone uses the same array 16,16,15,14,13,9.

3rd. Pick a Class. You can choose from Noble, Scoundrel, or Soldier.

Noble basics: HP=18+Whole Con Number, 6+int Trained Skills, Starting feats=Linguist{must qualify for}, Simple Weapons Pro, and Pistol Proficiency. Pick Two Talents and 2 feats that you qualify for. Your done! Nobles take note, you now suck far less![sblock]The noble is a neat class all about boosting other people, but when they do that, they rarely get to do anything fun for themselves. To spend a standard action to shout a few encouraging words and give other people extra actions seems a tad too harsh to me. I was thinking about changing those abilities to move actions instead of standard actions, to get the feel of a commander that leads a battlefield from the front line.[/sblock]

Scoundrel Basics: HP=24+Whole Con, 4+int Trained Skills, Starting feats, Light Armor, one of either Shake it Off or Point Blank Shot{Must Qualify}, Simple Weapons, Pistols Pro, Either Rifles or Advanced Melee Proficiency, 2 Talents, + 2 feats and viola!

Soldat Basics: HP=30+Con, 2+int Skills, Starting Feats; Light & Heavy Armor, Weapon Proficiencies{Simple, Pistols, Rifles, and either Heavy Weapons or Advanced Melee, Weapon Focus{Any proficient}, + any 2 feats you qualify for. 2 Talents and enjoy!

What about scouts you say? I felt that it was just too good. Better at fighting and sneaking than a Scoundrel, almost as tough as a Soldier and thats before we even get to talents! You like those talents?! Fine be that way. The Noble has access to the fringer talent tree sans longstride. The Scoundrel gets Awareness and Camouflage. The Soldier gets the Survivor Talent tree with Longstride thrown in. Happy? If there are other talents in other books that come from the Scout class your free to use them.

But...but...I wanna play a JEDI! That is just fine. Wouldn't really be Star Wars without a few force slingers. But it takes a little extra hardship. Force users are very powerful cats in the 'verse. Able to heal and harm with a thought and a wave of the hand. To play one takes up a Talent for Force Sensitivity, a Trained Skill for UtF training, and a Feat for Force Training. You can swap out your best weapon proficiency for WP Lightsabers.

When you select Force Training you pick the number of powers as normal. You can use them in any order a # of times equal to your Cha Mod +1(min 1). For example say Sid Sith has a 16 Wis and a 14 Cha. Sid chooses four force powers, Surge, Lightning, Grip and Move Object. Sid gets into a fight with some Jedi Scum and fries two with lightning and surges away from the rest. He regrets not just throwing airspeeders at them but he just had to show them the POWER of the DARK SIDE!

As for the Jedi Talents: Noble gets the Consular Tree, Soldiers get the Guardian Tree, and Scoundrels get the Sentinal Tree. Any class can select lightsaber talents, force talents, and force powers from any book as long as they meet the prerequisites.

Defense Bonuses: Every hero gets +3 to boost their defenses however they like. Want to be a tough guy? You can put all three in Fort Def. Balanced? +1 in all defenses. 2 in one and one in another. Whatever makes you happy. At level five your defenses improve again in the same way and again at level 10.
[/sblock]The stuff we have already talked about.[sblock]
Soldiers get a damage bonus equal to their level. Scoundrels get one equal to half their level, and nobles get to roll damage.

You can select feats and talents as normal with the changes that you subtract five and halve the BAB Requirements rounding down. Dual Weapon Master III would have a Lvl Requirement of 3, Triple Attack would be level 2 and so on.

Ranged weapons have a threat range area of ten feet. Only the suicidal charge people guns pointed at them.

Ranged Weapons do normal damage plus Dex Mod for pistols and Dex and a half for rifles and pistols in two hands. One handed melee weapons do Str and a half damage in one hand and Double Strength in both hands.

Prestige Classes![sblock]You can start taking Prestige talents as long as you meet the prereqs for the class. (-BAB). Since we are basically playing "gestalt" SWSE in addition to having access to the talents of your respective prestige class you also get the even level ability of the or the normal feat obtained by the normal classes. Also, I have miscounted the feats so you guys get yet another one as your special ability unless you prestiged out. Another thing I should mention is that you can mix and match. Say Naxzilla qualifies for both the elite trooper and martail artist PC's, He can choose a talent from martial artist, the DR from elite trooper, and a feat from leveling up. Or he could choose a talent from elite trooper, the feat for leveling and a soldier feat.[/sblock]

Jump, climb, and swim are all one skill called athletics.

DR doesn't count for condition track movements. For instance if you have an 18 Fort and 3 DR and take 19 points of damage. You go down the condition track, but take less damage. For Example

In the interest of keeping things fair and interesting feats like rapid strike and mighty swing deal an extra d10 to damage regardless of the weapon. Go knife crazy and hit for 2d4+1d10. Which could significantly up your damage. Or you could roll a one. Rapid shot and burst fire have the same effects, +1d10 or +2d10 damage regardless of the size of your blaster.

Rapid Shot and Burst Fire:I likes these feats, but they just don't serve the use that doing these actions in real life do. Shooting at someone a bunch of times makes you much more likely to hit if your a good shot, not do a bunch more damage or completely miss. My thought is if you use the rapid shot feat taking the normal -2 and hit their reflex your gonna do more damage. If you shoot at them and miss by 5 or less you still do your 1d10 damage+half normal. If you miss by five or more you start shooting up important bystanders like allies and innocents. Rapid Shot would be a prerequisite for burst fire which would do 2d10 on a miss of 5 or less and attack with -4 instead of the normal -5. I feel like this more accurately models how a real live firefight works.

Block and Deflect are one talent that function as follows;You may defend yourself as a swift action if you are attacked before the end of your next turn you may be able to negate most of the force of the blow. Make an attack roll using either your cha, str, or main attack stat and all ability modifiers and if your attack roll is higher than the incoming attack you take far less damage. (On a successful block you take only half of the attackers base damage.) You can block an attack with anything, but what your blocking with takes damage as normal and if the object is destroyed you take the leftover damage. So block with a piece of paper successfully and you take one less damage, block with a blast door and your probably safe.

Condition Track Movement. If you move below half your normal HP you move a step down the condition track. You can either be healed with a heal check, force power, second wind whatever or you can slowly recover by taking 3 swift actions on your own. If you take 10 or more damage than your threshold you receive a persistent condition that can only be removed by surgery or Jedi magic. Getting shot sucks.

Redirect Shot and Riposte are one talent called Counterattack that worksa lika so; If you have successfully defended yourself with the Block talent you may make an immediate attack.
[/sblock]Weapons and Your Face; A Friendly Primer.[sblock]Quick weapon damage changes. Being threatened with a knife is SCARY in real life, but in d20 games its almost a joke weapon. That in my opinion should change. Normal non powered melee weapons deal double their normal damage. Knives? 2d4. Pretty gorram scary. Normal people get stabbed once or twice and they have to go to the emergency room or die. Adding Vibro or Electro to whatever weapon ups its normal die size by one step. Vibroknives do 2d6 damage. Vibrobayonets 2d10. Vibrolongswords and great axes 2d12. Have MA III and feel like going after someones face with a vibroax? You deal 2d12+3+Double Strength+whatever.[/sblock]
Lightsabers![sblock]Every "light" weapon does another die of damage. Small lightsabers do 3d6, regular do 3d8. A comically oversized lightsaber would do 3d10. Lightsabers also count as Slashing, Bludgeoning, Piercing, and Energy Damage. They provide one extra square of reach. I looked at the lightsaber fights and decided it was silly to be able to use them in a grapple without some kind of special training.[/sblock]Fists of Fury! [sblock]Or furious fisting; If you get your unarmed damage over a d12 just start adding another d4 per step. A regular human does 2d4, with MA III does 2d10. Looks like Teras Kasaii basics lets you do a whole 'nother die of damage. So MA I and Teras Kasai would be 3d6, MA III would be 3d10. I'm also going to say that like every other melee damage roll, a normal human does Str x1.5 If you take martial arts I its str bonus x2. If you two weapon fight go back to 1.5 like everybody else has too.[/sblock]Surprise Buttsechs![sblock]The Drop; If a creature is caught unawares he takes a minus 5 to all defenses (including DT) and ignores all DR and reactions. This accounts for being blindsided or shot in the back and attacked while sleeping and all that. If you get surprise that first attack is potentially and generally devastating. Get unexpectedly stabbed from behind and the consequences can be most dire.[/sblock]Kinda important![sblock]This one could potentially break the game, but I like to go big or go home. I dislike once per encounter powers. They just don't feel right to me at all. So I would like to try something that you I hope you enjoy. Whenever an ability says usuable once per encounter, change that to read once per turn. If it says once per turn it can be used once per attack.[/sblock]On why I prefer hex grids.[sblock]
Hex grids in a game who's rules were designed around playing on a standard square grid does not work! There's too many rules that are altered in a way that become iffy. (This is my one point I just can't see any other way.)
I disagree and here's why; No more diagonal movement costing two squares, no more line of sight issues, no more flanking oddness, no more getting surrounded by eight enemies. Plus they are prettier ;).[/sblock]Revamped Lightsaber Forms;Now with Strong and Fast Styles[sblock]
I've had a few ideas on some changes to the lightsaber forms listed in the books, you can take them or leave them but these make far more sense to me.

Form I:Shii-Cho "The Determination Form"
"It is simple, and its simplicity is strength." ―Kreia
Prerequisites;Weapon Focus
Benefits; +1 to attack +2 to damage. The most basic of all forms that when mastered improve all aspects of lightsaber combat.
Form I: Shii-Cho - Wookieepedia, the Star Wars Wiki

Form II: Makashi "The Contention Form"
"Form II, also called Makashi, represents the ultimate refinement of lightsaber-to-lightsaber combat." ―Cin Drallig
Prerequisites; Riposte, Int 14
Benefits; You can choose to use your Int bonus for attack and damage, and may riposte once per round even on a failed block. This counts as an attack of opportunity.
Form II: Makashi - Wookieepedia, the Star Wars Wiki

Form III: Soresu "The Resilience Form"
"Form three allows you to parry incoming attacks with minimal effort. Your opponent must expend precious energy with each blow, slowly tiring while you remain fresh and strong." ―Darth Bane
Prerequisites; Melee Defense, Con 14
Benefits; You can use your con bonus for attack and damage, You may also subtract a number from your attack roll no greater than your level and can place double that number into your hp on a successful attack.
Form III: Soresu - Wookieepedia, the Star Wars Wiki

Form IIV: Ataru "The Aggression Form"
"This form is Ataru. Because it is such an aggressive fighting style, you should only use it against single opponents." ―Vrook Lamar Prerequisites; Rapid Strike, Dex 14
Benefits; Dex to attack and damage, you also do not suffer the -2 when using the rapid strike feat and only suffer a -3 when using improved rapid strike
Form IV: Ataru - Wookieepedia, the Star Wars Wiki

Form V: Djem So/Shien "The Preserverance Form"
"Peace through superior firepower" ―Jedi maxim on Form V Prerequisites; Power Attack, Str 14
Benefits; Whenever you use power attack you may choose to take up to a -5 on your Reflex Defense instead of your attack bonus for the use of power attacking. You can do this ranged or melee attacks and can use your Str bonus to attack when Redirecting a ranged attack. You weather potentialy fatal attacks to deliver one of your own.
Form V: Shien / Djem So - Wookieepedia, the Star Wars Wiki

Form VI: Niman "The Moderation Form"
"Is Form VI the most worthy of study? No, but in general it is the most practical." -Cin Drallig
Prerequisites; Improved Defenses, Wisdom 14
Benefits; You may use your wisdom bonus to attack; you can choose to subtract a number no greater than -5 and add a corresponding bonus to either your Fort Def or your Will Defense. You don't actually have to attack to gain these bonuses like you do the other forms. As much a state of mind as a form of combat, Niman practitioners are the calm in the center of their own saber swarm.
Form VI: Niman - Wookieepedia, the Star Wars Wiki

Form VII: Juyo "The Ferocity Form"
"Form VII, also called Juyo, is the most difficult and demanding of all the forms. Only high-level masters of multiple forms can achieve and control this discipline, which can lead to fantastic power and skill." ―Cin Drallig
Prerequisites; Any other lightsaber form, Cha 14
Benefits; You may use your Cha bonus to attack and dam; and your critical threat is increased by 1, so if its normally 20, its now 19-20.
Form VII: Juyo / Vaapad - Wookieepedia, the Star Wars Wiki

Form VII; Vaapad
"Form seven is very aggressive, Quin. It can take the user very close to the dark side—and you, frankly, sometimes walk too close there as it is." ―Mace Windu Prereq; Juyo, Double Attack, Multiattack Proficiency
Benefits; When making a full attack you can choose to make another attack at a -5. By willingly accepting a darkside point you can negate this -5 penalty.
Form VII: Juyo / Vaapad - Wookieepedia, the Star Wars Wiki

Jar'kai Style;
"Perhaps you would like to learn something before you die. The use of two blades, one to support the other, can be traced back thousands of years and was common to both of our species. The invention of lightsabers has done nothing to lessen the effectiveness of this strategy—as you are about to learn." ―Bocas'eca to Kyle Katarn
Prerequisites; Dual Weapon Mastery I, Lightsaber Defense I
Benefits; Offensive Jar'kai grants you a bonus to damage equal to the # of lightsabers you are using +1. Defensive Jar'Kai doubles the benefits of lightsaber defense. Switching between the two is a swift action.
Niman/Jar'Kai - Wookieepedia, the Star Wars Wiki

Dun Moch Style;
"Make him doubt himself, his beliefs, or his intentions. Such things disrupt connections to the Force—and death soon follows." ―HK-47Prerequisites; Dark Side Points=to Wis Score, any other form.
Benefits; You can attack with Cha and any condition track movement caused by your damage is persistent, if anyone uses a force point while you use this form they gain a DSP. This form also counts as the Juyo and Vaapad Forms for the uses of force powers.
Boomerang Effect of Dun Moch; a victim of Dun Moch can use the Rage force power if they accept two darkside points. The "victim" can use either his own UtF check or the attackers UtF check, whichever is higher. Must be force sensitive.
Dun Möch - Wookieepedia, the Star Wars Wiki

Trakata; Is just improved feint with a lightsaber, prereqs trained in deception and heroic level 3. Anyone can take this feat.

Sokan: Prereqs; Trained in Acrobatics. Benefits remain unchanged.

These talents and their interaction with lightsaber form powers; Where it says lightsaber form (form name) at the bottom you may use this ability once per encounter. You can spend an action point to use the Form power again.

Strong Style: Strong style - Wookieepedia, the Star Wars Wiki
Prerequisite; Mighty Swing
Benefits; You gain the benefits of mighty swing as a single swift action for all attacks you make in a round. If you choose to spend two swift actions you deal half damage on a missed or blocked attack instead of half base damage. This style leaves the user open to attacks as the long wind ups keep you from moving and defending yourself, best suited for dueling.

Fast Style: Fast style - Wookieepedia, the Star Wars Wiki
Prerequisite; Double Attack, Block
Benefits; Subsequent blocks only take a -2 on the attack rolls.By taking another minus 5 on all attacks you can choose as part of a full attack to double the number of attacks and halve the damage. Your reach is one square while using fast style.
[/sblock]My next post will talk about the force and the boosts and minor changes I have in mind.
 

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