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The Rancor Pit Forum Index
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  Topic: Help with advancing
Raiz

Replies: 16
Views: 16531

PostForum: Adventures and Campaigns   Posted: Tue Jan 23, 2007 4:26 am   Subject: Help with advancing
Since our party is unable to play often we generally take about 5-8 CP per session. But our sessions last 7-12 hours as well Wink
  Topic: Armor Modification
Raiz

Replies: 13
Views: 9794

PostForum: Official Rules   Posted: Mon Oct 30, 2006 7:39 am   Subject: Armor Modification
Just simply look at Boba Fett's armor and think if it can be done without "modifications" Wink

In our campaign if you have good skill rolls you can upgrade every aspect of every modifyable ...
  Topic: Wookie Bowcaster Underpowered?
Raiz

Replies: 28
Views: 33823

PostForum: Official Rules   Posted: Fri Jul 21, 2006 3:06 am   Subject: Wookie Bowcaster Underpowered?
Tnx Pal. I aggree with the handmade part. I always make my bowcaster myself and upgrade it in our campaign. And the skill is bowcaster repair (specialized form of blaster repair) so it is easier to im ...
  Topic: NFS and DSP..
Raiz

Replies: 69
Views: 45926

PostForum: Gamemasters   Posted: Fri Jul 21, 2006 3:02 am   Subject: NFS and DSP..
A force sensitive character will have force power penalties when a dsp is received if he still wants not to join to the dark side. A non fsc recieves a dsp nothing matters, there is no difference in h ...
  Topic: Melee Combat/Parry....same?
Raiz

Replies: 46
Views: 34978

PostForum: Official Rules   Posted: Tue Jul 18, 2006 2:42 am   Subject: Melee Combat/Parry....same?
Since there are no parry or block skills in our mod, we use them as specializations for brawling and melee. Therefore everyone can specialize his attack over certain weapons like the old rules. In add ...
  Topic: Melee Combat/Parry....same?
Raiz

Replies: 46
Views: 34978

PostForum: Official Rules   Posted: Tue Jul 04, 2006 4:41 am   Subject: Melee Combat/Parry....same?
Most of the community finds the parry meaningless as a seperate skill. In my local gaming zone none supported the old idea of seperate parry skills so here comes our house rule.

- There are no such ...
  Topic: Brawling under STR is dumb
Raiz

Replies: 33
Views: 28374

PostForum: Official Rules   Posted: Mon Jul 03, 2006 4:40 am   Subject: Brawling under STR is dumb
No need for another skill for those i think. You have seem to be implemented dodge/evade skill in Cyberpunk but in SW dodge can be used for them. Mentality is the same...
  Topic: Melee Combat/Parry....same?
Raiz

Replies: 46
Views: 34978

PostForum: Official Rules   Posted: Mon Jul 03, 2006 2:47 am   Subject: Melee Combat/Parry....same?
I would keep the melee skills separate, so that characters can develop styles of fighting. Some individual people are better defensive or offesive. And it also takes more CP to become a better fighter ...
  Topic: Melee Combat/Parry....same?
Raiz

Replies: 46
Views: 34978

PostForum: Official Rules   Posted: Mon Jul 03, 2006 2:37 am   Subject: Melee Combat/Parry....same?
I wrote that in another post but later I saw this and i directly copy that here.

---------------------

for Melee & Brawl attacks:

D&D: Attack-STR | Defense-DEX and armor (official rul ...
  Topic: Brawling under STR is dumb
Raiz

Replies: 33
Views: 28374

PostForum: Official Rules   Posted: Mon Jul 03, 2006 2:25 am   Subject: Brawling under STR is dumb
for Melee & Brawl attacks:

D&D: Attack-STR | Defense-DEX and armor (official rules - stupid)
Alternity: Attack-STR | Defense-With same skill or dodge
Cyberpunk: Attack-DEX | Defense ...
  Topic: original "Introduce Yourself" thread
Raiz

Replies: 946
Views: 588937

PostForum: The Rancor Pit Users/Forums Info   Posted: Mon Jul 03, 2006 1:51 am   Subject: original "Introduce Yourself" thread
From Istanbul/Turkey
Playing RPG for 9, SWd6 for 6 years.

Long live d6
d20 sux hard!
  Topic: Initiative, Action Declerations and Combat round
Raiz

Replies: 13
Views: 13793

PostForum: House Rules   Posted: Thu Jun 29, 2006 4:49 am   Subject: Initiative, Action Declerations and Combat round
Hey, just a poor wook here not the jedi, not the GM Wink

If the combat sense is a jedi power enabling the jedi sense the ambush, it can eliminate the +2 free haste the attackers will have.
  Topic: Initiative, Action Declerations and Combat round
Raiz

Replies: 13
Views: 13793

PostForum: House Rules   Posted: Thu Jun 29, 2006 2:34 am   Subject: Initiative, Action Declerations and Combat round
I think there is one little point missed here, say it is my fault not to detail the subject. This haste rule in ambush just makes you more than a sitting duck. An ambush means an invisible character a ...
  Topic: Initiative, Action Declerations and Combat round
Raiz

Replies: 13
Views: 13793

PostForum: House Rules   Posted: Wed Jun 28, 2006 3:32 am   Subject: Initiative, Action Declerations and Combat round
Let me introduce you our combat system. And please add your comments both positive and negative. At first this sounded perfect to me but while playing I see there exist some problems with it but I can ...
  Topic: Wookiee Claws / Berserker Rage
Raiz

Replies: 67
Views: 51580

PostForum: Official Rules   Posted: Tue Jun 27, 2006 1:54 am   Subject: Wookiee Claws / Berserker Rage
I have found the deadliest wookie weapon (without damage limit) but I won't tell ya Twisted Evil

Just look at the beginning of the "weapon stats" book Wink
 
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