The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

House Rule Play Test
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> House Rule Play Test Goto page Previous  1, 2, 3
View previous topic :: View next topic  
Author Message
tcschenks
Cadet
Cadet


Joined: 21 Jun 2016
Posts: 13
Location: Poplar Bluff, MO

PostPosted: Sat Jun 03, 2017 9:30 pm    Post subject: Reply with quote

My own SW rpg uses these changes:

Skill Changes
(Revisions are mostly from West End Games' Star Wars Introductory Roleplaying Game and WEG's D6 Space)

DEX: Brawling will automatically include Brawling Parry.
DEX: Melee Combat will automatically include Melee Parry.
DEX: Blaster will also include Bowcasters, Bows, Slingshot, Firearms, Missile Weapons, Archaic Guns, Armor Weapons, etc.
DEX: Thrown Weapons will also include Grenades.
KNO: Scholar may be taken as a base skill without any specializations (general knowledge).
MEC: Com-Scan will include both Communications and Sensors.
MEC: Gunnery will include Starship Gunnery, Capital Ship Gunnery, Blaster Artillery, and Vehicle Blasters.
MEC: Repulsorlift Operation includes Swoop Operation.
MEC: Shields will include both Starship Shields and Capital Ship Shields.
MEC: Starship Piloting will include Archaic Starship Piloting, Capital Ship Piloting, Space Transports, and Starfighter Piloting. Repulsorlift Operation is automatically at the same die code, if lower.
MEC: Jet Pack and Rocket Pack Operation are considered the same skill.
STR: Stamina may be used instead of STR to resist stun and knockout damage.
TEC: Droid Programming/Repair will include both Droid Programming and Droid Repair.
TEC: Starship Repair will include Capital Ship Repair, Starship Repair and Starfighter Repair. Repulsorlift Repair is automatically at the same code, if lower.
TEC: Starship Weaponry Repair includes capital ship and starship weapons. Receive Blaster Repair at the same die code if lower.

Note that Pick Pockets and Hide are essentially the same thing. Sleight of hands, palming, etc. One is a Dexterity skill while the other uses Perception. Sneak should be used to camouflage one's self, not Hide

We also treat Martial Arts as Advanced (5D Brawling prerequisite), not as Specialization.
Back to top
View user's profile Send private message Visit poster's website
Dredwulf60
Line Captain
Line Captain


Joined: 07 Jan 2016
Posts: 910

PostPosted: Sat Jun 03, 2017 11:22 pm    Post subject: Reply with quote

tcschenks wrote:
My own SW rpg uses these changes:

Skill Changes
(Revisions are mostly from West End Games' Star Wars Introductory Roleplaying Game and WEG's D6 Space)

DEX: Brawling will automatically include Brawling Parry.
DEX: Melee Combat will automatically include Melee Parry.
DEX: Blaster will also include Bowcasters, Bows, Slingshot, Firearms, Missile Weapons, Archaic Guns, Armor Weapons, etc.
DEX: Thrown Weapons will also include Grenades.
KNO: Scholar may be taken as a base skill without any specializations (general knowledge).
MEC: Com-Scan will include both Communications and Sensors.
MEC: Gunnery will include Starship Gunnery, Capital Ship Gunnery, Blaster Artillery, and Vehicle Blasters.
MEC: Repulsorlift Operation includes Swoop Operation.
MEC: Shields will include both Starship Shields and Capital Ship Shields.
MEC: Starship Piloting will include Archaic Starship Piloting, Capital Ship Piloting, Space Transports, and Starfighter Piloting. Repulsorlift Operation is automatically at the same die code, if lower.
MEC: Jet Pack and Rocket Pack Operation are considered the same skill.
STR: Stamina may be used instead of STR to resist stun and knockout damage.
TEC: Droid Programming/Repair will include both Droid Programming and Droid Repair.
TEC: Starship Repair will include Capital Ship Repair, Starship Repair and Starfighter Repair. Repulsorlift Repair is automatically at the same code, if lower.
TEC: Starship Weaponry Repair includes capital ship and starship weapons. Receive Blaster Repair at the same die code if lower.

Note that Pick Pockets and Hide are essentially the same thing. Sleight of hands, palming, etc. One is a Dexterity skill while the other uses Perception. Sneak should be used to camouflage one's self, not Hide

We also treat Martial Arts as Advanced (5D Brawling prerequisite), not as Specialization.


Yep. I concur with all that except the martial arts (I use a home brew system of 3rd ed D&D-style feats for specific martial arts attacks and techniques)
And starship piloting; I have to have starfighters separate from space transports which is separate from capital ships.

To me, Starfighters feel like space-motorcycles, Space transports feel like transport trucks-in-space, and capital ships have a wet-navy-in-space feel.

So they need their own skill because of how different they are. But that's just me. Smile
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14021
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Jun 04, 2017 3:38 pm    Post subject: Reply with quote

tcschenks wrote:

DEX: Brawling will automatically include Brawling Parry.
DEX: Melee Combat will automatically include Melee Parry.
DEX: Blaster will also include Bowcasters, Bows, Slingshot, Firearms, Missile Weapons, Archaic Guns, Armor Weapons, etc.
DEX: Thrown Weapons will also include Grenades.


So in effect, someone only needs 4 skills (five if you include dodge) to be the bomb diggity in ground combat...
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Naaman
Vice Admiral
Vice Admiral


Joined: 29 Jul 2011
Posts: 3191

PostPosted: Sun Jun 04, 2017 5:20 pm    Post subject: Reply with quote

Space combat only requires 4-5 skills by RAW. And that IF you have space transports AND starfighter piloting AND you count communications (jamming) as a "combat" skill.

Vehicle combat only requires three skills, and that if you want to pilot both walkers and repulsorlifts.

Keep in mind, the fewer CPs being spent on combat skills, the more are left over for "rounding out" the character.

Just stick with RAW to only allow one pip increase at a time and characters will have a strong primary skill set and a decent secondary skill set... for groups who like that sort of thing. Razz
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules All times are GMT - 4 Hours
Goto page Previous  1, 2, 3
Page 3 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0