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Search found 40 matches |
Author | Message |
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Topic: How my group will handle the lightsaber combat situation... | |
Liquidsabre Replies: 23 Views: 17263 |
Forum: House Rules Posted: Fri Oct 04, 2013 1:48 am Subject: How my group will handle the lightsaber combat situation... |
I like this. Of all the house rules I've seen this is my fav version for the Lightsaber Combat power. | |
Topic: Lightaber Combat Variant -Roll and Keep | |
Liquidsabre Replies: 54 Views: 34623 |
Forum: House Rules Posted: Sat Aug 24, 2013 8:15 pm Subject: Lightaber Combat Variant -Roll and Keep |
Hey nice to this still being worked on Tupteq! I never quite figured out how to handle the pips, nice to see you worked it out. I think R&K applied to bonuses like this help keep the bonus dice fr ... | |
Topic: Dueling Sabers Feedback & Discussion | |
Liquidsabre Replies: 151 Views: 97380 |
Forum: House Rules Posted: Tue Aug 07, 2012 1:42 am Subject: Dueling Sabers Feedback & Discussion |
I like this, I like it a lot crmcneil. I think this would be a great way to add spontaneity and interesting non-attack effects into melee combat.
I'm not sure if I'd implement this for both a wild d ... |
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Topic: Single roll Force use | |
Liquidsabre Replies: 34 Views: 18681 |
Forum: House Rules Posted: Sun Jul 08, 2012 11:55 pm Subject: Single roll Force use |
A reference sheet for powers (1 line each, 2 column page) and a couple of tables sounds doable. I'm curious how this will work out. | |
Topic: Minisix RPG Static Defenses | |
Liquidsabre Replies: 21 Views: 19713 |
Forum: House Rules Posted: Fri Jul 06, 2012 4:06 pm Subject: Minisix RPG Static Defenses |
So did anyone find static defenses compelling in the slightest? | |
Topic: Jedi Powers | |
Liquidsabre Replies: 60 Views: 34947 |
Forum: Gamemasters Posted: Thu Jul 05, 2012 11:03 pm Subject: Jedi Powers |
I don't think its too out of line to say WEG SWD6 is one of the reasons why we have the SW expanded universe we see today. I mean let's face it, when WEG got the Star Wars license Lucas wasn't really ... | |
Topic: Minisix RPG Static Defenses | |
Liquidsabre Replies: 21 Views: 19713 |
Forum: House Rules Posted: Mon Jun 25, 2012 5:39 pm Subject: Minisix RPG Static Defenses |
As I understand it, when using Minisix's Static Defenses option these skills are never rolled. Though rolling your defense dice and adding it to your static value for the full dodge/parry action sound ... | |
Topic: Minisix RPG Static Defenses | |
Liquidsabre Replies: 21 Views: 19713 |
Forum: House Rules Posted: Mon Jun 25, 2012 11:58 am Subject: Minisix RPG Static Defenses |
Yes that's correct. Static defenses for a character with a Brawling Parry 3D+2, Dodge 5D, Melee Parry 4D+1, and Strength 3D+1 (blast vest adds +1) would simply look like this:
Block 11, Dodge 15, P ... |
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Topic: Minisix RPG Static Defenses | |
Liquidsabre Replies: 21 Views: 19713 |
Forum: House Rules Posted: Sun Jun 24, 2012 3:59 pm Subject: Minisix RPG Static Defenses |
It just reduces lethality a bit, just as many other house rules do by either increasing character point usage, using an alternate damage/wound system, or just sticking with 1e damage rules.
With st ... |
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Topic: Minisix RPG Static Defenses | |
Liquidsabre Replies: 21 Views: 19713 |
Forum: House Rules Posted: Sun Jun 24, 2012 3:16 am Subject: Minisix RPG Static Defenses |
Anyone try using these for running SWD6?
For those not familiar with this variant it involves the use of static defenses for Block (Brawling Parry skill dice x3 + pips), Dodge (Dodge skill dice x3 ... |
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Topic: Lightaber Combat Variant -Roll and Keep | |
Liquidsabre Replies: 54 Views: 34623 |
Forum: House Rules Posted: Mon May 07, 2012 6:28 pm Subject: Lightaber Combat Variant -Roll and Keep |
Bren nailed it. Regardless of the origin of the highest difficulty, once calculated, it will be rolled against by the lowest force skill used by the power. | |
Topic: Lightaber Combat Variant -Roll and Keep | |
Liquidsabre Replies: 54 Views: 34623 |
Forum: House Rules Posted: Mon May 07, 2012 4:23 am Subject: Lightaber Combat Variant -Roll and Keep |
Not sure if I follow, but say a force power has Alter: Moderate difficulty and Control: Easy difficulty (however these are determined). We'll say their control skill is their lowest, so that is rolled ... | |
Topic: Re-Engineering MAPs | |
Liquidsabre Replies: 13 Views: 11634 |
Forum: House Rules Posted: Sun May 06, 2012 6:25 pm Subject: Re-Engineering MAPs |
Have you tried this out in actual play yet, Liquidsabre?
I haven't yet, as I said just was working out how this might play at the table. Thanks for taking a look at this everyone! Much appreciated, ... |
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Topic: Lightaber Combat Variant -Roll and Keep | |
Liquidsabre Replies: 54 Views: 34623 |
Forum: House Rules Posted: Sat May 05, 2012 9:55 pm Subject: Lightaber Combat Variant -Roll and Keep |
So it matters not if i use Injure kill (one power) or TK kill (three powers), i only get penalized for one?
Is it still 3 separate actions for init order? Oops sorry about that, I use a Combined ... |
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Topic: Re-Engineering MAPs | |
Liquidsabre Replies: 13 Views: 11634 |
Forum: House Rules Posted: Sat May 05, 2012 6:36 pm Subject: Re-Engineering MAPs |
That's correct, no need to declare number of actions. When combat actions go around the table you just decide if you want to take an action or not, applying MAPs if any. I probably went into too much ... | |
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