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Search found 40 matches |
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Liquidsabre Replies: 23 Views: 20563 |
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I like this. Of all the house rules I've seen this is my fav version for the Lightsaber Combat power. | |
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Liquidsabre Replies: 54 Views: 39824 |
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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 ... | |
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Liquidsabre Replies: 151 Views: 122022 |
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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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Liquidsabre Replies: 34 Views: 21838 |
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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. | |
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Liquidsabre Replies: 21 Views: 23657 |
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So did anyone find static defenses compelling in the slightest? | |
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Liquidsabre Replies: 60 Views: 41031 |
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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 ... | |
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Liquidsabre Replies: 21 Views: 23657 |
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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 ... | |
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Liquidsabre Replies: 21 Views: 23657 |
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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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Liquidsabre Replies: 21 Views: 23657 |
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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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Liquidsabre Replies: 21 Views: 23657 |
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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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Liquidsabre Replies: 54 Views: 39824 |
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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. | |
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Liquidsabre Replies: 54 Views: 39824 |
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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 ... | |
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Liquidsabre Replies: 13 Views: 13994 |
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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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Liquidsabre Replies: 54 Views: 39824 |
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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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Liquidsabre Replies: 13 Views: 13994 |
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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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