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  Topic: How my group will handle the lightsaber combat situation...
Liquidsabre

Replies: 23
Views: 17263

PostForum: 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

PostForum: 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

PostForum: 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 ...
  Topic: Single roll Force use
Liquidsabre

Replies: 34
Views: 18681

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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

PostForum: 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 ...
  Topic: Minisix RPG Static Defenses
Liquidsabre

Replies: 21
Views: 19713

PostForum: 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 ...
  Topic: Minisix RPG Static Defenses
Liquidsabre

Replies: 21
Views: 19713

PostForum: 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 ...
  Topic: Lightaber Combat Variant -Roll and Keep
Liquidsabre

Replies: 54
Views: 34623

PostForum: 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

PostForum: 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

PostForum: 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, ...
  Topic: Lightaber Combat Variant -Roll and Keep
Liquidsabre

Replies: 54
Views: 34623

PostForum: 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 ...
  Topic: Re-Engineering MAPs
Liquidsabre

Replies: 13
Views: 11634

PostForum: 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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