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    My SWSE Houserule thoughts

    Monday, August 22, 2011, 8:57 PM

     SAGA Houserules

    Here is a listing of houserules I would use for the StarWars SAGA Edition RPG.  This listing my be extensive but doesn’t cover everything and also does not cover clarifications or rule interpretations.

    Ability Scores

    Characters that start in non-heroic use planned generation using 15 points to determine starting array.

    Special:  For solo storylines a PC may be allowed bonus points to buy stats ranging from +4 to +8.

    Special:  Stock Droids may vary from these norms for various reasons.  NPC abilities may also vary +/- 4 points.

    Species:
    Species given a “PC write-up” may be selected as PC races but a GM may restrict species based on campaign setting.  Other species including those with a NPC write-up may be selected with GM approval.

    Yuuzhan Vong do receive Force Points equal to 3 + ½ heroic level each time they level in a heroic class.  They however may NOT take Force Sensitivity and are restricted like droids when it comes to how they can spend those points.  Reason:  the Vong Force Immunity in no way makes up for this lack of a vital game resource.

    Classes:

    All base classes add “Skill Training” as a starting feat; non-heroic adds one starting feat which must be Skill Training.

    All classes gain one fewer trained skill at first level; if trained skills + INT modifier is zero or lower they start with no trained skills instead of the minimum of one which is now the additional Skill Training starting feat.

    Reason:  This makes “Skill Training” available as an officially selectable feat when multiclassing.

    The following substitutions may be made with starting feats at first level only and subject to GM approval:

    Lightsaber may be replaced with Advanced Melee Weapons, Martial Arts I, or an Exotic weapon subject to GM approval.

    Rifles may be replaced with Advanced Melee Weapons.

    Rifles plus Pistols may be replaced with Lightsaber; the Lightsaber may then be exchanged as above.

    Rifles plus Armor (Lights & Medium) may be replaced with Martial Arts I.

    Reason:  These options allow the base classes some freedom for alternative styles.  This makes is easier for “non-Jedi” to start in the Jedi class and for “Jedi” to start is some other class; it also offers primitive species an alternative to give their more experienced warriors better weapons which would be lost without access to pistols or rifles.

    Talents:
    This talent is available to all heroic classes at first level only:

    Background: You gain one bonus feat from you class list and may select either one additional trained skill from your class list or one additional skill to add to your class list.

    Make the following changes to the basic talents found in the class section of the SECR:

    Jedi Consular – Skilled Advisor:  You can spend a full-round action advising an ally about a specific skill, thereby granting her a +5 bonus on her next skill check with that skill before the end the encounter.  Reasons:  To specify which skill is being advised and to set some kind of time limit so this can’t be banked until the beginning of the next encounter.

    Lightsaber Combat – Lightsaber Defense:  Remove the swift action requirement for the basic use.

    Lineage – Educated:  Add “By spending a full round action to make the Knowledge check you may add a +5 competence bonus to you check,” after the normal text.  Reason:  To give the talent more teeth as you’d effectively be trained or focused in the Knowledge skills.  Note you do NOT count as trained.

    Spacer – Hyperdriven: Once per day you may add your class level as a bonus on a single attack roll, skill check, or ability check made for or with a vehicle.  The decision to add this bonus can be made after the result of the roll or check is known.  The “for a vehicle” means a roll specifically related to a vehicle.  Reasons:  To make the talent more useful outside of starships, no longer need to define a “starship”, and to end possible abuse of the talent when making checks aboard a “starship” that have nothing to do with the starship.

    Armor Specialist – Armor Mastery/Second Skin: Remove the “Armored Defense” prerequisite from these talents.  Reason:  To make these talents more accessible at low levels; at higher levels a character will still need Armored Defense so this really only affect low leveled characters and NPCs.  Juggernaut: Change "Armored Defense" prereq to "Any other Armor Specialist talent."

    Weapon Specialist – Devastating Attack:  If you weapon has a base x2 damage multiplier (starfighter weapons) treat the target as if its DT were 10 points lower.  If your weapon has a base x5 damage multiplier (capital scale weapons) treat the target as if its DT were 15 points lower.  Reason:  Specialization gets better when used with multipliers so these should as well.

    Weapon Specialist – Penetrating Attack:  If using a x2 weapon then treat DR as 10 points lower.  If using a x5 weapon then treat the DR as 15 points lower.  If the target does not have DR but has a SR you may apply this feat against the SR.  Reason:  As Devastating Attack plus treats SR the same as DR.

    Skill

    Add the following skill:

    Athletics:  Being trained in this skill counts as having training in Climb, Jump, and Swim (includes the standard +5 bonus for being trained) but has no uses of its own and thus may not be used for Skill Focus.  This is a class skill for the Scout and Soldier classes only.  Reason:  To encourage someone to get training in the physical skills.

    Make the following changes to some basic uses:

    Persuasion:  Change Attitude – for every 10 points you exceed the target’s WILL Defense (including modifiers) you improve the attitude or the target an additional step.  If two parties are each attempting to influence a third then use opposed checks with the “winners” roll being used after subtracting the “losers” total.

    Persuasion:  Haggle – when used to alter the price of items an opposed skill check will be used.

    Treat Injury: The treat disease/poison/radiation uses of this skill allow you to treat one creature at a time if trained and up to six if you have skill focus.  First Aid may be used multiple times but each additional use has a cumulative -5 penalty for all other uses on that creature for the past 24 hours.

    Use Computer:  Astrogate – This aspect of the skill may be used untrained by a ships system operator/pilot who is using a Navicomputer.

    Feats:

    Dodge: Instead of designating a single opponent you may designate either a single opponent, all ranged attacks, or all melee attacks against which you gain the +1 Reflex Defense.  You make this designation as a free action on your turn.  Reason:  Add functionality to the feat.

    Linguist:  Change prerequisite to INT 11.

    Add:

    Warrior’s Blood:
    Prerequisite:  BAB +0
    Benefit:  You gain +1 to your BAB
    Special:  You don’t lose this feat once your BAB is +1 or greater.
    Reason:  To give low BAB classes a chance to get one back when starting.


    The Force:

    Move Object:  Add “You may hurl the target at another target beyond the 12 square range but your UtF check is consider -1 lower for every additional square of range.”

    Destiny: Heroes will only be given Secret Destinies although they may make requests based on character backgrounds.  In some campaigns and/or at certain times Unleashed abilities (FUCG) may be available without spending a slot for the feat.

    Combat:

    Reflex Defense: 10 + your heroic level or armor bonus + DEX mod + class bonus + natural armor + sz mod.  A character wearing armor may choose to use HALF of their heroic level instead of the armor bonus.

    Autofire:  When using an autofire weapon against a single character scale target consider it a use of Burst Fire except that it does not require a feat, expends 10 shots instead of 5, and deals no additional damage.

    Diagonal Movement:  Only count every other square as 2 squares when moving/counting diagonally.  The first diagonal square counts as 1 the next as 2 the third as 1 and so on.

    Droids:

    Custom Droids:  When playing a custom droid you begin with two basic appendages of your choice; these should be tools, claws, or hands.  You may use left over accessory credits with starting credits to add additional systems but not any other type of equipment.

    Locomotive systems:  Table 11-3 shows the standard movement rates for the droid size and locomotion type.  You may install systems with HALF the listed speed with the appropriate cost reductions based on the formula given.  You may install as system that can move up to TWICE the listed speed but it has an additional x2 cost modifier in addition to the increased cost based on the formula.  For example a medium sized droid can have a basic walking system with speed 3 which costs 90 credits up to a speed 12 walking system that costs 2880 credits.  Climbing Claw and/or Magnetic Feet can be overlaid on a basic system of the same type at cost provided they use a slower movement rate; they still suffer any additional multiplier for things like extra legs or jump servos.

    Prestige Classes:

    There will be numerous changes to various PrCs including reassignment of available talent trees found in later sources.  These are the changes from the SECR:


    Weapon Master Talent Tree – Greater Devastating/Penetrating Attack:  Increase the values given above by +5.

    Add WMTT – Multiattack Proficiency (Advance Melee Weapons)

    Jedi Knight and Sith Apprentice prerequisites will have a loose “special” requirement effectively opening them up to most who otherwise qualify.

    Equipment and Starships/Vehicles:

    There are so many things to adjust here which would be documented later.

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