House Rules

Rules of the Game

House Rules

Postby Dapper Dog » Thu May 11, 2017 9:12 pm

Changes to Maneuvers: When taking cover as s Maneuver gain +1 Ranged defense that stacks with current defense. If a character takes a Guarded Stance they gain +1 Melee defense that stacks with current defense. This makes both maneuvers useful when armored if one wants to fight defensively.

Critical Hits: Critical hits can be activated once per hit, this means if two weapon fighting you could activate a critical for each weapon if both hit. This also affects Auto-fire if one has enough advantage.

Move: When throwing a Silhouette 0 object the difficulty is Easy, same as Silhouette 1. Thrown Objects have a Critical rating of 4.

Sources of Defense: Defense from a Weapon and from Armor stacks; this does not apply to weapons in the offhand only the active weapon applies. This means if one has Armor that grants 1 Ranged Defense and they have a weapon that grants 1 Ranged Defense they have a total of Ranged Defense 2. This makes defensive weapons and gear more valuable.

Again this only applies to the active weapon not all weapons carried if two weapon fighting. The weapon you attack with is the Active weapon.
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Re: House Rules

Postby Dapper Dog » Fri Jun 02, 2017 1:43 pm

Selling Equipment

There comes a time when one feels they need to part ways with their items and gear and sell it to someone else usually a shady vendor or pawn shop or someone who can break down the object into parts and sell those. If one wants to sell an item the starting price is 40% of the original cost. This can be improved by a Negotiation (Presence) check in general this will be an Average check with one die upgraded due to the skill of the proprietor. Other factors may apply due to the quality and rarity of the object so consult with a GM first.

You can try and lie and say the item is a collectible or one of a kind with a Deception (Cunning) check at Hard difficulty with one die upgraded this bumps the price up to 70% of the original cost. For the deception check utilize the rules for Negotiation on page 114 of Edge of the Empire or the same section in the other core books.

Illum Quality Crystals: These are quite common in this era and thus the price is half the listed price in the book, the other crystals are the same price as listed. This makes them 4500 credits brand new.
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Re: House Rules

Postby Dapper Dog » Fri Jun 02, 2017 3:18 pm

Committed Force Powers

You can walk around with a Force Power committed for a scene if you want but you cannot recover strain with Cool check at the end of the scene and doing so in this causes 2 strain. So say you decide to commit a Force Die to a power as you enter a ship in case of combat or other dramatic situation using the power in this way is taxing even if you drop it later in the scene you still suffer the strain and cannot regain strain with the Cool check for that time slot.

Now if you activate the Force ability in combat or in reaction to a scene and use it as normal then you do not suffer this strain as that is normal use, assuming you drop the power when the action stops.
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Re: House Rules

Postby Dapper Dog » Fri Jun 02, 2017 5:40 pm

Off-Hand Weapons and Shields

Off-hand weapons do not provide any passive benefits when two weapon fighting. Now if the player decides to fight defensively with an offhand weapon they can gain the Defensive or Deflection bonus of that item until their next turn, you cannot utilize two weapon fighting, meaning you can only make one hit as per the main weapon and you suffer setback dice equal the greater of the Defensive or Deflection quality to your attack. So one round they could fight defensively and then the next they use two weapon fighting dropping that defense and so on and so forth.

Shields are special and do not apply this penalty, but they provide no bonus if you use the shield as a weapon if you decide to use two weapon fighting with the weapon and the shield. As with Defense, if both weapons have Defensive or Deflection you only use the higher of the two, as they do not stack if you are fighting defensively with the offhand.
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Re: House Rules

Postby Dapper Dog » Tue Jun 06, 2017 8:03 am

Customizing Gear

Remember adding an attachment is as simple as buying the attachment and then adding it to the gear as long as yo have Hard Points, modding it takes 100 credits, plus an additional 100 credits for each additional mod, and a Hard Mechanics check increasing the difficulty by 1 for each additional mod done to the Attachment. Also doing a Mod takes a time slot, success or failure.

For Mods the difficulty caps at Daunting (5 purple), the difficulty dice Upgrade after that.
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Re: House Rules

Postby Dapper Dog » Sun Jun 11, 2017 9:45 pm

Ship Repairs

Ship repairs cost 500 credits per point of Hull Trauma taken, you don;t have to do a skill roll as you hire people to do the repairs for you at the Space Port.

Doing it yourself is a Mechanics check with the right equipment, the Port will not let you use their tool or facilities for yourself. This costs 250 credits per point with a proper Mechanics check based on the amount of Hull Trauma. Less the half HT is an Average check, more than half but less then 3/4 is Hard check and beyond 3/4 and not destroyed is Daunting check.
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