Author Topic: House rules:  (Read 625 times)

Neffarious

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House rules:
« on: March 04, 2019, 10:36:14 pm »
Hello all, long time lurker, first time poster. I have been putting together house rules for my game and wanted to know what rules are used by some of you all.

My primary house rule pertains to force users, i allow them to meditate for an entire day to switch out their force power suite with new powers. The total number of powers they're allow to select from = twice the number of active uses in their suite.

Obviously i've picked up some suggested rules that are discussed on the Order 66 podcast, but i'm still looking for more rules that could add some flair to the game.


Also does anyone have statblock for new starships? I love what the books give us, but i'd like more.

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StevenO

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Re: House rules:
« Reply #1 on: March 04, 2019, 10:54:09 pm »
Here it a link to the list I have posted here although I'll admit it does need some updating, doesn't cover all books, and also doesn't cover rule interpretations.
http://thesagacontinues.createaforum.com/the-senate-8/my-basic-house-rules

Another one I'll often suggest is to deal with the potential abuse that comes from making Skill Checks targeting Defense Scores as the DC especially at low levels.  Force Users are the worst offenders at this.
http://thesagacontinues.createaforum.com/the-senate-8/the-skill-attack-modifier-or-sam-for-short

...
My primary house rule pertains to force users, i allow them to meditate for an entire day to switch out their force power suite with new powers. The total number of powers they're allow to select from = twice the number of active uses in their suite.
Jedi and other Force Users are already powerful enough without the ability to completely change up their "spells" every day.  Not entirely sure how to read that last sentence but if it's effectively saying "every time you would gain a Force Power you may instead select two power to add to your powers known from which you select your daily Force Suite."  Far far too much.

Quote
Also does anyone have statblock for new starships? I love what the books give us, but i'd like more.
Do you have Starships of the Galaxy?

While when it comes to "new" ships I'll often just take a similar codex ship and reskin it sometimes I'll use the SotG modification rules to make a few changed before reskinning the new ship.
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Neffarious

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Re: House rules:
« Reply #2 on: March 04, 2019, 11:26:37 pm »
Thank you for this thread on your house rules, lots of good stuff here that i forgot about i wanted to address, i especially like the portion pertaining to switching out certain starting feats for others based on character concept and, of course, GM approval. Has this lead to any brokeness or imbalance in play?

i do have starships of the galaxy, i've considered doing exactly what you said, just wasn't sure if some enterprising GM out there hadn't already thrown together a bunch of statblocks for the gamer nation to pick up and run with.

On another note, does anyone have a good homebrewed Aing-tii species? I have players interested in learning from them, and i was curious what an Aing-tii monk would look like stated out? not sure if i'll actually allow them to encounter the monk's, but they've always been a favorite of mine as well so i was interest to see what the community thought they'd receive for species' traits

sienn_sconn

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Re: House rules:
« Reply #3 on: March 05, 2019, 01:39:41 pm »
I'm posting this using my latest game, but I'm going to do a second post to explain.  This doesn't necessarily cover everything I might houserule in a game, as things will vary from game to game or player to player, but this is the basics of what I do.


The Houserules

--This is a Scum & Villainy campaign, set in the New Republic era, about 6 years after the Battle of Endor.   The Empire has recaptured Coruscant, but they have splintered into factions and fallen to fighting each other while the New Republic establishes a new command center at Pinnacle Base.  Operation Shadow Hand has yet to be enacted.
--I'm looking for 4-5 players.  I have 1 definite and 1 maybe so far.
--When making your characters, feel free to make them morally grey (think The Italian Job, The Transporter, The Punisher), but let's keep the whole game PG.
--I have access to all the official Saga books, so you may use era-appropriate material from any of them.  The only restriction is on species.  The following species are not allowed:  Celegian, Ebruchi, Gen’dai, Lugubraa, Mantellian Savrip, Rakata, Republic Clone, Sorcerer of Rhand, Ssi-ruuk, Vagaari, Yevetha, Yuuzhan Vong. 
--Players wishing to use non-official sourcebooks as a resource must run each item by me.  If you have a question about any material (or if I have one about something your character has), we’ll figure it out.
--I’m going to make this a Force-lite game.  If you want to be Force-sensitive, that’s fine, but please do not make your build all about the Force.  Any Force training that a character may have in this era would be rough and unpolished, or deceptively subtle.  Reflect that in your build if you go this route.  I may ask you to change aspects of your character if I feel it is not in keeping with the theme of this campaign.
--You may start as any class except Jedi.  Normal multi-classing rules apply.
--Point buy of 32 points (28 for a droid).
--Make your character 6th level.
--Hp after 1st level will be half the max on the dice roll (so d10 gets 5, d8 gets 4, d6 gets 3), then add Con bonus
--I will not be using Destiny Points.  Normal rules for Force Points apply.
--Each character should have a background from the Rebellion Era Campaign Guide.  If you have a background idea that does not fit the existing options, I will work to accommodate you.
--I don't know if anyone would like this, but I like to reserve an option for heroes to acquire scars, lose limbs, and otherwise manifest injuries that are normally overlooked in a game.
--a.  If a hero uses a Force Point to save his life, he acquires some minor scar or appendage loss (maybe a vicious burn scar on the torso, or the loss of a single finger).
--b.  If a hero is the subject of an attack or hazard that would deal enough damage to kill the hero and he does not have (or does not wish to spend) a Force Point to save his life, the hero may sacrifice a body part instead to remain alive.  The body part lost is determined by the GM via a special die and is not restricted to limbs.  Limbs lost in this manner function exactly as if the Severing Strike talent had been used against the hero by an opponent.  The penalties for the loss of non-limb organs are determined by the GM (the general rule will be -1 persistent CT and the loss of function provided by the lost body part, with additional penalties at GM discretion). 
--The feat Force Training may only be taken 1 time, if taken at all.
-- If taken, Force power selection options are limited to the Core Rulebook.
--Any talent that was previously ‘1/day’ is now ‘1/encounter’.
--Any talent or feat that substitutes one ability or skill for another is subject to the same limitations that the original ability or skill was.
--If you have the Melee Defense feat and take a penalty of at least -2 on your attack roll when using that feat, you may gain the benefits of any talents or feats that activate when using the Fighting Defensively action.
--Credits/possesions:  Each character recieves their starting class’s maximum amount of credits (4800 for Nobles, 3000 for Scoundrels, Scouts, and Soldiers) multiplied by their character level (x2 if they took the Wealth talent).  Note:  I can provide the group with a free starship of the Game Master ‘special’ variety (functional, though quirky).  Or characters are free to purchase their own space transports or starfighters if they desire.
--This campaign is intended as a one-shot, multi-encounter adventure.  There is a definite ending in mind.  However, depending on how the heroes react to different situations, they can alter the ending of this adventure.
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sienn_sconn

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Re: House rules:
« Reply #4 on: March 05, 2019, 01:39:56 pm »
--This is a Scum & Villainy campaign, set in the New Republic era, about 6 years after the Battle of Endor.   The Empire has recaptured Coruscant, but they have splintered into factions and fallen to fighting each other while the New Republic establishes a new command center at Pinnacle Base.  Operation Shadow Hand has yet to be enacted.

I always give details for when the campaign is taking place.  I want the players to know exactly what is going on and where history is around them.  I tend to avoid having the players at big historical events like the Battle of Endor or traveling with Revan.  I prefer original parallel storylines where the heroes can be the masters of their own fate (and my whims :)


--I'm looking for 4-5 players.  I have 1 definite and 1 maybe so far.

I tend to prefer Medium-sized groups (get it?   ;) ).  4-5 players is my preferred setup.  Fewer than 3 can be alright, but I've only done it once and it didn't go well.  On the other extreme, I get overwhelmed with 7-8 people.  I don't know how people manage groups of 10-12.


--When making your characters, feel free to make them morally grey (think The Italian Job, The Transporter, The Punisher), but let's keep the whole game PG.
What sort of characters you allow or will tolerate should always be used, in my opinion.  That way, you stop any weird surprises from occurring.


--I have access to all the official Saga books, so you may use era-appropriate material from any of them.  The only restriction is on species.  The following species are not allowed:  Celegian, Ebruchi, Gen’dai, Lugubraa, Mantellian Savrip, Rakata, Republic Clone, Sorcerer of Rhand, Ssi-ruuk, Vagaari, Yevetha, Yuuzhan Vong. 

Since there are a limited number of rulebooks and campaign guides, I'm pretty ok with feats and talents from just about any book, and most species are fine as well.  I do, however, prefer my games to have era-appropriate material and species, so no Ewoks in my KOTOR games, no Imperial Knights during the Rebellion era, and no pulse-wave weapons in my Legacy games (I realize that some stories or canon may vary from my personal preferences, but as GM, I try to maintain continuity as I see it from a galactic perspective).


--Players wishing to use non-official sourcebooks as a resource must run each item by me.  If you have a question about any material (or if I have one about something your character has), we’ll figure it out.

I know some people worry about carte blanche with homebrew materials, so this allows me to decide what I think may or may not be game-breaking.  I worry a lot about being fair and producing a balanced game, so when I choose to allow or disallow stuff, the honest intent of my decision is achieve that parity.


--I’m going to make this a Force-lite game.  If you want to be Force-sensitive, that’s fine, but please do not make your build all about the Force.  Any Force training that a character may have in this era would be rough and unpolished, or deceptively subtle.  Reflect that in your build if you go this route.  I may ask you to change aspects of your character if I feel it is not in keeping with the theme of this campaign.

Probably the biggest question of any Star Wars game:  how much Force will there be?  Be open and honest about what your plans are.  That way, you attract the people who are willing to work within the constraints you have laid out.  I love the Force as much as the next guy, but certain games should be able to focus on other aspects of the Star Wars universe besides the Force.  My current game, Actionable Bargains, has made significant progress without any mention of the Force.  And this is also a two-edged sword.  If you restrict the players to Force-lite materials, the GM better be following that rule, too.  I hate it, absolutely hate it, when a GM says, "I want the game a certain way," and then he is constantly throwing things at the players that break the bounds of the rules that he set up.


--You may start as any class except Jedi.  Normal multi-classing rules apply.

Knowing which classes are available and how multi-classing works is important.   


--Point buy of 32 points (28 for a droid).

I hate rolled stats.  Hate 'em, hate 'em, hate 'em.  Give me point buy every time.  It goes back to balance.  You avoid the problem of 'all 18s' or extremely low stat characters.  Let people choose how good they are at something, because they will pay for it somewhere else.


--Make your character 6th level.

Common sense.  Need I say more?


--Hp after 1st level will be half the max on the dice roll (so d10 gets 5, d8 gets 4, d6 gets 3), then add Con bonus.

Balance again.  I don't want the Noble to roll really well and end up having more hp that the Soldier who rolled poorly.  You also avoid hp bloat, and I personally feel like Con starts to make more of a difference.


--I will not be using Destiny Points.  Normal rules for Force Points apply.

Destiny was fairly optional from the beginning, so I tend to leave it by the wayside, but if I do use it, I tend to make some generic changes to it (no auto crits, +1 Force point for the Destiny bonus, +2 stat boost to any stat for Destiny Fulfilled).  Force points are a no-brainer.


--Each character should have a background from the Rebellion Era Campaign Guide.  If you have a background idea that does not fit the existing options, I will work to accommodate you.

I've always like Backgrounds, so in they come.  I also feel like this is a place where players can do some extra character building with a unique background.  Had a player who didn't like the benefit of his human's Law Enforcement background, so I gave him the Kel Dor feat Justice Seeker.  It was a great move, and he liked it.

--I don't know if anyone would like this, but I like to reserve an option for heroes to acquire scars, lose limbs, and otherwise manifest injuries that are normally overlooked in a game.
--a.  If a hero uses a Force Point to save his life, he acquires some minor scar or appendage loss (maybe a vicious burn scar on the torso, or the loss of a single finger).
--b.  If a hero is the subject of an attack or hazard that would deal enough damage to kill the hero and he does not have (or does not wish to spend) a Force Point to save his life, the hero may sacrifice a body part instead to remain alive.  The body part lost is determined by the GM via a special die and is not restricted to limbs.  Limbs lost in this manner function exactly as if the Severing Strike talent had been used against the hero by an opponent.  The penalties for the loss of non-limb organs are determined by the GM (the general rule will be -1 persistent CT and the loss of function provided by the lost body part, with additional penalties at GM discretion). 

This has been a standing houserule, but I am probably going to remove the B portion from future games, as it's been around for a while, and no one has commented or expressed interest.  Honestly, it's probably because everyone always has enough Force points.  And the A portion is mostly flavor, anyway.


--The feat Force Training may only be taken 1 time, if taken at all.
-- If taken, Force power selection options are limited to the Core Rulebook.

Goes back how much Force you want in a game.  Most games, I allow Force Training a total of 3 times (this is based on pregenerated characters, but I do think that one or two versions of Yoda or Palpatine might have 4 Force Trainings, but it is definitely a rare thing).

And I restrict the Phase and Fold Space powers to non-existence.  I know that the Dark Woman has used Phase, and that the Rakata and the Aing-ti have used Fold Space, but the fact that few people/groups have access to them means they are rare and should be treated as such.  But I don't like teleporting or walking through walls, anyway, so make of that what you will.


--Any talent that was previously ‘1/day’ is now ‘1/encounter’.

I guess I should make this feats as well, but with the focus on encounter-based materials, the 1/day thing just seemed odd.


--Any talent or feat that substitutes one ability or skill for another is subject to the same limitations that the original ability or skill was.

There's always been confusion about certain talent/feat interactions, most notably Unbalance Opponent and Weapon Finesse, but there are are others that make sense, too.  Point is, if you are flat-footed, whether it's Dex-based or Int-based with Predictive Defense, you should lose that bonus.  Same thing anywhere that this sort of confusion might crop upl


--If you have the Melee Defense feat and take a penalty of at least -2 on your attack roll when using that feat, you may gain the benefits of any talents or feats that activate when using the Fighting Defensively action.

Just trying to give more utility to Melee Defense, since it is a feat that many agree isn't worth much and tends to be seen as a feat tax most of the time.


--Credits/possesions:  Each character recieves their starting class’s maximum amount of credits (4800 for Nobles, 3000 for Scoundrels, Scouts, and Soldiers) multiplied by their character level (x2 if they took the Wealth talent).  Note:  I can provide the group with a free starship of the Game Master ‘special’ variety (functional, though quirky).  Or characters are free to purchase their own space transports or starfighters if they desire.

Everyone has their own concept of what wealth-by-level should be, but I feel like this is fairly decent.


--This campaign is intended as a one-shot, multi-encounter adventure.  There is a definite ending in mind.  However, depending on how the heroes react to different situations, they can alter the ending of this adventure.

Let the players know how the long the game is going to last.  I think some GMs get a bit ambitious and think that they can run a game forever, but I have definitely realized that certain platforms are better for different styles of play.  I have a firm belief that PbP games should be encounter-based, as it  can take months to finish a single battle.  Longer games should be played on tabletops or platforms like Roll20, simply because games can move faster.


And thus is my list.  Sorry it's so long.  Thanks for reading.  Hope I didn't get too crazy in my explanations.
« Last Edit: March 05, 2019, 03:04:07 pm by sienn_sconn »
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Sparx MacGyver

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Re: House rules:
« Reply #5 on: March 05, 2019, 04:16:49 pm »
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These are ones I've used for some time, although not all are applied to each game. These are just the most often used ones.
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StevenO

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Re: House rules:
« Reply #6 on: March 05, 2019, 05:44:59 pm »
I know we all have various opinions on house rules and the house rules others use.  We may not be able to affect them but I hope we may agree that we can offer opinions on them:

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MERC_1

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Re: House rules:
« Reply #7 on: March 05, 2019, 06:13:38 pm »
I was reading through the House Rules of StevenO, but I have some questions.
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.
So IF you are trained you can use this to get a bonus instead?

Linguist:  Change prerequisite to INT 11.
Why? So that You won’t need to start with INT 13 on your Noble to learn more languages? I could see that this would be extra good if you have a species penalty to INT.

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.
Why is this better than normal autofire? I don’t see the need.

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
I could see a slower locomotive system after consulting the GM, but the faster systems would be a bit too much in my opinion. Many systems are already faster than most characters in the game. You are usually hard on droids. Why would you allow a speed 12 walking system? Or a speed 16 wheeled system? That would make that droid into more of a vehicle than a normal droid... But maybe that is the kind of droids you'd let have this?


StevenO

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Re: House rules:
« Reply #8 on: March 05, 2019, 06:41:41 pm »
Answer to Merc_1:
For Educated:  YES.  I guess it's probably more complicated than it should be and I'm requiring the full round action but the purpose of this house rule is to bring the talent up something close to the insanity that I see in Insight of the Force.  I want the talent to enable you to attempt those Knowledge checks with a bonus as if you were trained in them and if you have them trained then as if you had Skill Focus in them.  Note the bonus type is specifically chosen NOT to stack with skill focus.

Linguist:  The change isn't so much to make it so you'd only need INT 11 to get it as a Noble starting feat but rather to make it more available to someone who wants to learn a new language without spending all the ability upgrades in INT.

Autofire:  The reason that's in there is to discourage the idea that you can just "shoot at the target normally ignoring the fact that the weapon is on autofire and will burn 10 shots."  I've seen those who would think that they can use their Heavy Repeating Blaster as a "sniper rifle" without taking any penalty for autofire except that the attack burns 10 shots which may not matter if used with a power generator.  If you've seen the Tyro character I've used on some of the play threads some believe I could add a line that essentially reads "Ranged Attack: +14 HRB (3d10+5 damage)" which just ignores the autofire capacity of the weapon completely; of course you could also do that long before picking up Controlled Burst and it wouldn't take any bracing so it'd be a +5 attack bonus just to give up the AoE which may not be all that important much of the time especially if cover is involved.

Droid locomotive systems:  The speed increase are probably there to mirror the speed reductions although perhaps they should be capped at say +2 or +3 squares.  In any event the thing about boosting the speeds is that the costs are based on the speed SQUARED so doubling a speed would increase the cost by four.  I was probably also thinking about those faster speeds as part of restrictive locomotive system where that is all the droid is doing; this compares with some of those species that can roll into a ball to move a lot faster than they normally do.  A VERY good point on this one and why feedback is useful.

As I mention this is an old set that probably could stand revisions.  One of those revisions include me rethinking the whole "Skill Training as a starting feat" idea at least when applied to Soldier or Jedi.  Of course they are in there because I'm also going away from "minimum of 1 trained skill if your INT mod sucks that much" but I with them available it does even more to encourage taking levels in those classes just to pick up another trained skill when they already have so much more to offer.
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MERC_1

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Re: House rules:
« Reply #9 on: March 05, 2019, 07:07:30 pm »
Answer to Merc_1:
For Educated:  YES.  I guess it's probably more complicated than it should be and I'm requiring the full round action but the purpose of this house rule is to bring the talent up something close to the insanity that I see in Insight of the Force.  I want the talent to enable you to attempt those Knowledge checks with a bonus as if you were trained in them and if you have them trained then as if you had Skill Focus in them.  Note the bonus type is specifically chosen NOT to stack with skill focus.
OK. that is cool with me. Looks a bit strong, but Knowledge Skills are not that strong most of time.

Linguist:  The change isn't so much to make it so you'd only need INT 11 to get it as a Noble starting feat but rather to make it more available to someone who wants to learn a new language without spending all the ability upgrades in INT.
I could even see that requier only INT 9. It is a bit strange that you need INT 12 to pick up a second language normaly.

Autofire:  The reason that's in there is to discourage the idea that you can just "shoot at the target normally ignoring the fact that the weapon is on autofire and will burn 10 shots."  I've seen those who would think that they can use their Heavy Repeating Blaster as a "sniper rifle" without taking any penalty for autofire except that the attack burns 10 shots which may not matter if used with a power generator.  If you've seen the Tyro character I've used on some of the play threads some believe I could add a line that essentially reads "Ranged Attack: +14 HRB (3d10+5 damage)" which just ignores the autofire capacity of the weapon completely; of course you could also do that long before picking up Controlled Burst and it wouldn't take any bracing so it'd be a +5 attack bonus just to give up the AoE which may not be all that important much of the time especially if cover is involved.
But you still have a -5 to the attack, right?

Droid locomotive systems:  The speed increase are probably there to mirror the speed reductions although perhaps they should be capped at say +2 or +3 squares.  In any event the thing about boosting the speeds is that the costs are based on the speed SQUARED so doubling a speed would increase the cost by four.  I was probably also thinking about those faster speeds as part of restrictive locomotive system where that is all the droid is doing; this compares with some of those species that can roll into a ball to move a lot faster than they normally do.  A VERY good point on this one and why feedback is useful.
I could see this in a droid vehicle, but othewise no. I don't want droids to be better at everything. Most of the time they are fast enough.

As I mention this is an old set that probably could stand revisions.  One of those revisions include me rethinking the whole "Skill Training as a starting feat" idea at least when applied to Soldier or Jedi.  Of course they are in there because I'm also going away from "minimum of 1 trained skill if your INT mod sucks that much" but I with them available it does even more to encourage taking levels in those classes just to pick up another trained skill when they already have so much more to offer.
There are many a good idea in those rules. I like the weapon options for example. I think I like the flexibility with starting Skills through a talent less though. Also the Feat that grants +1 to BAB for those who starts with BAB 0, what is the point? That is part of the price of starting in those classes.

StevenO

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Re: House rules:
« Reply #10 on: March 05, 2019, 08:14:24 pm »
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Neffarious

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Re: House rules:
« Reply #11 on: March 05, 2019, 10:58:19 pm »
what about allowing players who pick a core rulebook species to take one of the species feats from the rebellion era book for free? Does that seem too strong?

I've been toying around with the idea, but i worry about giving the players too much. i want to see those feats get more use, but don't want to make it easy to power game with such an addition. Thoughts?

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Re: House rules:
« Reply #12 on: March 05, 2019, 11:30:15 pm »
what about allowing players who pick a core rulebook species to take one of the species feats from the rebellion era book for free? Does that seem too strong?

I've been toying around with the idea, but i worry about giving the players too much. i want to see those feats get more use, but don't want to make it easy to power game with such an addition. Thoughts?
Definitely too strong in many cases.

FIGHT THE URGE to give PCs "free stuff" just because you think it looks nice.  All that does it provide an unneeded power boost which can be much harder to reel back in if/when you realize it was a mistake.  Giving a free "species feat" to the core rulebook aliens is especially bad because are you going to give the Human another free feat to compensate?  What about all the species from the other books which may be more appropriate in your campaign?
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Re: House rules:
« Reply #13 on: March 06, 2019, 04:14:01 am »
StevenO, I still dont understand the Autofire rule. I think that the only point of making an Autofire attack to a single enemy is nothing more that to make an area attack and deal some damage kicking REF10 and not to reach the full REF defense of your enemy, probably too high for you. And this supposing that the enemy doesnt have Evasion. Of course that you have the -5 when doing the Autofire attack, and obviously that you spend the ammo (is a normal Autofire attack). In fact, there is a feat that allow to attack only one square with Autofire, so if you want to make the attack you have to make It un the full four square except possesing the feat so... Why the rule? What am I missing?
« Last Edit: March 06, 2019, 04:17:47 am by Dessertblade »

StevenO

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Re: House rules:
« Reply #14 on: March 06, 2019, 09:17:42 am »
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