Bounded Accuracy in Star Wars Saga (House Rules)

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#1

Cyber-Dave

Mar 31, 2014 21:30:17

So, after a little over a year of play-testing D&DN, there have been a few concepts from the playtest that I thought would work really well as Star Wars Saga adaptations. I have decided to implement the following house rules to a basic SWSE game. Thoughts?

 

House Rules for Star Wars Saga Edition

·         The bonus for all d20 checks is changed as follows: Any ability check (including checks used to make attack rolls) is equal to 1d20+your stat modifier + any miscellaneous modifiers. If you are proficient in the use of the skill or weapon used to make the ability check, you add a proficiency die to the roll. The size of the proficiency die depends on your level: level 1-4, d4; level 5-8, d6; level 9-12, d8; level 13-16, d10; level 17-20, d12.

·         You do not add your heroic level as a bonus to any of your defenses.  

·         Whenever any ability has an attack bonus as a prerequisite, you should calculate what your character’s attack bonus would be prior to these house rules for the purpose of meeting the prerequisite.

·         Add the following new feats to the game:

 

Focused Combatant

You attack with unusual Accuracy

Prerequisite: At least one level in a heroic class.

Benefit: Whenever you attack with a weapon in which you are proficient, roll your proficiency die twice and use the highest result.

Special: Any class that has a full Attack Bonus progression in the rules as written gains this feat as a Starting Feat at 1st level. 

 

Heroic Defense

You are tough to effect.

Prerequisite: At least one level in a heroic class.

Benefit: Choose one of your three Defenses. You gain a Heroic Defense Bonus to that Defense of a value equal to the average roll of your proficiency die (rounded down). If you choose Reflex Defense, this bonus does not stack with the bonus granted by armor (as per the normal rules of the game). 

Special: You may take this feat more than once, but its effects do not stack. Each time you take this feat it must be applied to a different Defense. Any heroic class may take this feat as a Bonus Feat.

 

Knifing Precision 
You have learned to mix raw power with agility to make the most of your knife or vibrodagger. 
Prerequisites: Strength 13+, Dexterity 13+, proficiency with the knife, vibrodagger, or other appropriate tiny melee weapon (at the game master’s discretion). 
Benefit: When dealing damage with a knife, vibrodagger, or other appropriate tiny melee weapon (at the game master’s discretion) with which you are proficient, you may add both your Strength and Dexterity modifiers to the damage dealt. 


Knife Takedown 
You are trained in close quarters grappling knife techniques. 
Prerequisites: Proficiency with the knife, vibrodagger, or other appropriate tiny melee weapon (at the game master’s discretion), pin.
Benefit: If you successfully pin an opponent with a grapple attack (see the Pin feat, page 87 of the Star Wars Saga Core Roleplaying Game), and you are wielding a knife, vibrodagger, or other appropriate tiny melee weapon (at the game master’s discretion) with which you are proficient, you can immediately deal melee damage to the pinned opponent with the weapon.

 

Twist the Knife 
When performing a knife takedown you know how to twist the blade in order to achieve maximum effect from the maneuver. 
Prerequisites: Proficiency with the knife, vibrodagger, or other appropriate tiny melee weapon (at the game master’s discretion), knife takedown. 
Benefit: When performing a knife takedown you reduce a target’s Damage Threshold by 5 against the damage dealt by the knife takedown. Additionally, if the damage from the knife takedown is higher than the target’s Damage Threshold, the target moves -1 extra step along the Condition Track.

 

·         Change the rules of Skill Focus as follows:

 

Skill Focus

One of your skills is particularly well honed.

Benefit: You gain a second proficiency die as a competence bonus on skill checks made with one trained skill of your choice.

Special: This feat may be selected multiple times. Its effects do not stack. Each time you take this feat, it applies to a different trained skill.

 

·         The following change should be made to the armor rules:

1.       The armor bonus to Reflex Defense of all armors should be halved, rounded up; the remainder of the armor’s bonus to Reflex Defense should be converted to an “armor bonus to Damage Reduction.”

Note: lightsabers ignore Damage Reduction.

 

·         The following slight changes should be made to the pistol, rifle, and retractable stock rules:

1.       Any weapon treated as a pistol for the purposes of proficiency and range gains a +1 bonus to hit if it is used two handed.

2.       Any weapon treated as a rifle for the purpose of proficiency and range forces a character to take a -5 penalty on attack rolls with the weapon if they use it in one hand (regardless of its size relative to you).

3.       If a rifle that is classified as a “carbine” has a retractable stock, it uses the standard rules from page 125 of the Star Wars Saga Edition Core Rulebook, though it also loses its inaccurate weapon property while the stock is retracted (and the weapon is being treated like a pistol).

4.       If any other rifle has a retractable stock, it is not treated as a pistol for the purposes of proficiency and range when its stock is retracted. Instead, the rifle is classified as a “carbine” when its stock is retracted. As a “carbine,” the weapon threatens all adjacent squares and is treated as having the inaccurate weapon property. The weapon is still classified as a rifle for the purpose of proficiency and range, and any character attempting to use the weapon one handed still suffers a -5 to hit (regardless of its size relative to you).

5.       No weapon can be braced with a retracted stock.

 

Make the following changes to  Chapter 6: The Force

·         If you roll higher than a target’s Damage Threshold with Force Grip, the target may only make a single Move action, not a single Swift action.

·         The Move Object force power can be used to either throw a light object (weighing 5kg or less) at incredible velocities or slowly move a larger object. Thrown objects hit and deal damage as per the standard rules for the Move Object force power. The rules for moving larger objects are likewise the same as the standard rules for the Move Object power, except that a character cannot throw the larger object and deal damage with it. The moment a character attempts to move a larger object into the same square as an opponent, the Move Object force power automatically ends, and the object falls to the ground in a square adjacent to the opponent's square.


If a character attempts to raise an object above a target, or a group of targets, and then drop it on them, he or she must succeed on an opposed Use the Force skill check made against the opponents’ Initiative skill checks. Any target who fails their Initiative skill check while standing in the squares that the falling object ends up occupying on the map (based on its size) takes 1/2 the damage that the equivalent sized object would normally deal as damage (according to the rules as written in the Star Wars Saga Core Rulebook). Any target that succeeds on their Initiative skill check takes no damage. 
 

If a character takes the Move Massive Object talent (found on page 55 of the Legacy Era Campaign Guide), the character may pick up and throw massive objects as per the rules of that talent. 

 

Make the following changes to Chapter 9: Combat

·         Only use the following piece of Area Attack errata: A natural 20 on an area attack roll automatically hits all targets within the affected area, but area attacks do not deal double damage on a critical hit. All characters that are missed by an area attack take half damage unless they have a feat, talent, class ability, terrain benefit, or some other situational rule exception that says otherwise.

·         All characters are considered to be proficient to hit with their unarmed attacks and natural weapons.

·         When you use the Aim action, you ignore all cover bonuses to your target’s Reflex Defense on your next attack or half the cover bonuses to your target's Reflex Defense on your next attack if the target has improved cover.

·         When attacking with a ranged weapon with which you do not threaten squares you are considered to be distracted, and thus potentially provoke attacks of opportunity.

·         When using a ranged weapon against an adjacent target you are considered to be “shooting or firing into a melee,” and suffer all the appropriate penalties.

·         If a character that is helpless or unconscious takes more damage than their damage threshold, they die.

·         Add the following ability to a characters list of attack options:

Sustained fire: By spending two swift actions you may continue to use autofire on a targeted area until the start of your next turn. Any creature moving into this area is subject to your autofire attack as if they were in the area when you made the attack. This ability consumes 10 shots in addition to the 10 shots normally consumed by using autofire on an area. You must have 10 additional shots to utilize sustained fire. 

 

#2

kronos182

Apr 02, 2014 14:48:32

Interesting. Although I haven't followed anything for D&DN.

 

I might borrow some of those knife feats at some point.

#3

StevenO

Apr 09, 2014 12:28:43

Hey Dave, funny seeing you around here yet.  I'm not sure if you were aware of it but a lot of the old SAGA die-hards have taken to a new forum where we still discuss SAGA with some regularity.  You may want to sign up there and post this there for more thought; I believe the link will take you there.

Cyber-Dave wrote: