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    SW house rules

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    SW house rules

    Post  Chris on Thu Apr 18, 2013 12:26 pm

    start characters at 4th

    +1 starship feat
    +1 background skill
    +1 background knowledge

    all abilities start at 10 +20 pts to spend 1:1
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    Re: SW house rules

    Post  Chris on Thu Apr 18, 2013 12:28 pm

    place holder for Force, light\dark side rules
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    Re: SW house rules

    Post  Chris on Thu Apr 18, 2013 12:30 pm

    post your characters here with some backstory, the more the better, as a work in progress is fine. I may add\subtract a bit to fit into the story Wink

    at least explain your background feat\skill\know and how you got to 4th

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    Re: SW house rules

    Post  Chris on Fri Apr 19, 2013 10:25 am

    whit10 wrote:do you mean extra class skills or extra skill points to spend as far as those bonuses are concerned?

    neither

    Chris wrote:
    I was looking over PF generation a bit, I will probably give +1 background skill and +1 background knowledge (skill) as well as the background starship feat. They can be anything directly related to your background. They are not bonus skill points, just 1 specific skill + 1 specific knowledge, that automatically get +1 pt per level for free.

    So just pick 1 skill and 1 knowledge that come from your background. Both are always at max for your level, for free. You can't spend those points anywhere else or in any other way. Just indicate which are your background skill\know somehow and then chose the rest of your skills as usual.

    capiche?


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    Re: SW house rules

    Post  Chris on Fri Apr 19, 2013 11:17 am

    whit10 wrote:So if I want to that to be Pilot and Knowledge Streetwise, they just stay maxed and don't figure into the skill pt total...got it

    right
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    Re: SW house rules

    Post  Chris on Fri Apr 19, 2013 11:24 am

    Armor - Damage Reduction also reduces Vitality damage, just like Radiance\PF. Ignore the silliness in the Rule Book about it only reducing Wound damage.

    NOTE - Critical Hits bypass Vitality and go straight to the Wounds. So no matter how high level you are, a good crit HURTS. DR still applies of course.

    NOTE - when you are WOUNDED, have taken even 1 pt of wound damage, you cannot RUN or CHARGE and take a -2 penalty to Str and Dex. so -1 to hit, damage, -1 DC, skill checks, etc

    this is to represent that you are actually hurt, fatigued and now a step slower. remember that vitality losses are not really getting hit, they are near misses\blocks\dodges that wear you down over time.

    Healing is the opposite of Radiance. Vitality regenerates very quickly, basically after each fight you return to full. Wounds are very hard to heal. Check your various skills for more details, but it usually requires overnight rest to heal wounds.

    Treat Injury for example cannot directly heal wounds, but it does double the overnight healing amount

    Force Heals - Heal self\Heal Another can heal wounds, but you have to get over a 20+ on the check to heal like 1d4 wounds or something, otherwise it only removes conditions or restores vitality.
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    Re: SW house rules

    Post  Chris on Fri Apr 19, 2013 3:31 pm

    Restoring vitality after fights

    Thanks Josh for asking a good question

    There are multiple ways to restore vitality:

    Treat Injury skill restores a number of vitality equal to RANKS in TI

    Heal Self

    Heal Another

    rest - you get 1 vitality per level per hour, so you get 4\hr at 4th


    What we defaulted to in my table top group was basically just getting fully 'healed up' of vitality (not wounds) after each fight. We did this to avoid 20 minutes of rolling dice in a healing-circle jerk after combat.

    I heal another you, you heal another me, I heal self me, you heal self you, now I treat injury you, you treat injury me, now we both rest for 1 hour.... shazaam, everyone is basically full anyways but it took lots of dice, med kit accounting.... Sleep

    So unless there is an obvious reason - like you are in a chase or an escape or a dungeon crawl (less common in SW) basically figure you will get all your vitality back after each fight and a brief rest.

    Wound points are a different matter and much harder to heal.
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    Re: SW house rules

    Post  Chris on Sat Apr 20, 2013 11:46 am

    navyik wrote:Heroes guide has a chart: 4500

    that works!
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    Re: SW house rules

    Post  Chris on Sat Apr 20, 2013 11:50 am

    I also forgot to mention, sorry


    combine the following skills:

    Spot + Listen = Perception

    Hide + Move Silently = Stealth

    Jump + climb = Athletics


    if you see any others, let me know


    HOWEVER!

    note that some races\classes\feats\etc give a specific bonus, ie a Wookie's claws give +2 to climbing, so that bonus ONLY applies when Athletics is used to Climb, not to jump.

    a bonus to stealth (like a stealth suit, say +10 to hide) wouldn't help with making noise (like inviso in D&D) so you get the full bonus when remaining stationary (hiding) but not while moving.

    So I would keep those bonuses separate and not include them in your skill total or do something like

    Athletics 10
    ---climb 12

    it just helps with skill points to avoid redundancy
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    Re: SW house rules

    Post  Chris on Sat Apr 20, 2013 9:33 pm

    navyik wrote:Ballance and tumbe for acrobatics?

    Search included in perception or not?

    acrobatics - yes

    Search in Perception - no
    Robyo wrote:Opposed checks too?

    Insight vs Bluff?

    Stealth vs Perception?


    What about grappling? I think opposed strength, (or just attacking someone's Fort) works pretty good.


    yes and yes

    and I think Alan is correct, but I will double check. It doesn't come up that often in SW, but you never know
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    Re: SW house rules

    Post  Chris on Sun Apr 21, 2013 9:23 pm

    Ok, after reading both PF and Radiance, I think I am going to go with PF on this one.

    Combat Maneuver Bonus: Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

    CMB = Base attack bonus + Strength modifier + special size modifier

    Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

    CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

    Grapple

    As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

    Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

    Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

    Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

    Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

    If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.


    CMB also covers stuff like Overrun, Bullrush, etc
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    multi class rules

    Post  Chris on Fri May 10, 2013 10:57 am

    please read pages 63-65 for rules, but the one that is not obvious is about defense class, you need to apply a -2 to your DC for each class, when you multi, this offsets the inherent 'starting DC' otherwise, you could jack up your DC real quick

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    Re: SW house rules

    Post  Chris on Mon Jun 10, 2013 11:12 pm

    Everyone else - if you have a similar feat that you want to substitute for the starship one AND it makes as much sense as FAME for the wookie, just ask and we'll work something out. I would certainly allow a Skill Emphasis Feat in something used on a ship like Repair or Computer, since there really are no Technical Starship Feats. (copied to house rules)
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    Re: SW house rules

    Post  Chris on Tue Jun 11, 2013 10:01 am

    here are a few more Starship feats and some new uses for skill

    [img][/img]

    [img][/img]
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    Re: SW house rules

    Post  Chris on Sun Jul 14, 2013 11:42 am

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    Re: SW house rules

    Post  Chris on Thu Jul 18, 2013 12:13 pm

    FROM PATHFINDER, since we adopted using Stealth instead of Hide\Move Silently


    Stealth
    (Dex; Armor Check Penalty)

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

    Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a –5 penalty. It's impossible to use Stealth while attacking, running, or charging.

    Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

    If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

    Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

    Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

    Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

    Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

    Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

    If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).
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    Re: SW house rules

    Post  Chris on Fri Jul 26, 2013 11:16 am

    http://www.wizards.com/dnd/dice/dice.htm

    nice new dice roller, little different layout than dicelog.com
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    Re: SW house rules

    Post  Chris on Tue Sep 17, 2013 9:31 pm



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    Re: SW house rules

    Post  Chris on Tue Oct 08, 2013 4:18 pm

    Chris wrote:

    See Force is really only for people, not objects.... however there really isn't any other ability to cover places or objects, so consider this a valid use of See Force from here forward. (I will write a House Rules amendment) It is an extension of this part of the skill description:



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    Re: SW house rules

    Post  Chris on Wed Dec 18, 2013 8:56 pm

    Chris wrote:
    Illusion can be used in 2 specific yet distinct ways:

    1) Phantasmal Killer - only the single target can see the multi-sensual illusion, since it is an active and direct illusion, the target does get a Will save to disbelieve, standard vitality and save DC. It can do vitality damage or cause shaken\fear and can knock out a target if it surpasses vitality and does subdual wound damage. I need to research damage capability.

    2) Hallucinatory Terrain\Persistent Image - everyone that can possibly perceive the visual and auditory only illusion does so. If the illusion is passive, a tree, a rug, etc then the target gets a perception check to notice that something is 'off' or a glitch in the matrix, so to speak. If the Illusion directly interacts with any creature, they get a Will save to disbelieve. If there is any question as to active\passive, like a smokescreen a creature is standing in, then they first get a Perception check, if that succeeds they get a Will save, if not, they fail to notice anything via their minimal interaction. Perception check DC = Will save DC as determined by roll of Illusion skill at the time it is cast.

    *EDIT - either use can be Dark Side, depending on the use.

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    Re: SW house rules

    Post  Chris on Wed Dec 18, 2013 9:04 pm

    Pinned - combining SW and PF

    once you are grappling you can make further grappling attacks (CMB) to do 1 of 5 things.

    Damage, as an unarmed strike, with a +5 to grapple roll (CMB)

    Pin - grapple check (CMB), immobilize opponent for 1 round (in other words, you have to roll to pin each round)

    Break Pin of another, multiple grapplers (CMB)

    Escape - via escape artist

    Weapon - attack with a light wpn, as usual, not CMB, just regular attack roll


    If you get multiple attacks in a round, you can make multiple grapple checks, ie 1 to pin, 1 to damage.... or 2 damaging attacks.... or 2 tries to pin if the first one fails, etc

    Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus.. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

    If you are pinned, you can make a grapple check, as an attack (CMB) to break the pin and get back to just grappled.

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