Kev's Star Wars Saga Edition House Rules

Discussion of various systems.

Kev's Star Wars Saga Edition House Rules

Postby Kev-In » Tue Jun 29, 2010 6:05 pm

A couple of trouble spots I've bumped into playing this, and if I ran a convention Star Wars I'd need a tweak or two. Like these:

Star Wars Saga Edition House Rules

Paging Alice Cooper: Since administering anti-toxins seems of comparable difficulty to healing damage or administering first aid, strike the “Trained Only” requirement for the Treat Poison use of Treat Injury.
A New Hope-less: I’m gonna go out on a limb and say that whoever wrote the high jump rules never saw Episodes I, II, III, V or VI. Let’s go ahead and cut that 12 down to a 6. Hey, suddenly its Star Wars again! Speaking of the Jump skill…
Jumpin’ Jedi: the official errata covered this, but since the system is now dead and you might have an early printing, the Jump skill is a class skill for Jedi.
"Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
--Alfred, "The Dark Knight"
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Re: Kev's Star Wars Saga Edition House Rules

Postby Gamemaster » Mon Jul 12, 2010 7:52 pm

Um... I'm not getting the Alice Cooper reference.

From a real world medical standpoint, I'd say the difficulty with administering anti-toxins is knowing which anti-toxen to administer.

Bill
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Re: Kev's Star Wars Saga Edition House Rules

Postby Kev-In » Tue Jul 13, 2010 12:07 am

Gamemaster wrote:Um... I'm not getting the Alice Cooper reference.

From a real world medical standpoint, I'd say the difficulty with administering anti-toxins is knowing which anti-toxen to administer.

Bill


Alice Cooper's 80s return to the spotlight was a song called "Poison."

From a game world standpoint, poison in Saga is "the Suck" when it gets you.
*Once affected, you begin dropping on the condition track, which means that the poison's effectiveness increases as your defenses drop.
*Because Saga uses the Defense system ala D&D 4e rather than saving throws, you don't even have the option of spending a Force point to boost your save roll, since the poison is rolling.
*No Force powers have the ability to detoxify/slow poison. Say what?!?!?
*The proto-4e rules have eliminated cross-class skills and only two classes have Treat Injury on their class list: Noble and Soldier. And since Noble is about as popular a player character choice as protocol droid, for all intents and purposes there is only 1 class with the capacity to treat a poisoned character.

You could of course multi-class, but that seems an awfully big sacrifice to make just to get the ability to treat poison. Hence my lil' patch job.
"Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
--Alfred, "The Dark Knight"
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Re: Kev's Star Wars Saga Edition House Rules

Postby Gamemaster » Sun Jul 18, 2010 1:12 pm

I have tickets to see Alice Cooper in September.

But anyway...

I'd recommend not using poison. It's not very Star Wars like anyway.

Bill
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Re: Kev's Star Wars Saga Edition House Rules

Postby Kev-In » Sun Jul 18, 2010 4:07 pm

Gamemaster wrote:I'd recommend not using poison. It's not very Star Wars like anyway.

Bill



Zam Wesel would have to disagree :mrgreen:
"Because some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
--Alfred, "The Dark Knight"
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