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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Hey all I could use some help. My group is playing campaign style and we are using the Advancing Characters Special rules from the Ultimate Missions books. Now they have a set up for improving stats but not of adding special abilities. For example giving an improved charater double attack or some other ability. Has anyone made something like this yet? The one in the books just adds HP or Attack from the stat cards. Any idea's would be helpful. I've been searching the forums all morning and haven't found what I am looking for.
This is what is in the Ultimate Mission books.
Characters who engage in missions learn from their successes and their mistakes and accumulate experience. Yadda yadda. It then goes on to state that. When the number of a characters successful missions equals that of his Attack+1 the player may give the character an increase in one of his statistics.
+10 Hit points +1 Defence +1 Attack +10 Damage
This looks cool to me but again I would need a table on adding CE's and Abilities and the other effects in game. I don't want to complicate it too much but any suggestions will be welcome.
I was thinking along the lines of every 2 level upgrades you could choose a special ability?
Maybe it should be in line with what your character could get. Such as a clone trooper gets twin attack. But he can't get a force power?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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For every X levels the character could have the option of a SA rolled randomly. Maybe 1d6
1-twin attack 2-double attack 3-+2 move 4-momentum 5-cleave 6-accurate shot
Is this the kind of ideas you're looking for?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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I'd suggest reading the rules for SWM: Campaign Edition. It's a user-made hybrid of SWM and SW:RPG. You can download the pdf here.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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DarthJak wrote:For every X levels the character could have the option of a SA rolled randomly. Maybe 1d6
1-twin attack 2-double attack 3-+2 move 4-momentum 5-cleave 6-accurate shot
Is this the kind of ideas you're looking for? Sweet, now that that sounds cool! Random now there's an idea, that would keep it from everyone picking the same thing, oh i like that one. Nice thank you very much! Please, keep the idea's comming.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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EmporerDragon wrote:I'd suggest reading the rules for SWM: Campaign Edition. It's a user-made hybrid of SWM and SW:RPG. You can download the pdf here. Awesome, reading material, thank you very much i'm going to have some fun with this. Please keep the info comming.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Thanks for the input and suggestions guys. If you think of more please post them here. I already ran the random idea by one of my players and he loved it! I'll be reading thru the pdf tonight also. Thanks again guys.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/30/2009 Posts: 1,389 Location: New Zealand ( kind of by Australia)
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In some cases this would break the game, such as someone with Quadruple attack getting Twin.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Darth O wrote:In some cases this would break the game, such as someone with Quadruple attack getting Twin. Ah yes, hadn't thought of that thank you, we will need a work around for that. Maybe have several different tables depending on what your character already has. Thanks for the input.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Another option would be to increase the character's cost by a greater amount, making it so that while they'd be able to become extremely powerful, they'd become practically your entire squad, similar to Grand Master Luke Skywalker.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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EmporerDragon wrote:Another option would be to increase the character's cost by a greater amount, making it so that while they'd be able to become extremely powerful, they'd become practically your entire squad, similar to Grand Master Luke Skywalker. Are you saying this would cause game imbalance or use the higher cost to purchase new abilities, or if we get to high a level squads would be 1 man only. Just asking not sure where your going here.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 2,115 Location: Watertown, SD
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Well, in the campaign edition, as characters increase in level they gain the ability to add special abilities, each costing so many points. However, some abilities have synergy with others (for instance, Momentum and Strafe Attack), and thus should have an additional cost imposed on them when placed together. The additional cost would help keep things balanced as it would avoid having over-powered, under-costed minis.
As for the one-man armies, that's what will happen when the players try to give their characters every ability under the sun. But the player can always choose to have a weaker, yet lower cost unit or a cheap specialist (grenadier, door control, etc.) instead.
Also, if they minis get too strong, you can play unbalanced scenarios as well, thus keeping a bit of a challenge.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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Right I gotcha now, Thank you for the food for thought please keep the idea's comming. As I get a better grip on this I see it may take a little while to get a working version of this going. We still have a way to go before anyone level's up, with one small snag though, last night an Ewok survived a battle that had heavy hitters such as Darth Bane whose squad he was on lol, My brother's. The Ewok should level up the next time he survives on a winning team. My clone troopers gunned down the other Ewok. I managed to take down Bane before Boba Fett finished me off. It will be a while before Boba gains a new level. And this is a work in progress but we will get it going with the help you all have given us Thanks again, and keep the idea's and suggestions comming.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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EmporerDragon wrote:I'd suggest reading the rules for SWM: Campaign Edition. It's a user-made hybrid of SWM and SW:RPG. You can download the pdf here. Thanks again very much for this, it is an excellent resource for us.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/30/2008 Posts: 1,290 Location: Stow Ohio, just north of Dantooine (vacay on Ando)
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to keep players from getting a large amount of attacks, you could limit twin attack to melee, and double and triple to non-melee. That way you can run up and swing twice(like a jedi) or hold still and get off a couple shots.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/2/2009 Posts: 1,686 Location: New York, Albany Just south of Darth Maul's House
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DarthJak wrote:to keep players from getting a large amount of attacks, you could limit twin attack to melee, and double and triple to non-melee. That way you can run up and swing twice(like a jedi) or hold still and get off a couple shots. Not a bad idea, thanks.
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Rank: Bith Black Sun Vigo Groups: Member
Joined: 12/7/2009 Posts: 20
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I've used the linked Campaign rules that Emperor posted and they work great!
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