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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/21/2008 Posts: 292 Location: Utah
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Just curious, as we are finished with sets being released, what kind of house rules do you play to keep things interesting?
Personally we've started allowing Non-unique Vong to be used as fringe...
What do YOU do?
How does it work?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/26/2008 Posts: 1,233
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aside from any affinities we think should have been made, One of our biggest house rules is anyone with a lightsaber can use LIghtsaber defense (16). ALso when we crit someone you cannot evade/avoid the base damage unless you roll a natural 20, YOu can still use abillities that reduce damage though.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 11/8/2008 Posts: 179 Location: Chicago
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We don't play gambit. If the situation were to change such that people camp too much we may institute it in the future, but for now it's working. Also, due to shortages, we allow dimes to be used as mouse droids and pennies as ugs.
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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I like all the ideas above, especially allowing subs for mice/uggs to people that don't have enough/any. The "fringe" Vong thing would probably get out of hand at our shop though.
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Rank: Vornskr Groups: Member
Joined: 5/8/2009 Posts: 27
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I like to have "3-character squad" skirmishes with my 8-year-old-son. We have a draft to determine teams. Example, He'll get the first pick, then I would take picks 2 and 3, he'll take 4 and 5 and I'll wrap up with 6. 3 on 3 games are fun and quick. There is no cost limit for figures and we do mix factions....but synergies and CE's must apply to proper factions only. GMLS and Boba BH always seem to land on his squad...go figure. Anyway, it keeps him interested as the games generally last about 10 minutes.
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Rank: Uggernaught Groups: Member
Joined: 4/15/2010 Posts: 34
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Jay_Bounty_Hunter wrote:I like to have "3-character squad" skirmishes with my 8-year-old-son. We have a draft to determine teams. Example, He'll get the first pick, then I would take picks 2 and 3, he'll take 4 and 5 and I'll wrap up with 6. 3 on 3 games are fun and quick. There is no cost limit for figures and we do mix factions....but synergies and CE's must apply to proper factions only. GMLS and Boba BH always seem to land on his squad...go figure. Anyway, it keeps him interested as the games generally last about 10 minutes. Thats how I play but with 4 other people and 5 minis total.
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Rank: Moderator Groups: Member
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Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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Force power available to any character with a force point: " Force Open: fp1, open a door within 6 squares. Cannot be used to open a door closed with the Override SA." (this allows Jedi to get through doors without spending a turn waiting...at the expense of a force point)
Huge characters are not affected by difficult terrain (yellow squares).
Savage characters ignore the Diplomat SA.
A character using the Force Leap force power ignores pits (orange), low objects (green) and difficult terrain (yellow) while moving. The character can only move in a straight line over pit areas and must end it's movement in a legal square.
(just to name a few)
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Rank: Hailfire Droid Groups: Member
Joined: 8/17/2008 Posts: 37 Location: Florida
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The most common rule we use is, in multi-player games, we do not go clock-wise around the table during rounds. The number you rolled for initiative determines the turn order, so the sequence differs from round to round. Also, we occassionally like to play mixed factions. The process varies on that, but in the end it adds something to be able to use any piece teamed with any piece. The most brutal combo using mixed factions has been Grand Master Luke with Darth Revan. That's a tough one.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/1/2008 Posts: 818 Location: Wisconsin
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imyurhukaberry wrote:Force power available to any character with a force point: "Force Open: fp1, open a door within 6 squares. Cannot be used to open a door closed with the Override SA." (this allows Jedi to get through doors without spending a turn waiting...at the expense of a force point)
Huge characters are not affected by difficult terrain (yellow squares).
I like the Force Open ... we may have to "steal" that for our league play for an upcoming event. go to www.swminiverse.com to find out more about our league playWe've done the same with Huges (or sometimes given them Ultra Stable Footing so they ignore green squares also) and it gives players an incentive to break out some Huges that don't otherwise get played.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/2/2009 Posts: 230 Location: near Madison, WI
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Chargers wrote:We've done the same with Huges (or sometimes given them Ultra Stable Footing so they ignore green squares also) and it gives players an incentive to break out some Huges that don't otherwise get played.
NOTE: Stable Footing currently ignores both rough terrain (yellow) and low objects (green).
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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We threw around giving Huge characters stable footing, but if they ignore low objects (green) for purposes of movement, then they also should not gain cover from them either. ;)
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Rank: Moderator Groups: Member
, Moderator
Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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Mandelmauler wrote:Chargers wrote:We've done the same with Huges (or sometimes given them Ultra Stable Footing so they ignore green squares also) and it gives players an incentive to break out some Huges that don't otherwise get played.
NOTE: Stable Footing currently ignores both rough terrain (yellow) and low objects (green). Scuttles off to research if/when this was changed... imyurhuckaberry wrote:We threw around giving Huge characters stable footing, but if they ignore low objects (green) for purposes of movement, then they also should not gain cover from them either. ;) Walls and pillars only for cover seems fair. They are HUGE after all. Hmm... I'm conflicted on which is better.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/28/2008 Posts: 355 Location: Newark, OH, USA
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imyurhukaberry wrote:We threw around giving Huge characters stable footing, but if they ignore low objects (green) for purposes of movement, then they also should not gain cover from them either. ;) Characters with Flight do this already. When we play for fun, huges lose Rigid (can still only squeeze down one space) and gain Stable Footing. They are still restricted about places to end movement when squeezing through doors into rooms, but don't get trapped in any starting position. Hasn't been too dramatic of a change, but we've only done it a few times with huges actually involved.
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Rank: Moderator Groups: Member
, Moderator
Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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swinefeld wrote:NOTE: Stable Footing currently ignores both rough terrain (yellow) and low objects (green). Scuttles off to research if/when this was changed... It has always encompassed difficult terrain and low objects. Per the Legacy sheet: (I think this is where it first came out....) Stable Footing: This character can move into terrain that slows movement (such as difficult terrain and low objects) without paying the extra movement cost.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 12/12/2009 Posts: 271
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Force Users that have a lightsaber that do no have Lightsaber Block or Deflect gain it for Force 2 and on a crit roll for Deflect it is reflecting for 10 dmg
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/23/2010 Posts: 129
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Some of the group I play with have talked about using some of the optional rules offered in the Ultimate Missions books, but I tend to be a hold-out for playing the rules as is. So far, the only houserule we use occasionally is Gambit, which I really, really wish had been inserted into the official rulebooks.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/18/2009 Posts: 60
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We usually play with the Ultimate Missions rules/powers. All Force Users have Force Trance, Force Push, Jedi Mind Trick, Force Ball, Force Throw, Lightsaber Block/Deflect etc. If they already have it on their card the card text is default, and anybody with a lightsaber without Block or Deflect on their card has to roll a 13 or better.
We also allow Force Duel, where a Force user can spend an equal amount of Force points to try and reverse powers like Push, Lightning, etc. They spend the Force and get an 11 save. The first player can then spend the same amount to send it back again at a 13 difficulty, raising exponentially until one guy runs out of Force Points or fails the save.
The Durge Revealed ability from Ultimate Missions is always in effect for Durge as well (he can 'swallow' characters, etc).
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Rank: Moderator Groups: Member
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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imyurhukaberry wrote:swinefeld wrote:NOTE: Stable Footing currently ignores both rough terrain (yellow) and low objects (green). Scuttles off to research if/when this was changed... It has always encompassed difficult terrain and low objects. Per the Legacy sheet: (I think this is where it first came out....) Stable Footing: This character can move into terrain that slows movement (such as difficult terrain and low objects) without paying the extra movement cost. [facepalm] After reading this I realized I was mixing it up with the definition of Pathfinder. And yes, it came out in Legacy - the Human Scout. Thanks Huk
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Rank: Moderator Groups: Member
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Joined: 5/8/2008 Posts: 2,220 Location: East Coast
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ahh yes...i could see that one. ;)
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Rank: Hailfire Droid Groups: Member
Joined: 8/23/2008 Posts: 36 Location: Washington
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We play so that disintegration can be deflected or evaded cause lets face it, if you dont get hit by the laser it cant really disintegrate you now can it?
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