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countrydude82487
Posted: Wednesday, November 30, 2011 12:25:37 AM
Rank: Advanced Bloo Milk Member
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Joined: 12/26/2008
Posts: 1,233
So i was reading the Melee reach thread and a thought popped into my head. I would like to know What house rules you and your groups play with. We have had a ton over the years and i just find it interesting to see what other people use.
Here are our biggest ones:

1. Adjacent Allies of equal or smaller size do not provide cover when attacking with a non-melee attack or an ability that replaces attacks.
2. Any windows on a map may be you may destroy a window with an attack, it is automatic if adjacent to the window, and requires hitting a defense of 5 when non-adjacent to the window dealing at least 10 damage. You can attack through the window and are considered to have cover when the target of an attack from a non-adjacent source.
3. Missiles, Cesta, Grenades, Atlatl, Net Gun, and Flamethrower (and others that may need adding) may target a square instead of a figure. To hit a square the character must make a save of 11, if the save succeeds each character in the affected area must then follow the normal rules for resolving that ability e.g. saves, movement, etc. You can not target a square that has a character in it you must target the character per the normal rules.
4. Characters who have a Force Rating and have a Lightsaber gain Lightsaber Defense 16(
Force 1: When hit by an attack, this character takes no damage with a save of 16 ).
5. Add the following to the Lightsaber +10 SA this overrides whenever there is a conflict: When attacking an adjacent character this figure is considered to be making a melee attack and may be Blocked, Reposted, Djem So’d, etc. and may not be affected by abilities like Deflect, Reflect, etc.
6. Add this to characters with a Lightsaber: (Replaces turn) A character that has a Lightsaber may destroy an adjacent door. When playing on joined maps, any one line thick (thin) wall along the joined edges that runs along a non-wall square may be destroyed with the satchel charge ability or as a Lightsaber destroying a door.
7. Mouse Droids gain the following ability: Diminutive, this figure represents two or more diminutive figures and does not provide cover for anything other than another diminutive figure adjacent to it.
8. Darth Sidious, Hologram has Affinity: Separatist.
9. Moff Morlish Veed and Moff Nyna Calixte have Affinity: One Sith(May be in a sith squad with any Unique ally with One sith).
10. Master K’krukh gains affinity for new republic
11. Rebel Figures named R2-D2, C-3PO, or C-3PO and R2-D2, or whose name contains Chewbacca, gain affinity for New Republic.
12. Melee Reach X: Remove the restriction of “only on this characters turn”.
13. Self Destruct X only works on characters that are physically adjacent to each other, Melee Reach does not make characters further away count as adjacent for purposes of this ability.
14. Figures who’s name contains Darth, Vader, Palpatine, or Dooku gain Affinity Sith.



Now i realize that some of you may not agree with these rules, but just remember these are the rules that made it fun for our old playgroup. We did not try to get these used in Sanctioned tournaments, regionals, or even Gen-con.

Some of them i agree are very controversial and i realise that alot of them are affinities. actually this is only half of our list, but i thought this was the part that we used most. I would still like to hear what you think of these rules (still not proposing any changes.) and what your own house rules consist of.

StevenO
Posted: Wednesday, November 30, 2011 6:11:46 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 2/4/2009
Posts: 303
1. Diagonals count as 1.5 squares instead of 2 squares. This is done 1,2,1,2,... like DnD 3.5 and DDM originally counted diagonals. This is MUCH closer to the mathematically correct diagonal distance than either the 1 square used by 4e DnD or the 2 squares used first by SWM and carried in the SWSE.

2. Alter Rapport to remove specific unique creatures (Jabba the Hutt for example) and instead use named creatures (Jabba).
coffeebean
Posted: Wednesday, November 30, 2011 6:33:39 AM
Rank: Advanced Bloo Milk Member
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Joined: 7/19/2011
Posts: 211
i really like rules 1, 5, 8, 11,and 14 they make a lot of sense. nothing more frusterating than having an ugnaught base your at-st and being unable to shoot anything else or being stuck there.

we have done doors like this

hitpoints 10
defense 2

damage reduction 30
non-activating (abilities that grant activation based damage dont work on doors)
resilient

that way doors are still a barrier to most figures. but figures that have a lightsaber, demolish, penetration or deal 40 or more damage can still get through the door.
countrydude82487
Posted: Wednesday, November 30, 2011 8:07:04 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/26/2008
Posts: 1,233
StevenO wrote:
1. Diagonals count as 1.5 squares instead of 2 squares. This is done 1,2,1,2,... like DnD 3.5 and DDM originally counted diagonals. This is MUCH closer to the mathematically correct diagonal distance than either the 1 square used by 4e DnD or the 2 squares used first by SWM and carried in the SWSE.

2. Alter Rapport to remove specific unique creatures (Jabba the Hutt for example) and instead use named creatures (Jabba).


Actually we use #1 too, because it makes it so much better. We just never wrote it down i guess.
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