Detailed
here are some suggested house rules for use in Edge of the Empire
campaigns. I'll continue to add ideas as they arise.
Delayed
Resolution
Sometimes a PC wants to attempt an action when the result of it won't
be known for some time. An example of this recently occurred in my
campaign, when the PCs defeated some bounty hunters pursuing the
Twi'lek slicer. That character, attempting to convince the being
who'd put the bounty on his head, tried to falsify some evidence that
he'd been killed. For one thing, I hadn't written stats for that
crime boss; for another, the Twi'lek wouldn't know whether or not the
effort was successful until some time later.
To reflect this, I had him roll his skill check using ability and
proficiency dice, and then noted it just like when determining
initiative order at the start of combat. Later, once it becomes
necessary to know if he succeeded, I'll generate the difficulty and
challenge dice and roll against his result. In this way, the
character is left wondering hos he did—but he'll learn the result
soon enough. At that time I'll also interpret any threat or despair
results that might occur.
Less-Than-Average
Starting Abilities
The
Edge of the Empire
core rulebook sets standard characteristics for different species.
While this is a solid system, it could be interesting to have
characters who are not as adept in certain ways. Take, for example,
Humans--who have a 2 for every characteristic. Some characters just
might not be so average. To reflect this, characters can choose to
lower ability scores at creation, thereby gaining additional
experience points to spend. In this way, characters who lower a score
from 3 to 2 gain 30 xp, while those who lower ability from 2 to 1
gain 20 xp.
Typical
Stakes for Sabacc
The
adventure Under a Black
Sun provides rules for
simulating sabacc games. Given the flexibility of those rules, it
seems like a good idea to provide guidelines for the typical stakes
in such games. In this way, characters who are skilled gamblers are
likely to win lower-stakes games, but face a much greater challenge
when more money is on the line.
Difficulty
Level = Typical Stakes
Easy
= 1 credit
Average
= 10 credits
Hard
= 100 credits
Daunting
= 1,000 credits
Formidable
= 10,000 credits
Rules
for Younglings
GM's
wanting to use younglings in an adventure or campaign can do so with
the following modifications.
- Younglings have the same base attributes as other members of their species, except that they suffer -1 reductions to Brawn, Intellect and Presence.
- They do not have a career or specialization, and therefor possess no talents.
- Younglings start with one third of their species' normal XP, rounded down.
No comments:
Post a Comment