Saturday, December 21, 2013

House Rules

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.

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