SW:CWM House Rules
Star Wars: Clone Wars Missions | |
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GM | |
Rotating | |
Game | |
XP: 650 House Rules • Bestiary | |
Jedi Knights | |
Akari Sora Chandra Devi Tammine Zinko Tyndale Zak Tanner | |
Jedi Padawans | |
Wrrlevgebev | |
Key NPCs | |
Jedi Master Haneul | |
Associated Jedi | |
Ami Kyuchi Raj Vashin Shalla Tane |
Character Creation Rules
Your character needs to be built to include the following using your starting xp and the 150 xp included here:
- 150xp (Knight Level)
- Force Rating 2
- Talent: Reflect -OR- Talent: Parry
- Skill: Discipline
- Skill: Knowledge (Lore)
- Force Power: Move (Basic)
- Force Power: Sense (Basic)
- Force Power: Enhance (Basic)
- Force Power: Influence (Basic)
Note: We have a mentor, so purchasing the basic Force powers costs 5xp fewer
(Proposal) Minion/Rival adjustments
Two options for Addressing a gap between Minions and Rivals.
Secondary Skill
This idea is to provide some associated skills and assistance, without the group becoming obscenely good at it as per normal minion skill. This version would allow a minion group to act as minor rivals.
Secondary Skill: A member (or members) of a minion group may possess a secondary skill. So long as this minion (or minions) are alive, the group can upgrade to 1 proficiency die when using this skill. Multiple members with the same secondary skill do not stack.
This also works nicely with the "narrative necessity" idea - spend a destiny point to discover that one of the minions possesses a particular Secondary Skill.
Squad Up
This idea resolves the issue the opposite direction - the NPCs in question would act as Rivals during the majority circumstances. However, during combat, the team would act like a minion group (though still retain their original wound totals). This is more complicated (and makes the NPCs more skilled), but allows for a more diverse group.
(Proposal) Feel the Conflict
This is an idea regarding the application of Morality, coming after reading through the beginning sections of Force and Destiny again - particularly the part about how to use Morality, and why not to use it with EotE or AoR characters.
Difficulty of Control (Rule)
When activating a Force power, roll a number of Force dice equal to your Force Rating. The player gains all of the pips rolled, taking 1 conflict for each darkside pip as normal (even if you don't spend the pips). The player may flip a destiny point to discard all of their black pips from a roll, or 1 strain per black pip they want to discard. (added by brendon)
In addition, when committing Force Dice, roll the dice being committed and take conflict accordingly. (Only when committed, not every round.) When using Force Dice as part of a skill check, take 1/2 of the darkside pips rolled as conflict.
Discussion
The Force & Destiny book talks about Force Powers as being the major source of conflict for players, and the lack of Force powers being one of the reasons not to use Morality for EotE or AoR characters. However, in our experience, characters are rarely gaining conflict from their use of the Force, either by letting powers fizzle or by having a Force Rating high enough that a few light side pips are inevitable. This has also led to the feeling of Force Powers as oddly unreliable and the number of Force Points a Jedi needs to be quite significant.
This change would makes conflict a consequence of attempting to use the Force in a stressful situation, with a universal resource (destany) used to avoid the cost, rather than to enable the effect at additional cost. This change also opens up force-die-caused-conflict for Force Users who would otherwise ignore it due to using other Force mechanics besides rolling.