SW:CWM House Rules

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Star Wars: Clone Wars Missions
Star-wars-clone-wars-logo.png
GM
Rotating
Game
XP: 650
House RulesBestiary
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

Conflict Rules

Getting Injured

If a character accumulates sufficient damage to be past their wound threshold, the character suffers an automatic critical hit. Any additional hits cause automatic critical hits. (This replaces them being knocked out.)

(Descriptive note: Minor cuts and being dazed are critical hits, thus "hits" causing only wound loss must be less - minor bruises & burns, near misses or damaged clothing.)

(Proposal) Getting Injured Alternate

Rule

Wound thresholds (ie how much 'damage' it takes to wound you) become cyclic. When a character's damage value reaches their wound threshold, they suffer an automatic critical hit. Their damage is then reset to zero and any additional (overflow) damage is applied. (if this damage causes them to reach their wound threshold again, the process is repeated.) These critical hits are rolled separately from any caused by activating a weapons critical with advantage/triumph. Wound threshold values should probably be reduced by 5 to compensate for the increased resistance (also so a good round with a blaster can cause a critical.) Also, +10 to critical hit roll per existing critical the character has should become +10 to critical hit rolls per critical the character had before the attack.

Discussion

Lisa and Adam came up with this after discussing medic's role and medical checks in the system. (As well as with memory of Brandon's comments on keeping tough people tough) We felt this solved the issue of the established rule above making it so weapon strength (and wound thresholds, and to an extent low crit ratings) quickly became irrelevant after the first couple rounds of a battle. It also should shift medicine's focus to critical hits, while still allowing the healing of damage (and stims) to have some strategic value (particularly in low-damage fights).

Downed Fighter

The first time per battle a character suffers a critical hit caused by exceeding their wound threshold, they may choose to automatically suffer the <Incapacitated/concussed (medium)> critical effect. This takes them out of the battle just as if they had exceeded their strain threshold.

Skill Checks

(Proposal) Medicine: Field Aid vs. Medical Care

Rule

A character may attempt to provide pain relief to a character that has suffered damage. If the character is currently above half of their wound threshold, make a medium medicine check. (Otherwise make an easy medicine check.) Remove 1 damage for each success made on the check. Advantage may be spent to restore strain. Triumph(s) may be spent to automatically stabilize a critical injury (costing 1 triumph per level of difficulty) or provide an upgrade on the healed character's next check.

(This replaces existing uses) During combat, a character may attempt to stabilize a character who has suffered a critical injury in that combat. Roll a Medicine skill check against the difficulty of the critical (+2 if working on oneself). If this check is successful, the character no longer suffers the effects of the critical hit. (This can include saving limbs or even stopping someone from dying.) Only one check may be rolled per critical suffered, unless significant new tools become available. After combat, the GM may rule that excessive time/disruption prevents this check from being made. (Waiting hours/days or someone getting tossed around afterwords, for example.) Advantage generated on this roll may be used to heal damage/strain. Three advantage (or triumph) on a failed check may be used to allow for a second attempt. A triumph per level of difficulty may be spent to remove a critical hit, rather then just stabilizing). Tools Note: An Emergency Medical Kit is considered "sufficient tools" to make this check without an equipment penalty.

(This replaces existing uses) Outside of combat or heavy time pressures, a character may attempt to expedite a character's medical recovery. Roll a Medicine skill check against the difficulty of the most difficult critical on the subject character (+2 if working on oneself). A single success halves the recovery time, halved again for each additional 2 successes. Advantage may be used to instantly recover wounds/strain, or provide blue dice to stress-resistance checks (see below). A triumph may be used to downgrade the severity of an injury by one level (instantly recovering a easy injury), using the new level's timetable. Base times: Minor Injury - 12 hours, Medium Injury - 5 days, Hard Injury - 30 days. If the treated character performs any strenuous activity during this time, they must make a Resilience check with a difficulty equal to the critical's difficulty. Increase the recover time by 1 day (1 hour for easy injuries) per failure, and immediately suffer 1 strain for each disadvantage. Tools Note: A bed and a full medical kit (or equivalent) are considered a "sufficient tools" to make this check for easy or medium injuries. A clean room, medical bed and surgery kit (or equivalent) are considered "sufficient tools" to make this check for Hard injuries.

Discussion

So the idea here is to rework the medicine/healing system to better fit "reality" and what we see happen in the movies, as well as making a real difference between dealing with long-term injuries (like Luke on Hoth or loosing a hand) vs. concussions or minor nicks. It also serves to reduce the number of times that a doctor has to roll for a character with multiple critical hits, something that is more likely to happen with the new damage rules. However, while critical hits become harder to clear, heavy injuries become less dangerous (in a way) as as their long-lasting effects can potentially be prevented by the quick action of a skilled medic or quickly getting to an ER. Hopefully this will also help allow Medics to have a more narrative/dramatic presence in combat, rather then being cleric-like wound-batteries.

Obviously any rule change this heavy should be carefully considered - and weighted to the biggest stakeholders, our team Healers (Ami & Max) Also, the Surgeon & Bacta Specialist talents will likely have to be reworked.

(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.