I am planning on running the old West End Games' Rebel Breakout adventure using Age of Rebellion rules and I have come upon a few things I am having a difficult time with in my conversion efforts. Your thoughts on how I, as the game master, can apply AoR rules to the following situations would be greatly appreciated.
Encounter 5: The Cave-In.
- I am thinking that I should allow a Medium Athletics check to avoid falling down and being buried. How much damage should a buried character take?
- Those that avoid falling and being buried still risk being hit by falling debris. Should the debris get to roll a combat check say at Short range? What would be the positive dice I should add to its pool? What should be the damage? Should this be adjudicated differently?
Encounter 6: Firefight
- During the attack, a missed shot from a stormtrooper hits a pipe which emits steam. I am thinking adding +1 for concealment.
- The steam also might injure a PC. Should the steam get a combat check or should I apply the Fire, Acid, Corrosive rules from EotE? Perhaps the PCs get to roll an Athletics check to avoid taking damage? What rating should I give the steam?
That is all for the moment. I am quite tired and need to turn in shortly. Thanks, all.
Edited by angelicdoctor