Proposed house rules- looking for critique

By Rakaydos, in Star Wars: Age of Rebellion RPG

1) Vehical Scale Rules: All craft of sillouette 4 or less are considered Vehicals, sillouette 5 and up are consider Starships. A Vehical does half damage to Starships and takes double damage from starships. A Vehical does x5 damage to personal scale targets and takes 1/5 damage from personal scale weapons. All existing Sillouette 4 or lower craft double their Hull and System Strain values. Reduce difficulty to hit a starship by 1, and increase the difficulty of a starship's attacks by 1- this is in addition to the normal sillouette difference rules.

2) Heroic Fortitude: PCs and NPCs with a Strain score (nemisisi), as well as vehicals piloted by the same, do not fall unconcius when out of wounds. Any damage taken above your wound threshold is ALSO taken as strain, and you still fall unconcius when you run out of strain. Stims restore strain but not wounds. When rolling a critical hit, add 2x the target's current Wound value to the d100 roll. (you still roll for a critical hit when damaged past wound threshold)

3) Talent Patches:

Move nerf: You are capped to a number of sillouette upgrades equal to the number of strenth upgrades you have bought- each sillouette upgrade takes 1 pip to activate.

True Aim : The true aim maneuver does not gain the benifits for normal aiming as well.

Precice Aim: The Precice aim maneuver DOES gain the benifits of an aim action, in addition to it's normal effects.

Knockdown: you may spend 2 advantage to knock a target prone with a melee attack.

Anything I missed?

Reduce difficulty to hit a starship by 1, and increase the difficulty of a starship's attacks by 1- this is in addition to the normal sillouette difference rules.

This last part is a terrible idea. Large ships--including dedicated anti-starfighter vessels--are already of dubious effectiveness against smaller craft, and this part just makes it even worse.

However, I do like the idea of the 1:5:10 scaling for personal:small craft:large craft interfaces. Doubling the HTT and STT for Silhouette < 5 is interesting, but would that apply same modifier also apply to anything that modifies the thresholds? for example, would a High-Output Ion Turbine reduce STT by 2 on a Sil 4 craft?

Also, how would planetary scale weapons work? Do heavy laser cannons mounted on a Sil 4 do the same damage as heavy laser cannons on a Sil 5? How does armor scale when Breach from a different scale weapon is involved? If it's based off of the weapons themselves then only turbolasers are really going to be able to hurt capital ships (which isn't necessarily bad).

Edited by HappyDaze

Reduce difficulty to hit a starship by 1, and increase the difficulty of a starship's attacks by 1- this is in addition to the normal sillouette difference rules.

This last part is a terrible idea. Large ships--including dedicated anti-starfighter vessels--are already of dubious effectiveness against smaller craft, and this part just makes it even worse.

You're right, I was looking for a way to balance out Sil 5 fighter hunters, forgetting I already baked it in with the doubled hull.

However, I do like the idea of the 1:5:10 scaling for personal:small craft:large craft interfaces. Doubling the HTT and STT for Silhouette < 5 is interesting, but would that apply same modifier also apply to anything that modifies the thresholds? for example, would a High-Output Ion Turbine reduce STT by 2 on a Sil 4 craft?

I didnt think about that, but following the logic behind the doubled hull/SS, it should also double hull and SS modifications.

Also, how would planetary scale weapons work? Do heavy laser cannons mounted on a Sil 4 do the same damage as heavy laser cannons on a Sil 5? How does armor scale when Breach from a different scale weapon is involved? If it's based off of the weapons themselves then only turbolasers are really going to be able to hurt capital ships (which isn't necessarily bad).

Given that Breach is all on anti-capital weapons (and lightsabers) already, I'm going to leave it at Starship scale- 1 point of Breach will ignre 2 starfighter armor. (so yes, you can hack a tie fighter to pieces with a lightsaber, in enough time...)

A Sil 4 HLC is effectively half as powerful as a Sil 5 HLC. they have the same numbers, but if they cross a scale boundary they get buffed or nerfed based of which ship fired them. With the doubled hull, this basically means that any weapon mounted on a fighter or speeder is only half as powerful as it was. (but ignores fighter armor just as well)

#1 sounds like it'd be more hassle than it's worth, but if you're willing to put in the effort, then I don't see any glaring problems with it.

#2 has the problem that it's going to cause combats to drag out, one thing this system was designed to avoid. If you really want the PCs to stay on their feet longer (even after they start picking up Toughened talents to increase the starting wound thresholds), I'd honestly suggest just boosting eveyone's starting wound threshold, perhaps by increasing each species' base value by 5, and adding +5 to the listed wound thresholds of any Nemesis adversaries. This way, the main heroes and villains are notably tougher and can survive an extra hit (maybe two if they've got a high soak value) but you avoid combats becoming drawn out and thus prone to becoming boring as the PCs try to chew through the wounds and strain of a major villain. D&D 4e had this very problem with Solo-class monsters, who were frequently giant bags of hit points that lead to boring fights, especially if the PCs managed to stun-lock the beast so that it couldn't even act on its turn.

On #3, I don't see the point about Move, but then I'm not one of those folks that sees the power as being a problem to begin with. I do like the change to Precise Aim, as it makes the talent a little more viable, though I might suggest changing True Aim to be it's own separate maneuver much like Precise Aim currently is, so that a PC wouldn't be able to stack the two of them; seems like that was the intent on your part, but it's not entirely clear. Knockdown I've not seen employed often enough for it to matter one way or the other to me.

Agree about #2, it could lengthen combat. You can always rule that the target isn't necessarily unconscious, but is treated more like the Strain threshold, e.g.: "incapacitated", but not necessarily unconscious. If you want to keep them on their feet you could limit them to a single maneuver per round so they can crawl to safety. Or you could have them make a Discipline roll to keep going for # turns = successes, and each successive roll increases difficulty.

#2 is less about the added survivability, and more about criticals. Your first critical might be at +24 from going over your wound threshold with 12 wounds- you're not out of the fight, but SOMETHING hit you. It also reinforces that Wounds are plot armor, and Criticals are hits, because you start giving crits out like candy. It makes real doctors important, because they can deal with your crits in a way that your stims cant.

Speaking of, since PCs will spend most of their time with as many wounds as a Bruce Willis character, what ae your thoughts on adjusting the healing mechanics? by shifting stims to strain, they keep characters on their feet without actually healing anything- should I add a bacta patch item that works the same way, but is limited to above threshold wounds?

On #3, I don't see the point about Move, but then I'm not one of those folks that sees the power as being a problem to begin with. I do like the change to Precise Aim, as it makes the talent a little more viable, though I might suggest changing True Aim to be it's own separate maneuver much like Precise Aim currently is, so that a PC wouldn't be able to stack the two of them; seems like that was the intent on your part, but it's not entirely clear. Knockdown I've not seen employed often enough for it to matter one way or the other to me.

True aim actuall IS it's own maneuver, if you read the long form, but someone mistakenly put "gains all the benifits of aiming and also" into True aim, instead of Precice aim.

1) Vehical Scale Rules: All craft of sillouette 4 or less are considered Vehicals, sillouette 5 and up are consider Starships. A Vehical does half damage to Starships and takes double damage from starships. A Vehical does x5 damage to personal scale targets and takes 1/5 damage from personal scale weapons. All existing Sillouette 4 or lower craft double their Hull and System Strain values.

2) Gritty Combat: Subtract 10 from all PC wound values. You dont fall unconcius when you pass your wound threshold, but you do take 1 strain for every wound past your threshold. When rolling a critical hit, add 2x the target's current Wound value (minus their tiny threshold) to the d100 roll- This replaces adding +10 for each crit the target has. Stims restore strain but not wounds.

3) Talent Patches:

Move nerf: You are capped to a number of sillouette upgrades equal to the number of strength upgrades you have bought- each sillouette upgrade takes 1 pip to activate.

(note that large objects still do 10 damage per sillouette, despite the vehical nerf)

True Aim : The true aim maneuver does not gain the benifits for normal aiming as well.

Precice Aim: The Precice aim maneuver DOES gain the benifits of an aim action, in addition to it's normal effects.

Knockdown: you may spend 2 advantage to knock a target prone with a melee attack.

Anything I missed?

Changes in bold.

In relation to #2, if your going to knock 10 off of everyone's wounds, it might be simpler just to remove the wound threshold entirely, and replace the effect of Toughened with a lighter version of Durable, say -5 from the critical table. Can then make damage a bonus to criticals, crit raiting providing an additional roll, and vicious and activated quality.

On a related note, I worry about having damage apply to strain after threshold, as it still produces the "Every's using stunners" effect by making relatively undamaged people pass out during combat. Take this scenario: A regular human gets caught in the open by a guy with a heavy rifle and suffers 15 damage. He takes 1 critical for passing wound threshold (say, stumbling), then takes the extra 13 on his strain. Passing his strain threshold, he then passes out in the open (or gives up, or w/e).

On an unrelated note, I'd consider renaming the Starship Scale, just because there are silhoutte 5 vehicles who cannot fly in space. Colossal or Gargantuan perhaps?

Hmm... perhaps half the damage is applied to strain? So stunners are twice as effective at making people pass out?