House Rules Suggestions

By Holzy, in Star Wars: Edge of the Empire RPG

That would be correct. But, I said to negate the check. I couldn't find anything in the the rules that said you cannot do that so I made it a house rule. The idea is if someone upgrades a green to a yellow, I cannot flip one to bring it back down and vice versa with my group to me (i know, you would think it would be unsaid.).

It's implied that you can't because only DP effects on upgrading dice pools are discussed. If a player can upgrade the proficiency of their own pool, or upgrade the difficulty of an NPC's pool...and vice versa for the GM. You can't use them to cancel out someone else's previous upgrade.

The idea is if someone upgrades a green to a yellow, I cannot flip one to bring it back down and vice versa with my group to me (i know, you would think it would be unsaid.).

I don't have my CRB on hand to verify, but it's pretty implicit that using destiny points for an upgrade can only effect that individual player's dice pool. I'm surprised it isn't RAW or wasn't clarified by Dev questions at some point.

No, a player can upgrade the difficulty of an NPC's dice pool as well. Page 28...

OK, these are the changes that I made to the "running out of ammo" on a Despair result.

1) The Spare Clip talent doubles the cost to activate this result (so typically two Despair, or four Threat for a heavy blaster pistol).

2) Extra Reloads can be used once per encounter per set purchased. If you want to load up on an endless supply of ammo, the Enc is going to stack up.

A few I can think of...

I give everyone 1000 credits to start with. Some concepts simply can't afford what they need with 500. (i.e. a tool kit and the other basic necessities).

That is intentional by design. They want you to take more obligation to get more credits. It`s a clever way to make the game more interesting.

The idea is if someone upgrades a green to a yellow, I cannot flip one to bring it back down and vice versa with my group to me (i know, you would think it would be unsaid.).

I don't have my CRB on hand to verify, but it's pretty implicit that using destiny points for an upgrade can only effect that individual player's dice pool. I'm surprised it isn't RAW or wasn't clarified by Dev questions at some point.

No, a player can upgrade the difficulty of an NPC's dice pool as well. Page 28...

You're right, I mistyped. My meaning was that you can't use a DP to downgrade a NPC pool. So if you're attacking an Adversary 2, you shouldn't be able to downgrade one of the Reds to a Purple. Which I don't think is explicitly stated in the rules.

My nº1 house rule is that you can't spend starting XP on characteristics. Instead, you get 3 points to distribute however you like, with the caveat that no characteristic can start above 4. This gives more XP to spend on what I consider the fun stuff: talents and skill ranks.

-EF

The only problem I see with this is that higher characteristics are supposed to cost more than lower ones.

So a Droid wanting to go from 1 to 2 in three different Characteristics would usually pay 60 xp, while a Wookiee going from 3 to 4 in Brawn and 2 to 4 in Agility would usually have to pay 110xp for that. Suddenly it`s the same cost.

And Droids are very limited in their Characteristics choises, while other species get more than usual. If you and your players are fine with this, there`s no problem of course. If not, you could consider giving more xp at the beginning or a set amount of extra xp to use on Characteristics.

Edited by RodianClone

My nº1 house rule is that you can't spend starting XP on characteristics. Instead, you get 3 points to distribute however you like, with the caveat that no characteristic can start above 4. This gives more XP to spend on what I consider the fun stuff: talents and skill ranks.

-EF

The only problem I see with this is that higher characteristics are supposed to cost more than lower ones.

So a Droid wanting to go from 1 to 2 in three different Characteristics would usually pay 60 xp, while a Wookiee going from 3 to 4 in Brawn and 2 to 4 in Agility would usually have to pay 110xp for that. Suddenly it`s the same cost.

And Droids are very limited in their Characteristics choises, while other species get more than usual. If you and your players are fine with this, there`s no problem of course. If not, you could consider giving more xp at the beginning or a set amount of extra xp to use on Characteristics.

Cost be damned, man. paying XP for higher characteristics is boring. I see it as a fun-tax, and no one likes to pay taxes :P

In my opinion, and from my point of view, you should be able to make the character you want. Costs aren't important. But again, that's just me. Chargen is the only time when you can spend XP on characteristics, and that makes it seem tacked-on to me. It's an eyesore. My houserule is a patch over the ugly spot on the wall :P

My nº1 house rule is that you can't spend starting XP on characteristics. Instead, you get 3 points to distribute however you like, with the caveat that no characteristic can start above 4. This gives more XP to spend on what I consider the fun stuff: talents and skill ranks.

-EF

The only problem I see with this is that higher characteristics are supposed to cost more than lower ones.

So a Droid wanting to go from 1 to 2 in three different Characteristics would usually pay 60 xp, while a Wookiee going from 3 to 4 in Brawn and 2 to 4 in Agility would usually have to pay 110xp for that. Suddenly it`s the same cost.

And Droids are very limited in their Characteristics choises, while other species get more than usual. If you and your players are fine with this, there`s no problem of course. If not, you could consider giving more xp at the beginning or a set amount of extra xp to use on Characteristics.

Cost be damned, man. paying XP for higher characteristics is boring. I see it as a fun-tax, and no one likes to pay taxes :P

In my opinion, and from my point of view, you should be able to make the character you want. Costs aren't important. But again, that's just me. Chargen is the only time when you can spend XP on characteristics, and that makes it seem tacked-on to me. It's an eyesore. My houserule is a patch over the ugly spot on the wall :P

I`m actually very proud to pay my taxes and contribute to society!.... Yea, yea, I get your point :P

The thing is that you can`t play the character you want if you have a point buy system, like you could with xp, not if you want to play a Droid. You limit the options. And since higher Characteristics initially are worth more than lower, you actually "tax" or "punish" players who want to play species or characters with lower characteristics, whether you want to or not. But if people in your group don`t care and you are all fine with it, that`s cool! Do what works for you:)

Edited by RodianClone

No, a player can upgrade the difficulty of an NPC's dice pool as well. Page 28...

You're right, I mistyped. My meaning was that you can't use a DP to downgrade a NPC pool. So if you're attacking an Adversary 2, you shouldn't be able to downgrade one of the Reds to a Purple. Which I don't think is explicitly stated in the rules.

It's not, but that's because what's stated is all you can do. The "can't" is implied by its omission. The book would be huge if they had to include all the "you can't.."s

I`m actually very proud to pay my taxes and contribute to society!.... Yea, yea, I get your point :P

The thing is that you can`t play the character you want if you have a point buy system, like you could with xp, not if you want to play a Droid. You limit the options. And since higher Characteristics initially are worth more than lower, you actually "tax" or "punish" players who want to play species or characters with lower characteristics, whether you want to or not. But if people in your group don`t care and you are all fine with it, that`s cool! Do what works for you:)

Droids would get more characteristic points to build their characters, and lesser XP, as mentioned above:

My nº1 house rule is that you can't spend starting XP on characteristics. Instead, you get 3 points to distribute however you like, with the caveat that no characteristic can start above 4. This gives more XP to spend on what I consider the fun stuff: talents and skill ranks.

-EF

I like this rule a lot.

But just one question: how would you handle starting Droid characters? Would you give the player more than 3 points and if so, how many? 6 or 7?

It hasn't come up yet, but I would give 8 or 9. I'd also cut down their XP down to around 100 or 110. It's something worth looking into.

-EF

It hasn't come up yet, but I would give 8 or 9. I'd also cut down their XP down to around 100 or 110. It's something worth looking into.

-EF

Ok, I guess that works. I wouldn`t do it in my game though, just because Droids wouldn`t feel like Droids anymore. The low characteristics and the high customizability was a thing they did even since the WEG d6 Star Wars games. In FFG it`s done with XP.

You could just reskin Ganks or maybe even a adjust humans a little if you want to go tat way, keeping the XP lower, and call it droids. And why not, that can be done if you want it in your game.

I am all for house rules and modding the system however you want! But you said it was about what is fun about chargen, so just keep that in mind ;) Species feel like they do(in chargen and in play) for a reason.

But if you do it better for what you are going for, If you love changing it up, playing around with the game mechanics, and your players do to, keep it up! :)

OK, these are the changes that I made to the "running out of ammo" on a Despair result.

1) The Spare Clip talent doubles the cost to activate this result (so typically two Despair, or four Threat for a heavy blaster pistol).

2) Extra Reloads can be used once per encounter per set purchased. If you want to load up on an endless supply of ammo, the Enc is going to stack up.

What do you do about the other possible despair results? In other words, if a player rolls one despair instead of two, and he has spare clip, doesn't that still leaves him vulnerable to the other despair options, such as damaging his gun, which is even worse than making it run out of ammunition?!

What my gm and I worked out, when I had a character with spare clip, was I got to ignore the first despair on combat checks each session with weapons that could run out of ammunition. Otherwise, the talent doesn't seem to do anything, if you can simply pick a different despair result.

No, a player can upgrade the difficulty of an NPC's dice pool as well. Page 28...

You're right, I mistyped. My meaning was that you can't use a DP to downgrade a NPC pool. So if you're attacking an Adversary 2, you shouldn't be able to downgrade one of the Reds to a Purple. Which I don't think is explicitly stated in the rules.

It's not, but that's because what's stated is all you can do. The "can't" is implied by its omission. The book would be huge if they had to include all the "you can't.."s

The scenario of 'Destiny Bouncing' is solved with the per book rule of 'Only One Destiny Point can be flipped per turn". Only Signature Abilities break this rule. (See 'Using Destiny Points" at the beginning of every Core Book.)

I've played quite a bit, but have GM'd only a couple sessions. While playing I jotted down 5 House Rules I'll be using for games I run.

1 - Demolitions: I made a separate Demolitions skill (it needs its own)

2 - Initiative: Successes = 10, Advantages = 1 Example; If you roll 2 successes and 1 advantage, your initiative roll is a 21 (makes it easy to drop in initiative trackers, like in Roll20). You can delay, but there is no ready action. Triumphs are used for tiebreakers.

3 - Autofire: You can engage a number of additional targets equal to the number of upgrades you have in the skill. Example; You can engage 2 additional targets beyond your initial target if you've trained in it twice.

4 - Languages (they are important in my games): As per the rules, you know the language of any party members. My rule adds an exception for specials like Bothan Wrendui or Twilek Lekku. For every skill rank you buy in the Education skill you can read/write a new language. You can also try to understand a language you do not know by using the Education skill vs an Upgraded Formidable.

5 - Disruptors & Starship Cloaking Devices: Banned... because they are being used in a Star Trek game somewhere.

1) Every Hit, except unarmed, does a minimum of one (1) Damage regardless of Soak.
This really only affects High Soak PCs as Low Soak PCs who get hit nearly always take damage anyway, but it keeps Combat dangerous for very high Soak PCs as even one Damage allows for Criticals.

2) Talents like Jury Rigging and Mods that reduce the Advantage cost to activate effects (Auto-Fire, Criticals, Linked etc.) only affect the first instance for activating weapon effects, additional activations cost the normal amount.

These Mods and Talents are still super effective and worth purchasing but it keeps them from getting out of hand.

3) No Blasters in my game come with a Stun setting it must be added as a Mod and uses up a HP (this is more of a flavour based House Rule for my campaign)

Edited by FuriousGreg

1) Every Hit, except unarmed, does a minimum of one (1) Damage regardless of Soak.

This really only affects High Soak PCs as Low Soak PCs who get hit nearly always take damage anyway, but it keeps Combat dangerous for very high Soak PCs as even one Damage allows for Criticals.

I like this one!

2) Talents like Jury Rigging and Mods that reduce the Advantage cost to activate effects (Auto-Fire, Criticals, Linked etc.) only affect the first instance for activating weapon effects, additional activations cost the normal amount.

These Mods and Talents are still super effective and worth purchasing but it keeps them from getting out of hand.

This one got me thinking. If there were a “Hair Trigger” mod that gave you an automatic Advantage, but also upgraded the difficulty, so that there was both a bonus and a setback to each die roll, then I think I’d allow that to be applied to each activation.

Otherwise, I think you are correct that these things should apply to the first activation only.

3) No Blasters in my game come with a Stun setting it must be added as a Mod and uses up a HP (this is more of a flavour based House Rule for my campaign)

I’m not so sure about this one. I’d almost be inclined to go the opposite way — all weapons have Stun settings, even those that say they don’t. Or, they have a method by which they can be used to Stun, albeit perhaps in a more crude way and would lose some of the benefits that the weapon would otherwise be able to provide — like hitting someone with the butt-end of a vibro-axe would lose the benefits provided by the edge of the blade, but you’d still get the benefits provided by the rest of the weapon.

I dunno. I might be wibbly-wobbly on this. ;)

3) No Blasters in my game come with a Stun setting it must be added as a Mod and uses up a HP (this is more of a flavour based House Rule for my campaign)

I’m not so sure about this one. I’d almost be inclined to go the opposite way — all weapons have Stun settings, even those that say they don’t. Or, they have a method by which they can be used to Stun, albeit perhaps in a more crude way and would lose some of the benefits that the weapon would otherwise be able to provide — like hitting someone with the butt-end of a vibro-axe would lose the benefits provided by the edge of the blade, but you’d still get the benefits provided by the rest of the weapon.

I dunno. I might be wibbly-wobbly on this. ;)

Only once in any of the films do you see a weapon use stun (the E-11). If the heroes always had this option why didn't they ever use it? The truth is that until the old WEG D6 SWRPG came out only the E-11 had a stun setting. I know the reason the added it to nearly all Blasters was to give Players the option of doing non-lethal damage but in the morality play (Good vs Evil) that is Star Wars it just complicates things for the heroes. A Blaster is a gun and guns kill, if you don't intend to kill then don't use a gun. If you want to stun and capture then use a Stunner (I make them available).

In any case what this does in my games it remove the moral issue from fire fights and instead put it on what leads to the combat, ie. the Player's choices as to what combats to engage in and when to find other solutions. Once a battle starts I don't want my Players having to meta-game whether or not it's heroic to kill in combat or to kill the wounded rather than leave them etc., I want them to make that choice before combat. Removing the option to stun, unless you intend to with a Stunner, helps clear this up.

Edited by FuriousGreg