House Rules?

By LeighPouse, in Game Masters

Hi guys, so I'm about 5 sessions into GMing now and was wondering if there are any interesting/fun House Rules that you guys use that I could (steal and laugh maniacally) borrow/use?

Check the main eote forum page. There have been several threads for house rules.

House rules typically are made to satisfy individual group tastes, unless there is something poorly done in the RAW, which luckily it is not the case. I would advise you to just play the game and if you see something you or your players don't like too much, then come here again and ask in particular.

Main house rules for me are giving all players higher starting characteristics. All players, rivals, and nemesis begin game with a plus 2 to one chosen stat, plus one to 3 other stats.

I also award 300 extra xp after character creation, but my players spend it to be diverse not all powerful which works for us, but some tables would not.

You can spend 3 advantages for a success. That is pretty much the only house rule we have added. It is rare to find a system that we haven't felt the need to change a few things to suit us.

You can spend 3 advantages for a success. That is pretty much the only house rule we have added. It is rare to find a system that we haven't felt the need to change a few things to suit us.

We do this as well at our store. Also, you may exchange two successes for an advantage. You may not do either to add successes if you've already passed, or add advantages if you alread have them, but if you have extra advantages and need to pass or have many successes but need some extra benefits, it works.

We also have redone all of space combat. we now use x-wings miniatures and all sorts of new rules and moves. We find space combat much more dramatic and engaging now.

We also combine wounds and strain into one large pool. Players drop much less but over time it allows a better ramping of danger.