Hi guys, thought I'd share the House Rules that I use in my games
General
- Roll Obligation at the end of a session to give the GM more time to prepare your stories coming into the narrative
- After joining the Rebel Alliance may spend a week "Training" to gain the Recruit Talent Tree
- Once a destiny point has been flipped, it cannot be flipped back until the next encounter
- 3 Advantage/Threat can be traded for a Success/Failure where applicable
- When fighting a Minion group, can only target/kill one minion at a time
- Armor Stacks as long as it makes sense
- When using a Dark Side pip to use force abilities you do not have to flip a destiny point but rather take 5 points of conflict to increase chance of going dark side
Skills/Abilities
- Lightsabre duels are Lightsabre VS Lightsabre (Skill), you gain a new "Duel" attribute that is between your wounds and strain. When it is depleted you are defeated and at the mercy of your opponent
- If you perform a skill check with no ranks in that skill (only characteristic contributing) then add a setback dice to the roll to show lack of experience
- Any ability/talent that removes 2 setback dice from a check adds a boost die if no setback dice are present
- All items can be sold for a flat 50% rate, Negotiations success' increase the price by 10%
Force
- Force users gain boost die when trying to sense another force user depending on their force rating, 0-1 – background noise (no boost), 2-3 – 1 boost, 4-5 – 2 boost, 6+ - 3 boost
So those are my House Rules, what do you think? and what are some of your House Rules?
Thanks, LeighPouse