Lightsabers are deadly. We all know this, as they should be. It is very typical to see a quick death in a lightsaber duel using standard RAW in Force and Destiny. Combat lasts typically no longer than a few rounds. This is fine for those who just want to move on with the game, but I personally feel that using combat RAW and lightsabers leaves me wanting.
Obi-wan vs. Vader, Yoda vs. Palpatine, Luke vs. Vader, Anakin vs. Obi-wan….these are all cinematic climaxes to the plot. Are they all practical and realistic? absolutely not, but what the lightsaber duel represents is the externalization of an inner conflict of some sort. They are more than sweet action scenes where you get to see Jedi-fu. To me, two or three rounds is not enough to grant satisfaction. It doesn’t really even allow you enough time to be creative with the combat narrative.
The combat RAW works perfectly fine for combat outside of lightsaber duels, in my opinion. Nobody wants random firefights lasting 12 rounds, or even a match of fisticuffs. But a lightsaber duel should represent something more substantial. Below is my house rules for lightsaber duels. Note that I say duel, not combat. These rules shouldn’t be applied to every fight that involves lightsabers. A quick skirmish with Dark Side acolytes guarding a Sith ship should probably be treated with standard combat RAW since it’s not overly personal or dramatic. These rules should be used to face the Sith lord who has been manipulating events for months.
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RAW for initiative.
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You may use your maneuver to perform a non-combat action in order to gain boost die or to impose a setback die to the opponent for the next attack. Perhaps the Ataru striker wishes to leap over the Makashi duelist and swipe at his head. A successful Athletics or Coordination skill check could grant the Ataru striker a boost dice to his attack roll. Maybe the Makashi duelists notices his opponents inclination towards reckless attacks, with a successful Vigilance roll he can find an opening to exploit granting him a boost die to his next attack. This spices the combat up, allows those involved to get creative and cinematic letting them add appropriate style and flavor to their lightsaber sequences.
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If a successful attack with a lightsaber in a duel is scored, you inflict strain equal to the number of uncancelled successes and advantages rolled. Advantages can be used as normal besides scoring a critical hit. You may activate lightsaber qualities, talents or even use them to recover strain. This means the rolling player must decide to attempt a “second wind” type situation where you recover some strain or utilize the advantages to press your attack in some fashion. This represents the constant parries and dodges that you see in a cinematic lightsaber duel. Each “hit” represents a block or parry by the defender, the strain imposed a representative of the physical exertion required for the defense. These are considered “missed” attacks for purposes of talents that affect melee attacks.
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If a Triumph is scored, apply lightsaber damage as normal as a RAW attack. This represents an actual hit has been scored with the lightsaber blade. The attack has breached the opponent's defenses and struck the opponent. As we know, most characters cannot take more than two hits with light saber. These are considered “hits” for purposes of talents that affect melee attacks.
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If a fighter is reduced to 0 strain the attacker may immediately follow up with a RAW lightsaber attack to represent the final blow with 0 difficulty dice. It would seem silly if a fighter went down due to him blocking a swing after all.
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These rules can work with multiple combatants as well. Simply give a boost die to attack for every ally engaged with the opponent on an attack roll. I recomend only allowing a max of four combatants engaging a single enemy, one for each flank, front and behind.
I have yet to use these rules in the field, but have tested them enough to say that they do not immediately appear broken. They seemingly work fine with any melee talent I have came acrossed. I have found that combat using these rules last just long enough to be enjoyable and engaging without becoming a war of attrition. I present these rules to the collective to get constructive feedback on them. I would like to know if any glaring issues can be seen. Keep in mind the purpose of these house rules when considering them. Do they do the job I am hoping they do? or do they bog the game down with unnecessary complexities.
Thanks for reading, look forward to hearing your thoughts.