House Rules for 2016

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

A few days ago we completed our last Star Wars session of the year and we took a few minutes at the end to talk about a few rules that could be improved by house ruling.


Here are some ideas I have in mind:


1. I would rather be surprised!

At first the cool versus vigilance rule seems an interesting idea, but players and NPC soon realize they are better at one than the other. And when it is Vigilance, it bugs my PC a lot. (Note that this group has well over 100 years of collective RPG experience, they are not new players, they have seen a lot of different systems in play over the last 35+ years)


House rule: Players and NPC choose if they want to use cool or vigilance to determine initiative.


A high cool roll just mean that even in a surprise situation the PC or NPC doesn't panic and makes the best use of the situation. For example he could shoot first...


2. Don't worry it's only a heavy frag grenade!

(Or also known as Don't worry it's only a SK-44 plasma missile!)


A quick look at Wikipedia gives a deadly blast radius of 5 meters and an injury radius of 15 meters for a modern grenade. (I also asked a friend who has actually thrown the real thing...)

To put thinks in perspective, a basketball court is 29 meters by 15. So, if a grenade explode in the center, you would be in the injury radius if you are standing anywhere in the court and probably dead if you are a few steps outside the center circle.


The engaged range seems way too short!


House rule: Blast radius is short range, if the blast quality activates, all targets in short range are affected unless they have cover from the original target, all engaged targets are affected without concern for cover.


This will make all the grenades and rockets much scarier. Maybe a few weapons should have Blast[Engaged], I'll handle them in a case by case basis.


3. Don't worry, there are minions, they can't engage you...

Since a minion group can only take 1 maneuver per turn and still take their action, they are limited in their tactical movement options.

This makes melee minions useless unless they start the combat at short range and have initiative. Since otherwise they cannot engage a PC and attack.

A PC just need to stay at medium range of the minions and their single maneuver will never be enough to get to engaged range. (Medium -> Short, Short-Engaged).

The best they can achieve is 2 point of strain each time the PC moves away using 2 maneuvers. While taking damage from the PC!


House Rule: Engage or disengage is a free maneuver for minion groups armed with melee weapons. A minion group must still respect the maximum of 2 maneuvers per turn.

Note: This is for minion groups, a single minion would not get this free maneuver.


If you have people coming at you from all direction, it is easier for them to get in position to threaten you. And it is easier for them to run away.


4. How far is far enough? And how long does it take?


At the end of most missions, my PC are running away from a planet with anything their ennemies can throw at them in pursuit. It always come down to the same question, how quickly can we jump?


The only indication in the book seems to be table 7-12 on page 246 of EotE. It states that 5 to 15 minutes are required to travel from a planet's orbit to a safe hyperspace jump distance. This translate into 5 to 15 turns at 1 minute per turn.


House Rules 1: A ship must be at extreme range of a planet or other similar massive object to jump to hyperspace. It takes a Fly maneuver to jump to hyperspace.


For a stopped ship in low orbit with a max speed of 2 or 3 this would look like this:



1 Accelerate 1

2 Accelerate 2

3 Short to Close

4 Close to Medium

5 Close to Medium

6 Medium to Long

7 Medium to Long

8 Long to Extreme

9 Long to Extreme

10 Jump



10 turns without strain, 5 with strain. A X-Wing could to it in 4 turns.


The second question is how long does it take to perform the astrogation check.


House Rule 2: The base duration of an astrogation check is 10 turns.

House Rule 3: You can only do 1 astrogation calculation at a time per computer.


Why 10 rounds? It is the average number of turns it take to get to the safe distance...


Also:


a. An additional success can reduce the time, so let's make it at least 3-4 turns so success have an use.

b. The Galaxy mapper talent cuts the time in half. For this to have some value the base number should be greater than 4, even 6.


But that roll is even trickier. For the best dramatic effect, I would roll only when they are ready to jump, but you cannot do this if you want to reduce the duration of the check with success.

Aslo, if the ship is damaged the difficulty increase, or if they want to jump from long range the difficult is upgraded.


House Rule 4?:For now I thing I will let them roll the positive dice and note the result. I'll roll the negative dice when they are ready to jump.


Example:

PC with the Galaxy mapper talent starts the calculation on turn 1 while the pilot is trying to escape incoming fighters.


She roll 4 success, this give a total time of (10 /2 (Talent) - 3 (extra success)) => 2 turns, much quicker than the pilot can get to extreme range!


By the time they get to long range they have taken heavy damage (> 25% of HT), they decide to jump right now and not wait until they get to extreme.

The negative dice pool is now 1 red, 3 purple (1 base, 1 escaping, 2 heavy damage, jump too early)


If at least 4 failures are rolled, then the PC need to start again, otherwise any failure just add a few turns while she adjust the calculation.



Any critics or suggestions on these rules would be welcome.


2. Don't worry it's only a heavy frag grenade!
(Or also known as Don't worry it's only a SK-44 plasma missile!)
A quick look at Wikipedia gives a deadly blast radius of 5 meters and an injury radius of 15 meters for a modern grenade. (I also asked a friend who has actually thrown the real thing...)
To put thinks in perspective, a basketball court is 29 meters by 15. So, if a grenade explode in the center, you would be in the injury radius if you are standing anywhere in the court and probably dead if you are a few steps outside the center circle.
The engaged range seems way too short!
House rule: Blast radius is short range, if the blast quality activates, all targets in short range are affected unless they have cover from the original target, all engaged targets are affected without concern for cover.
This will make all the grenades and rockets much scarier. Maybe a few weapons should have Blast[Engaged], I'll handle them in a case by case basis.

I think you may want to double check the range of thrown weapons before implementing this...

Thus the cover part in the house rule. I have been told that you find very good cover, then you throw the grenade.

Thus the cover part in the house rule. I have been told that you find very good cover, then you throw the grenade.

This is a Despair result waiting to happen...

... that's not to say it's a BAD thing. Well... it IS a bad thing... but in a GOOD way.

4. How far is far enough? And how long does it take?
Any critics or suggestions on these rules would be welcome.

I'd be ok with this but we do this thing a little differently. Not really critiquing or suggesting. Just presenting another perspective.

First, we made this change to Navicomputers:

NAVICOMPUTER

Ranging from the sophisticated and powerful computer arrays used aboard military capital ships to the astrogation buffer in an R2 astromech droid, navicomputers are primarily used to generate and solve the incredibly complex calculations needed to make a safe jump through hyperspace. Left on its own, a Navicomputer can take the Plot Hyperspace Jump action (see Plot Hyperspace Jump), rolling YG when they do so but they can not assist an astrogator who is actively plotting a route.

And then we added these Actions:

Plot Hyperspace Jump

Pilot Only: No

Silhouette: Any

Speed: Any

To jump to hyperspace, an astrogator must plot a (hopefully safe) course to the destination of the jump. Each turn, the character may make an Astrogation check against Average (PP) difficulty. He then adds the number of (S)uccesses and (F)ailures (separately) to the number rolled on any previous turn. This is called the Plot Tally. If a roll fails, the number of F's is subtracted from S's in the Plot Tally (it is possible to get negative results). Likewise, if a roll contains (T)hreats, whether it succeeds or fails, the number of T's rolled reduces the tallied (A)dvantages in the Plot Tally. Again, it is possible to have negative results.

Example: Hawal is plotting a course to Formos and makes his Astrogation check. He rolls SSSSAAA. His Plot Tally is 4/3. On the next turn, Hawal rolls FAAA so his Plot Tally is 3/6. Continuing to plot the course, he rolls SSTT. This brings his Plot Tally to 5/4.

The player is trying to tally a number s equal to the Jump Threshold for the route being plotted. The GM determines the Jump Threshold based on the distance being jumped, familiarity of the route, etc. A short jump on well-known route may have a threshold as low as 10 while more difficult jumps may have Thresholds as high as 50 or even more. Once the Jump Threshold is reached (any extra S are lost), the pilot may use the Jump to Hyperspace action or the astrogator can delay the jump by taking the Hold Hyperspace Route action.

It should be noted that, in order to safely enter hyperspace that a ship must be well outside any strong gravity wells. Unless an extraordinarily strong field is present or the ship is not putting as much distance between it and a planet as it could, by the time a route is plotted, the ship should be free of any gravity wells and able to make the jump to hyperspace.

Note: Galaxy Mapper talent halves the number of s necessary to plot a jump. However, it does does not reduce the time required for a ship to exit a gravity well. It is entirely possible for a jump route to be plotted and ready but, due to various local conditions, the ship still can not jump to hyperspace.

Hold Hyperspace Route

Pilot Only: No

Silhouette: Any

Speed: Any

A plotted route may be held but doing so is not without peril. Each turn a plotted route is not used, the astrogator may hold the route by making an Astrogation check against a difficulty that starts at Average(PP). If this roll succeeds, then the route is held and the ship remains ready to jump. If the roll fails, then the number of s tallied in the Plot Hyperspace Jump tally is reduced by 1 plus the number of F rolled. In this case, the Plot Hyperspace Jump action must be taken on immediately subsequent turns to update the course per the rules for that action. A roll that succeeds but includes TT is held but the difficulty of subsequent rolls to hold the route is increased once.

Example: Hawal is holding a plotted jump so he makes an Average (PP) Astrogation check. It succeeds but includes TT. On the following turn, the difficulty to hold the route is Hard (PPP). This time he fails. The roll includes FF so the Plot Tally is reduced by 3. Beginning next turn, Hawal must use the Plot Hyperspace Route action to bring the Plot Tally back up above the Jump Threshold by re-adding the 3 points lost.

If this action is not taken, and the ship does not jump to hyperspace, a plotted route's Plot Tally automatically degrades by 5. Remember, however, that the navicomputer has Astrogation (YG) and, in most cases, can take this action to maintain the route.

We actually liked this rule enough that it led to us adding similar checks (we call them Complex Skill Checks) for other things, as well.

Thus the cover part in the house rule. I have been told that you find very good cover, then you throw the grenade.

As long as you keep your fights super small, and Rival oriented that'll probably work. But it'll get weird if you use the advanced rules for larger fights.

Engaged isn't a range band extending a few feet, but more a condition that you can apply within the short range band, so lots of people within a Short band can be engaged with each other. Remember that minion groups can go pretty big, like 10 or 11. Those guys aren't all clustered together shoulder to shoulder. Using Engaged for the Blast effect makes it so you can do things like large Minion groups and Squad rules, and have Grenades be a big scary thing that can wipe out the entire squad. If you extend th eblast radius of average grenades to Short, I can knock out several squads with a single hand grenade, and not just one... I mean it's one thing for a thermal detonator to do that, it's another thing when I can do it with a pipe bomb.

Additionally how are go going to decide who has cover from the grenade and who doesn't? Do you just assume every character that's "taken cover" has it? Do you assume that all minions in a group don't have cover from each other even when taking cover? Do you only play on maps with interpretable features that will allow this?

I get where you're coming from, but I think it might be easier to try running Engaged as a larger space then you have been before you solidify this house rule. Otherwise the players might abuse it.