Hey all,
I'm GMing a game with two lightsaber weilders, a technician, and a smuggler. As they've gotten more skilled with their sabers I've been trying to make sure that we emulate the feel of many of the primary encounters seen in the movies. The one I'm thinking of currently is Jabba's Sail Barge and Luke's use of his saber to destroy the blasters wielded by Jabba's minions.
Presently you have to hit the target with the saber and then spend 3 advantage to destroy a weapon they are wielding. To my knowledge there is no mechanic for only destroying their weapons (a merciful Jedi-like choice if ever there was one). I suppose one could use the aim maneuver to do so, but taking two setback dice and expending a maneuver seems a steep price to pay making it a far more efficient choice to cut the guy in half than try to mercifully destroy his weapon.
So I was considering two house rules:
- Allowing Sunder to be activated intentionally and spend successes for activation rather than advantage (ie. if you attack to sunder you cannot use advantage to sunder). If attacking a minion group you can use 2 advantage to sunder the weapon of another minion in the group (essentially giving Sunder the Linked quality) . Example- Jedi decides to sunder weapons rather than directly hit the minion group he's engaged with. He rolls and gets 3 successes and 4 advantage- the 3 successes activate Sunder 3 times (destroying any weapon hit), the four advantage allow him to sunder two other weapons in the minion group- so 3 of the minions in the group find their weapons destroyed.
- Allowing Sunder to be activated on a missed attack like Guided: On a miss the attacker may spend 3 advantage (or Triumph) to activate Sunder once, then additional advantage normally to activate it again (so 5 advantage required to destroy a weapon). Alternatively maybe only Triumph on a miss can be used to activate it (so Triumph plus 2 advantage needed to destroy a weapon- now that I'm writing this I kinda like that better).
Thoughts?