Anyone house rule handling as extra def dice?
Been toying with this idea in my mind, just curious if anyone has tried it.
Anyone house rule handling as extra def dice?
Been toying with this idea in my mind, just curious if anyone has tried it.
We get along fine with the default defense cap of 4. Though we apply arc restrictions via GtA and Piloting checks, which automatically makes handling a very helpful value.
Furthermore, adding handling as defensive modifier would impact ships with negative handling very harshly, because their defense usually would get reduced significantly. For example our groups C-ROC would go down to literally a negative defense on all arcs.
Now for the a little to good C-ROC this might actually be a good thing, but it would effect a lot of similar ships the same way and normally getting your defense up to 4 is possible with all ships rather easily, if you add this houserule it depends than mostly on your handling AND invalidates talents like defensive driving on agile ships … at least if you keep the defense cap in place.
I've decided to use the "Snap Roll" maneuver (from here - though I may tweak it), which lets handling have a defensive function.
For the snap rule it seems to be designed for small fighters. When done with a larger ship does it have any impact on the rest of the crew. Realistically it would be worse on the rest of the crew depending on their position in the ship, since the pilot would be belted on.
3 hours ago, damnkid3 said:For the snap rule it seems to be designed for small fighters. When done with a larger ship does it have any impact on the rest of the crew. Realistically it would be worse on the rest of the crew depending on their position in the ship, since the pilot would be belted on.
Have everyone make a Coordination check ![]()
Thanks for the advice people. My Group is currently in ywings and was trying to think of ways to add to the survive ability. Never really thought about the negative aspect of the handling. Will look into the snap roll idea.
As always when snap roll gets brought up: It's garbage when you have actual aces in the campaign, because it creates nearly indestructible aces.
A lesser version would be applying genesys new maneuvers and actions. Brace for impact not as bad as snap roll, while dangerous driving emphasis handling. And forcing situations with dangerous driving should be simple. The new gta is nice too, especially as setting up arc restrictions can be achieved just fine with dangerous driving, forcing yourself into a position relative to your target, depending on the narrative and distance to your target. This can be easily backportet to sw, while keeping the star wars fluff specific movement and targeting based on silhouette.