House rules

By lupex, in Game Mechanics

SO, what rules are you guys using, thinking of using or proposing that couold smooth out some wrinkles in the system? I though a thread might be in order to develop a repository of house rules that have been mentioned in other threads so that we can mix-n-match, and give the Devs ideas for alternative rules that could be put in side bars or new supplements.

So to kick things off;

Obligation: When determining obligation count the ship as a PC and allocate this obligation for the whole group with appropriate obligation description attached such as debt, favour or criminal etc. This ties the ship to the party via the narrative and means the ship obligation will crop up to aid the gm when running a session.

Force Points: Allow a force user to spend consecutive rounds to build up Force points to activate force powers.

So, what have you got?

The only house rule I use is the old specialization costs, IE (# of specs x5) for new in-career specs and ((# of specs x5)+5) for out of career specs

I liked the Dark Side Point rules from previous versions of the Star Wars RPG.

Does anyone have any ideas on including rules for falling to the Dark Side in SWEOTE?

blittlepage said:

I liked the Dark Side Point rules from previous versions of the Star Wars RPG.

Does anyone have any ideas on including rules for falling to the Dark Side in SWEOTE?

I would handle it narratively. Since even in Saga falling to the Dark Side is really a choice on the player's part (you can see your Dark Side score approaching your Wisdom score), allow a player to roleplay his character as turning slowly to the Dark Side of the Force, gradually becoming more corrupted, and then at some key point he betrays the party and runs off with something important.

If he's not Force Sensitive, then maybe he becomes a full-fledged pirate or some other anti-hero. Main idea here is that there is a betrayal involved with the turning to the Dark Side.

Or really however it works with the story. It's a great way for a player who is tired of his character to get rid of that character!

I would also discuss with Players (Particularly the Force-Sensitives) what they see as "Dark Side" Before the start of the game. Depending on the campaign and viewpoint, what is Dark Side to you may not agree with the campaign you are trying to run. Not saying that there aren't some basic ideas to go by, but clashing viewpoints in-game as to what constitutes a 'dark side' act can bog down gameplay as well as cause unnecessary tension. Pulling the "GOD" card as GM can lose you the respect of your players, as well as their participation. Most importantly, it's supposed to be fun for all involved. Feeling penalized without understanding why is not my idea of fun.

There is also the possibility that someone WANTS to be darkside and still be with the group. Talking to your players gets these things out immediately, and saves time in the long run.

And really only those sensitive to the Force can actually fall to the Dark side. Even Tarkin's ordering of the destruction of Alderaan didn't gain him Dark side.

Characters not sensitive to the force CAN obtain Dark Side, it just doesn't affect them as readily as force-sensitive darksiders. The Darkside manifests in these individuals in what seems to be a short of "black Streak" in fate that applies to them, making their lives just a little more complex (Bad Luck, unimaginable obstacles, bad rep, the A$$hole aura, etc.). Also, if a character later becomes truly active in the force for any reason, the dark side REALLY kicks in then, it's had a headstart. But again, what is and isn't dark side is as much a matter of perspective as morality. Even those I've seen making rules on the subject often clash over the details of what is 'light side', the same way we as peopple clash over what is morally right. Some Baselines do exist, but even the basics can be a subject for debate.