What house rules do you use?

By Kirdan Kenobi, in Star Wars: Edge of the Empire RPG

House rules you say?

Not that many I think... its a blurry line between the rules and decision informed by them I think, particularly in this system.

I've made some suggestions to myself - but my player group is a really "hands off the rulebook" type of group. I mean, they prefer to not browse it. So I use what rules I remember. I try to get my players' narrations to inform rules decisions when its not clear cut... the better they are the nicer I am ... sort of.

That said I've had some notions about stealth movement and checks affecting sneak attacks.

I've made some attachments and weapons of my own - not that my players really have access to this yet, even if you guys do :ph34r:

For house rules I'm considering: there are some starship actions that Aservan and me (and others) toyed with in the AoR beta forums. I've tweaked some of these, I also plan to put them in the house rules section of Cartol's Emporium (due out before Christmas I hope). I should perhaps test them, but my players rarely stay for long when starship combat starts, they escape quite proficiently each time... and that's when the pilot is present for the session. When he's not I try to avoid space/vehicle combat as much as possible.

I've also made some house rules for cargo and vehicle weapon tweaking - also from another thread here on the forum, I think HappyDaze is the inspiration (which I should remember for the contributors section, need to find that thread now).

I've also added something I call Starship accessories, which is modifications of the starship that does not cost CHPs, only cash, time and sometimes cargo capacity.

I've added house-rules for converting cargo capacity to CHPs, for a lot of cash. Untested, but with suggested caps so no one goes all Action VI and removes all cargo for an insane amount of CHPs.

Nah. I haven't really had too much house-rules additions as far as I can remember now.