Within the context of ship-to-ship combat, I want to make the piloting skills more interesting and useful in Star Wars: Edge of the Empire (Age of Rebellion, Force and Destiny, et al); right now I view them as only useful in asteroid fields or such, and while that’s cool, I want to see them used more in combat. Abstraction is great for this game, but I want the pilot to have a skill-based effect on dogfighting.
Additionally, I want to slightly alter how a ship’s Handling and Speed affected ship combat. Flying a more maneuverable ship should be advantageous. However, I do not want to over-complicate things, I want to keep combat resolution fast, and I want to keep the baseline design spirit for the game as much as possible.
So, I have sought the smallest set of changes possible for these and other minor design goals, like getting rid of speed prerequisites. Here's the new rules for Gain the Advantage, Evasive Maneuvers, and Stay on Target.
Additionally, I want to slightly alter how a ship’s Handling and Speed affected ship combat. Flying a more maneuverable ship should be advantageous. However, I do not want to over-complicate things, I want to keep combat resolution fast, and I want to keep the baseline design spirit for the game as much as possible.
So, I have sought the smallest set of changes possible for these and other minor design goals, like getting rid of speed prerequisites. Here's the new rules for Gain the Advantage, Evasive Maneuvers, and Stay on Target.
Before that, though, here's my new video star wars scroller for the next adventure, which I once again made with Adobe After Effects.
Star Wars: Rogue from Mr. Blue on Vimeo.
Star Wars: Rogue from Mr. Blue on Vimeo.