About Me

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Seattle, Washington, United States
I'm an old time roleplayer who became a soldier who became a veteran who became a developer who became a dba who became a manager who never gave up his dream of a better world. Even if I have to create it myself.

Wednesday, March 4, 2015

Space Combat House Rules, v2

After playing a little with the house rules posted previously, there's some problems I want to address. In no particular order:

  • Consistency & Complexity. Using different mechanics make everything harder to remember.
  • Gain the Advantage is still too slow and cumbersome, and almost no one used it, even my NPCs. RAW is even worse; mathematically it's always better to fire instead.
  • Faster speed doesn't matter enough. In order for risk/reward to matter in difficult terrain, there must be a definitive benefit to traveling at a higher speed. Otherwise the smart pilot just drops to speed 1 whenever possible.
  • The following should all matter in space combat: Speed, Handling, Silhouette, and Pilot skill. These are in addition to regular combat properties, like Armor, Defense, etc.

My new idea is to make Evasive Maneuvers and Stay on Target use Handling. Combat checks already include Silhouette, and I'll add a little dash of Speed in there to help cover that.

Pilot skill is always the hangup, and my solution is to bring Gain the Advantage back to an action, and then juice it up a bit to make it more appealing.

So, without further blabbery, here's version 2 of my house rules for Star Wars space combat in Edge of the Empire / Age of Rebellion.

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