Star Wars: The Long Shot Campaign
Some House Rules
Rules As Written (RAW): Declare all of your actions. For 1 action, roll dice as normal. For 2 actions, take a -1D penalty to both actions, for 3 actions take a -2D penalty to all actions, etc. This similar to Savage Worlds.
The problem with this: Reactions also count as actions, so you don’t actually know how many actions you will be taking at the start of a round.
House Rule: Your first action in a round is at full dice value, your second action is at -1D, your third action is at -2D, etc. And I’d propose a limit of three intentional actions per round if you are using a Force point, with no limit on reactions.
RAW: Roll Melee Combat vs. the difficulty rating of the weapon you are using. Then opponent rolls Melee Parry (a skill separate from Melee Combat) to avoid the hit.
The problem is that this is stupid. How easy or difficult a weapon is to use pales in comparison to how skilled your opponent is and what they are doing to avoid being hit. Also, it doesn’t make sense that Melee Parry (blocking someone else’s blow) and Melee Combat (hitting someone else) are unrelated separate skills.
House Rule: Melee Combat and Melee Parry are the same skill. Roll Melee Combat vs opponent’s static melee parry (3xdice+pips in Melee Combat) to hit. Opponent can then spend an action to try to roll higher to parry.
RAW: Roll appropriate Ranged Weapon skill vs a difficulty based on target range. If successful, opponent can try to Dodge.
Better would be a range modifier to the opponent’s static Dodge skill (3xdice+pips) Point Blank – 5, Short 0, Medium + 5, Long + 10. If successful, target can then spend an action to try to dodge.
RAW: The player and the enemy with the highest perception each roll. Winner decides which side (players or enemies) goes first. All of the PCs (or NPCs) on one side then go in Perception order, highest to lowest (unrolled), then the other side goes.
The problem with this is that it sucks.
House Rule 1: Every participant in combat rolls Perception and acts from highest to lowest in that order. Ties favor the PCs.
House Rule 2: Every participant rolls Perception. Highest acts first then chooses who is the next to act.
RAW: Very Easy 1-5, Easy 6-10, Moderate 11-15, Difficult 16-20, Very Difficult 21-25, Heroic 26 +
The problem – Ranges are confusing.
House Rule: Very Easy 3, Easy 8, Moderate 13, Difficult 18, Very Difficult 23, Heroic 28. GM can still adjust difficulty numbers up and down depending on circumstances (the skills section in the book has a lot of advice on this for the use of each skill.)
I hate having to trade character advancement for making a roll when it’s desperately needed. PCs will start each game with 1 Benny and can earn more during play. These will act as character points for the purposes of adding an extra exploding die to your roll. They do not convert to character points for advancement at the end of the session.
Contemplating new Attributes/Skills
We can discuss this at the 3/28 game.
Rules-as-Written has 82 individual skills under six attributes. A bunch of the attribute-skill pairings make no sense whatsoever – Why does high Perception make you good at Forgery and Sneaking? How does having high Knowledge give you high Willpower? And there are tons of redundant skills with only tiny differences – like 13 separate Repair Skills and 11 different skills to drive different vehicles around. And of course, separate skills for each type of weapon you might contemplate using.
This sucks for a bunch of reasons. You start with precious few skill points to begin with and skill advancement is fairly slow and expensive. And then you have to decide how to spread this precious resource around across 82 different fucking skills. It’s nuts.
My house-ruled skill list was a start – it eliminated many of the redundancies and whittled the list down to 68 skills, but there’s still the weird wonky mismatch between Attributes and their associated Skills.
I looked at the Edge of the Empire rules for inspiration. Their attribute/skill list looks like this (attributes are in bold with associated skills underneath)
Ranged – Heavy
Ranged – Light
Although I still have issues with some of this, it’s a much cleaner and simpler attribute-skill pairing than WEG. So I did some thinking about how to get the best of both worlds and came up with this:
Dodge – Static Dodge is 3xDice + Pips in Dodge, can also roll it as a Reaction
Gunnery – Artillery and any craft-mounted gun.
Piloting – Piloting anything.
Shooting – Blasters, slugthrowers, bows, etc.
Stealth – Replaces Sneak and Hide (self)
Throw – Thrown weapons, grenades, etc.
Imperial Code – Replaces Law Enforcement and Bureaucracy
Medicine – Combines Medicine and First Aid
Xenology – Combines Alien Species and Cultures
Awareness – Replaces Perception and is the Initiative stat.
Skullduggery – Includes Forgery, Security, and Hide (thing)
Athletics – Replaces Climbing/Jumping and Swimming
Brawl – Static Block is 3xDice + Pips in Brawl, could also roll as a Reaction
Melee – Static Parry is 3xDice + Pips in Melee, could also roll as a Reaction
Resilience – Would base your Toughness on this. Better than Brawn, because you can improve it affordably.
Computers – Slicing, Data gathering, Droid Programming, etc.
Mechanics – all the Repair Skills
This takes us down to 37 skills (about 6/Attribute) and will allow your skill point budget to stretch a little farther to let you be good at more things. The downside is, you would have to re-create your characters.