House Rules For Star Wars Saga Edition

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House Rules

Leveling Up
Hit Points: Whenever you increase a level Use the High Average rule HP=half hit die +1+con+misc
Multiclassing:Characters can take Skill Training instead of their starting feat. Note that levels in the
Jedi class does NOT make one a Jedi, someone who is NOT a "jedi" can still take levels in that class,
and a "jedi" can still take levels in other classes.
Retraining Talents: Upon reaching a new heroic level, any character can choose to learn a new Talent
in place of a Talent he has already learned. In effect, the character loses the Talent in exchange for the
new one. The old Talent cannot be one that was used as a prerequisite for another talent, feat, prestige
class, or other ability. A character can only change one talent at any given level and must choose
whether or not to swap the talent at the time he gains a new talent for the level.
Earning XP to catch up with the group: If youve missed a campaign session or otherwise fallen
behind in XP compared to the other characters, you can spend downtime adventuring to help catch up
to the other PCs. Usually downtime adventures feature encounters that are much easier than youd
normally expect as part of a group. For example, a 5th-level hero might clear rampaging droids out of a
corporate facility or assist some lower-level heroes with a problem thats a little too difficult for them.
Spending 1 day of downtime adventuring earns you XP as if you had defeated an opponent whose CL
was equal to your heroic level. For example, if you are a 3rd-level heroic character, you would earn 800
XP. You do not earn any other reward for downtime adventuring. If using this downtime activity would
increase your XP above the highest XP value among all the PCs in your gaming group, it increases
your XP to that value instead; any XP earned beyond this amount is lost. This activity allows you only
to catch up, not to get ahead.

Weapon Ranges
The ranges presented in the Saga Edition core rulebook seem to be a bit extreme, possibly presented
under exacting technical definitions of the term 'point blank range'. Under Pistol ranges, for example,
Point-Blank is 20 squares. Each square is 1.5 meters or about 5 feet. That means 100 feet is point-blank
range for a pistol. I'm pretty sure that's not right at all. At least, so far as range penalties for targeting
something go, that shouldn't be it. So until I can get a better method going, here's the new set for
weapon ranges: All weapon ranges found on Table 8-5: Weapon Ranges on page 129 of the Saga
Edition core book are to be halved, with the exception of Thrown Weapons.
Weapon Group: Maximum Point-Blank/Short/Medium/Long Ranges
Heavy Weapons: 25/50/125/250
Pistols: 10/20/30/40
Rifles: 15/30/75/150
Simple: 10/20/30/40
Thrown: 6/8/10/12

Skills
If you play SAGA for any length of time you may quickly realize how powerful skill checks are
when rolled against a target's Defense scores. This is because while defense scores start at 10 they often
go up slowing and in small steps. On the other hand just getting trained in a skill give you a +5
modifier with that skill and then skill focus gives you another +5 modifier and these can be taken at
first level. When a human Jedi 1 is rolling his UtF check with MOVE Object at a +12 bonus (assumes
CHA 12) hitting a Defense score of 13 or lower is AUTOMATIC which is what causes problems. Now
defense scores increase +1 per heroic level while skills only go up half that fast so at the highest levels
these things are somewhat balanced but while getting there these skill checks vs defense scores can
DOMINATE the game.
A common house rule to help fix the "skill check vs. defense score" problem is to introduce the
Skill Attack Modifier (SAM) to the game.
The SAM is ONLY used for skill checks Vs. a defense Score Such as:
"Improve Access" application of Use Computer targets a computers Will.
"Anticipate Enemy Strategy" application of Knowledge (Tactics) targets Will defense.
"Shut Down an unwilling droid" application of Mechanics targets a droids Will.
There is no need to implement the SAM for the block and deflect talents for they are purly
defensive and are not checked against a defense score.
SAM for trained skills = level + skill's ability modifier + other modifiers to the skill with some
exceptions. The exception is Skill Focus where its +5 modifier to the skill check is reduced by one step
to the SAM; all other Fixed Bonuses get the same treatment. Example:
Human Jedi 6; CHA 14; Trained in UtF; Has Skill Focus (UtF). Skills: UtF +15; SAM: UtF +10
Human Jedi 1; CHA 14; Trained in UtF; Has Skill Focus (UtF). Skills: UtF +12; SAM: UtF +5
Human Jedi 16; CHA 16; Trained in UtF; Has Skill Focus (UtF). Skills: UtF +21; SAM: UtF +21
When using a skill you will still roll a single d20 just like you normally would. If the result will be
checked against a target's Defense Score you add the SAM to the roll to make the comparison; if the
result will be checked against anything else (usually the tables to determine effect) you use the normal
skill modifier. If you would normally check the roll against both a fixed DC and a target Defense score,
such as using Move Object, you will use BOTH the SAM to check against the Defense and the normal
skill modifier to check against the fixed DC.
SAM for Untrained skills: Use the SAM as calculated for a trained skill but apply the
non-proficient -5 penalty for havering an untrained skill. Just as if you were untrained with a weapon.
Important: The SAM is considered an Attack so all attack bonuses granted by character talents and
feats apply. This also means that attacks of opportunity and other attack related situations apply.

Combat
Extra Suite of Actions: If you gain an additional set of actions somehow, such extra round worth of
actions may very well be played separately at the ends of everybody's turn, just before the new round
begins. This to discourage ruling exploits where multiple full attacks take effect in an outrageous
punishment.
Hindering: Instead of having you lose all your actions continuously, you get a cumulative +5 to your
defenses for each round after being negated your turn (for 2 consecutive rounds that is); you essentially
break free after 3 rounds of action denial. The same when you are being pinned, a +5 bonus to your
grapple check (if you are the defender), for each round in this unbalanced situation. Reason: You can
escape from ACTION DENIED only by having your opponent miss a UtF or he letting go, usually
during the attacker's turn. If the attacker fails to maintain his FORCE POWER or ACTION DENIER
ability--the defender breaks freee...
Saber Locks: This optional rule was originally published on page 33 of the Jedi Academy Training
Manual, and is paraphrased here for fair use by players. Whenever the Block talent is used to negate an
attack and the Use the Force check is equal to the attack roll, the attack is negated and a saber lock
occurs. The attacker and the blocker make opposed initiative checks, the winner may make an unarmed
attack as a free action, ending the saber lock. The unarmed attack cannot be blocked or negated in any
way.
The Edge of Exhaustion: This optional rule was originally published on the WotC counceling. If you
have already used your second wind(s) for the day, you can catch another second wind by voluntarily
moving 1 persistent step down the condition track. The persistent condition remains until youve had
surgery performed on you or until you get eight consecutive, uninterrupted hours of rest, not even the
talent Equilibrium helps.
Armed Advantage: An unarmed character receives a -2 circumstance penalty to Reflex defense
against attacks made with a melee weapon. Characters armed with melee weapons count as unarmed
when defending against lightsaber attacks unless armed with a weapon that retains its Damage
Reduction against lightsaber damage. This is to reflect that during the normal course of an attack round,
defending characters parry, block, and dodge incoming attacks. Without a weapon that can parry
incoming attacks, the character can't properly defend against attacks and must rely entirely on dodging.
Characters with the Martial Arts feat are considered armed even when wielding no weapons.
Two-Weapon Fighting: As it stands, there is no difference between wielding two One-Handed
weapons or having a Light weapon in the off-hand, even though the book's text describes most Small
weapons as being used often as off-hand weapons for dual-wielding fighters. So, to give the short
lightsaber, knife, and short sword more of a purpose, here is a rule covering Light weapons.
When wielding two weapons, if the off-hand weapon is considered Light, the fighter gets a +1 dodge
bonus to Reflex Defense for each Dual-Weapon Fighting feat possessed. One-handed weapons already
have a damage advantage over Light weapons, making this a fair tradeoff. Double-weapons, such as the
double-bladed lightsaber and the quarterstaff, also gain this benefit.

Lightsaber Construction
Building a lightsaber requires the Force Sensitivity feat and proficiency with lightsabers to attempt. It's
recommended that the character have at least one level in the Jedi class.
Building a lightsaber requires two steps. The first is the body and its corresponding electronics, while
the second is focusing the lightsaber crystals using the Force. While it's possible to skip the second
step, doing so means the lightsaber provides no Force bonus to anyone, including the person who built
it.
Constructing the lightsaber itself requires a DC 25 Mechanics check. The process takes 6 hours, and
taking 20 on this check increases the time to 5 days. If the check is failed, the character must spend
another 6 hours disassembling and reassembling the weapon. The necessary components cost 1500
credits, and the focusing crystal can usually only be bought at incredible cost or it must be discovered.
There are a few options that may increase the difficulty, but provide other benefits.
Curved Hilt: The curved hilt lightsaber changes the weight and balance of a lightsaber such that it is
easier to wield one-handed, and was especially favored by practitioners of the Makashi style of
lightsaber combat. The odd shape was difficult to set parts into correctly, however, leading many Jedi to
focus on creating the more simple standard lightsaber. Creating a curved-hilt lightsaber adds +5 to the
construction DC, and the weapon adds a +1 equipment bonus to the user's Dexterity, for the purposes of
attack rolls or Reflex Defense.
Double-Bladed: A double-bladed lightsaber is a formidable weapon, associated with the Sith due to its
combat-oriented nature. There are two methods for creating one of these weapons. The first is to
construct a single hilt that projects lightsaber blades from both ends. This adds +5 to the construction
DC. This method doubles the cost of components. The second method is to construct two separate
lightsabers that can be joined together with a magnalock. This process doesn't increase the build DC,
but does require undergoing the construction process twice, and each lightsaber must have a 250 credit
magnalock component added (for a total cost of 3500 credits). Both methods double the construction
time, since the builder is making two lightsabers instead of one, and require undergoing the focusing
ritual twice, using one crystal per blade.
Dual-Phase: The dual-phase lightsaber has a switch or toggle capable of extending the lightsaber's
blade immediately, rather than using a focusing dial to adjust. This increases the build DC by +5, but
allows the user to switch the blade's length as a swift action. A dual-phase lightsaber not only grants the
user reach when in extended mode (at the expense of a -1 attack and Reflex Defense penalty against
adjacent opponents), but also grants a +2 circumstance bonus to use the feint application of the
Deception skill in combat.
The second, and final, step is to attune the focusing crystal using the Force. This creates a bond
between the lightsaber and the person creating it, granting that user special bonuses when wielding the
weapon. Focusing the crystal requires spending a Force Point and making a DC 25 Use the Force
check, meditating and shaping the crystal as necessary. The process takes another 6 hours, and taking
20 increases the time to 10 days. On a failed check, the Force Point is lost and the user must spend
another 6 hours focusing the crystal again.
When focused properly, the crystal grants a bonus to the creator depending on the type of crystal being
used. See crystal types Also consult with the DM.

Equipment
Retractable Stocks: There are a few oddities in the Ranged Weapons section of the Saga Edition core
rulebook. Repeating blaster rifles seem far underpowered as compared to standard blaster rifles. Since
they're more expensive, heavier, and have a Military availability instead of Restricted availability, I've
decided to alter their rules somewhat.
Blaster carbines, rifles, and pistols may have retractable stocks. The cost of a retractable stock is
included in the credits listing for carbines and rifles, and adding a retractable stock to a pistol costs an
extra 100 credits. A weapon with a retractable stock may only be fired in autofire mode (if it has that
firing mode) with the stock extended. Weapons marked autofire-only may be braced (reducing the -5
autofire penalty to -2). Weapons with a single-fire capability may not be braced, and have a -5 to
autofire attacks as normal.
The purpose for having a retractable stock is to allow a rifle to be used in a single hand without penalty
(reducing its size from Medium to Small), or to increase the range of a pistol (moving a Pistol into the
Rifle group for range).
Armor: Characters gain a bonus to Reflex Defense from either their armor or heroic levels, whichever
is greater. The Armor Defense talent from the Armor Specialist talent tree uses the rules for the
Improved Armor Defense talent, which is no longer used at all.
Implants: Limited to a maximum of one implant for every five levels.

The Force
A character trained in Use the Force may spend a Force Point as a free action to gain a single use of a
Force Power not currently in that character's Force power suite, subject to GM approval. If the Force
power gained is used to harm a living being, the character gains a Dark Side Point. The Force Training
feat is not required for this use of a Force Point.
Characters regain one spent Force Point for every eight hours of rest, once in any 24 period.
Dark Side
Force Powers with the Dark Side descriptor don't increase your Dark Side Score through use
automatically, but their effects almost certainly will be at least a moderate transgression, if not major.
Instead, the effects of the power are based on your Dark Side Score, as detailed in the altered powers
list below.
Force Powers with the Dark Side descriptor don't need to be in your Force Suite to use them. You may
call on these powers at any time. The Dark Side is quicker and easier, and as such does not use up as
many of your precious resources such as feat slots.

Force Powers
Battle Strike (Core)
For each DC you meet, you gain either +1 to hit or +1d6 to damage. The 'next attack' must be within
one minute of activating the power.
Dark Rage (Dark Side) (Core)
For each DC you meet, you gain +1 to hit and to damage, plus half your Dark Side Score. The Dark
Side Score bonus is not cumulative with DCs.
Force Disarm (Core)
Make a Use the Force check against a target within 6 squares and in line of sight. If you succeed
against a DC equal to the target's Str +5 (+10 if they hold their items with both hands), the target drops
any held items, which you may bring to your hand or leave on the ground anwhere within 6 squares of
the target.
Force Grip (Core)
This power is considered an application of Telekinesis.
Force Lightning (Dark Side) (Core)
This power deals half your Dark Side Score in d6s. This damage may be distributed to any targets
within a 6 square cone of effect.
Force Slam (Core)
This power is considered an applicatin of Telekinesis.
Force Thrust (Core)
This power is considered an applicatin of Telekinesis.
Move Object (Core)
This power is considered an application of Telekinesis.
Negate Energy (Core)
No.
Rebuke (Core)
This power can deflect not only Force powers, but physical and energy attacks. It is similar to the
Deflect talent, but can be used without a lightsaber.
Sever Force (Light Side) (Core)
No.
Telekinesis (Core)
This power is for all basic telekinetic activities, and includes the former powers Force Disarm, Force
Grip, Force Slam, Force Thrust, and Move Object. Each application will be described below.
Move Object: As the Move Object power, DC determines the size category for objects controlled. Each
size category can be considered two of the next category down, so lifting one Large object is the same
as lifting two Medium objects.

Force Grip: You may crush a target you telekinetically lift using Move Object, dealing the listed
damage for the DC.
Force Thrust: You may throw a target 6 squares in any direction, dealing the listed damage if the target
strikes a surface or another object. If the target strikes nothing, deal no damage but the target begins
their next turn prone.
Force Slam: As Force Thrust, but straight down. If you reach a DC high enough, you may split the size
categories such that you telekinetically lift several targets at once and slam all of them.
Vital Transfer (Core)
The target gains HP according to the DC as stated, but multiplied by your own level, not the target's.
You may only use this power on a given target once in any 24 hour period.

Destiny Points
Note that when the situation arises, a dice rolled and it's result, is mandatory on the table; that means
that if a character scores a hit by rolling a natural 20, the opposing character cannot use a DP to nullify
such attack. When creating a character higher than 1st level, give it the maximum Force Points for its
current level (generally 5 + 1/2 character level.) Every character may only have 3 DPs at any given
moment Starting with ONE. This is compensated by allowing everyone to have a background from the
Rebellion Era Campaign Guide. Reason: To prevent people from hoarding them and bombard the big
bad evil guys until they die.
You can spend a Destiny Point at any time provided you have one, it does not need to be related to your
Destiny, unless your GM mandates otherwise.
You can use a DP -no action required- once per encounter, to "Act out of turn" without interrupting
another person's. You effectively gain an extra round worth of actions and change your position in the
initiative order thereon. Note: that unless you have the Quicken Power Force secret, you cannot
interrupt somebody's turn by spending a Destiny Point (using a Force Power, as an immediate action
for instance). Also note that on your turn, your opponent could spend a DP to counter attack your
game mechanics doing the same (once per encounter).
A Destiny Point spent to cause your attack to miss makes the attack miss (even if you spent a Destiny
Point for an automatic natural 20). You cannot then spend another Destiny Point to have your missed
attack suddenly hit again.
When using a vehicle weapon, you cannot apply any effect that causes an automatic natural 20 or
automatic critical hit (such as spending a Destiny Point or using serenity), unless a rule specifies that it
can be used with vehicle weapons.
You gain a Destiny point instead of the destiny bonus granted in the Core book up to the maximum of
3 Dps. (The 24 hour bonus to your destiny applies only if you have reached the maximum amount of
Dps.) All other Destiny related bonuses and penalties still apply.

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