House Rules & Rulings - alicia86/SW_ForgottenOnes GitHub Wiki

House Rules & Rulings

This page details all house rules and modifications to the standard Star Wars Saga Edition ruleset for this campaign.

Character Options & Progression

Backgrounds and Destiny

This campaign uses a combination of the Background and Destiny systems.

  • A Destiny template will not be chosen at character creation.
  • Instead, you gain 1 Destiny Point at every odd-numbered character level (1, 3, 5, etc.).
  • You will also choose a Background from the Rebellion Era Sourcebook (p. 16) with the following modifications:
    • Add all skills listed in your chosen Background to your class skill list.
    • The Event background's bonus is applied as written.
    • The Occupation background's competency bonus may be stacked with Skill Training (it can be applied to skills you are already trained in).
    • The Origin background grants you Skill Training for free in one of the listed Background Skills.

Fractional Base Attack Bonus (BAB)

For multiclassing, Base Attack Bonus will be calculated by adding the fractional values from each class. Classes with a three-quarters progression (such as Noble or Scoundrel) contribute +0.75 BAB per level.

Example: A Scoundrel 3 / Noble 1 would have a total BAB of +3 (0.75 + 0.75 + 0.75 + 0.75), not +2.

Athletics Skill Consolidation

To streamline gameplay, the Climb, Jump, and Swim skills are consolidated into a single skill: Athletics (Strength).

  • Athletics is considered a class skill for Jedi, Nobles, Scoundrels, Scouts, and Soldiers.

Consolidated Talents

To streamline similar abilities, the following talents have been combined:

  • Defend: This single talent replaces the Block and Deflect talents. It can be taken multiple times, with each selection improving your defensive capabilities as if you had taken Block or Deflect.
  • Battle Meditation: This single talent replaces both the Battle Meditation and Improved Battle Meditation talents, combining their effects.
  • Armored Defense Mastery: This single talent replaces both the Armored Defense and Improved Armored Defense Soldier talents. The Imperial Knight's Armor Mastery talent is not in use.

Riposte and Redirect Talents

  • Talents that have Defend (or Block/Deflect) as a prerequisite, such as Riposte and Redirect Shot, are still taken individually.
  • Riposte (Knights of the Old Republic Campaign Guide, p. 25) can be used as a reaction once per round (instead of once per encounter).
  • Improved Riposte and Improved Redirect Shot (Knights of the Old Republic Campaign Guide, p. 39) can be used once per encounter (instead of once per turn).

Improved Skill Focus

This feat is modified as follows:

  • Prerequisites: Character level 6th, Skill Focus in the desired skill.
  • Cannot be taken as a class bonus feat.
  • The benefit of Improved Skill Focus replaces the bonus from Skill Focus. It grants a competence bonus to the chosen skill equal to 2 + one-half your character level.

Retraining

Sometimes you make a choice during character creation or advancement that you later regret. Every time you gain a level, you may retrain one of the following options.

GM Notification: All retraining choices must be cleared with the GM. A brief in-character reason for the change may be requested to ensure it fits the narrative.

  • Feat: You can replace one feat with another, as long as you meet the prerequisites for the new feat. You cannot replace a feat if it is a prerequisite for another feat, talent, or ability you currently have.
  • Talent: You can replace one talent with another talent from the same class. You must meet any prerequisites for the new talent, and you cannot replace it if it's a prerequisite for another ability you have.
  • Skill: You can replace one trained skill with another trained skill from your class list. You cannot replace a skill if it is a prerequisite for another ability you have.

Followers

The rules for the Follower talent (Clone Wars Campaign Guide, p. 33) are not in use in this campaign.

Combat Rules

Attacks of Opportunity vs. Force Powers

When a Force-user uses a Force power that requires a standard or full-round action, any enemy adjacent to the Force-user (who is not the target of the power) may make an Attack of Opportunity. The target of the Force power itself may not make an Attack of Opportunity.

Example: A Jedi attempts to use Force Grip on a distant Captain. Two guards are flanking the Jedi. Both guards get an Attack of Opportunity. If the Jedi instead targeted one of the flanking guards, only the other guard would get an Attack of Opportunity.

Equipment & Gear

Ammunition Tracking

We will not be tracking individual power cells or ammunition counts. Instead, we use the following rule:

  • When you roll a natural 1 on an attack roll with a weapon that uses ammunition (including energy cells), the weapon jams or shorts out. It takes two swift actions on your next turn to clear the jam or replace the power pack. This applies to powered melee weapons as well.
  • Lightsabers do not jam, but on a natural 1, they short out and require two swift actions to readjust the power settings and reignite the blade.
  • It is assumed that characters recharge or replace all spent power packs during any downtime period.

Destiny Unleashed

Destiny Points may be spent as described in the Core Rulebook, and they can also be used to attempt cinematic actions that might otherwise be impossible under the standard rules.

To use an Unleashed ability, the player states their proposed action and the number of Destiny Points they are willing to stake. The player can also suggest a serious consequence to lower the required Destiny Point cost. The GM will then either accept the offer or provide a counteroffer.

  • Use a Force Unleashed Power (Force Unleashed Campaign Guide, p. 35-37): 1 Destiny Point, and you must move one persistent step down the Condition Track (this consequence is waived if you have the Unleashed feat).
  • Unique Narrative Effects: 1 or more Destiny Points, with consequences negotiated with the GM.