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Updating the Rules
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edgookin
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Joined: 23 May 2007
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PostPosted: Wed May 30, 2007 9:09 am    Post subject: helping out Reply with quote

I don't know what you have started already, but you don't seem to have very much for starships. Would that be a good place to start?

Also, as far as starships go, in my games I have 4 scales for starship combat

Starfighter 6d
Corvette 8d
Frigate 10d
Capital 12d

I also use a slightly more detailed damage system, especially for the larger ships, so it would take a very powerful single shot to destroy a capital ship. It tends to turn capital combat into a slugfest, more like the movies.

Also, I'm not sure whether you want to discuss progress on the board or via e-mail. Let me know. In any case, my email is edgookin@cox.net.

Would you like to incorporate these ideas?
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Tupteq
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PostPosted: Wed May 30, 2007 9:26 am    Post subject: Re: helping out Reply with quote

edgookin wrote:

Starfighter 6d
Corvette 8d
Frigate 10d
Capital 12d


I'm planning similar change in my personal rules, but simpler:
6D Strafighter
8D Space Transport
12D Capital
And change scale to "space transport" for all starfighter scale ships using "space transports" skill. I found it sensible because maneuverability of space transports is much too high. It's just impossible (IMO) that any (even extremely modified) 200 ton transport could be more maneuverable than X-Wing (how much dos it weight 15 tons?). Starfighters are not much more than engines and weapons and no freighter (10 times heavier, large with cargo) should be able to outmaneuver a starfighter.
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Tupteq
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PostPosted: Wed May 30, 2007 9:45 am    Post subject: Re: helping out Reply with quote

Tupteq wrote:
Starfighters are not much more than engines and weapons and no freighter (10 times heavier, large with cargo) should be able to outmaneuver a starfighter.


Ah, i forgot, there's one stock space transport that is exception (it can match to starfighters in maneuverability): Z-10 Seeker (with cargo pods removed) has 4D+1 maneuverability. According to standard rules it's more maneuverable than A-Wing!!! But using "space transport" scale it has only 2D+1 (slightly better than TIE Fighter). But Z-10 looks like it's able to do this (it's cargo and passenger capacity is xtremly low).
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cunning_kindred
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Joined: 25 Mar 2007
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PostPosted: Thu May 31, 2007 4:18 pm    Post subject: Reply with quote

Quote:
I don't know what you have started already, but you don't seem to have very much for starships. Would that be a good place to start?


This is indeed an area that I've only just begun to work through. If you have a fondness for such things than I would very much appreciate the assistance.

Quote:
Also, as far as starships go, in my games I have 4 scales for starship combat

Starfighter 6d
Corvette 8d
Frigate 10d
Capital 12d


This is a fascinating idea. I have generally avoided introducing a new scale because of the complications this would introduce when converting old stats into the game. This, though, is relatively straight forward and makes sense.

I think Tupteq might have a point, though. Where exactly do you draw the line between Corvette and Frigate. I can see how this might add a lot of depth to space combat.

Quote:
Also, I'm not sure whether you want to discuss progress on the board or via e-mail. Let me know. In any case, my email is edgookin@cox.net.


I think it would be complicated discussing all this on the forum (not to mention tedious for all those forced to read through it all) so you can expect an e-mail from me soon.

On the other hand, the invitation to help is open to all so if you have suggestions, comments etc. please continue to post them here as it really is very helpful.
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awfulalex
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PostPosted: Sat Aug 04, 2007 6:07 am    Post subject: SOFTWARE Reply with quote

Hi just a quick note as I see you had a problem with image size.

IRFANVIEW - http://www.irfanview.com/ - IrfanView is a very fast, small, compact and innovative FREEWARE (for non-commercial use) graphic viewer for Windows. Can open most image/video/sound files and can convert between various image types.

PSPAD - http://www.pspad.com/en/ - PSPad is a freeware programmer's editor for Microsoft Windows operating systems.
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cunning_kindred
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PostPosted: Mon Aug 27, 2007 9:04 am    Post subject: Reply with quote

Hello again everyone.

Been a while since I had a chance to visit. Thought I would pop by to let everyone know that I've finally got around to updating the site again. Lots of little changes but the major stuff people might find interesting includes new rules for shields and some tweaks to the damage rules. As usual would love to know what anyone thinks.
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awfulalex
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PostPosted: Mon Sep 03, 2007 9:04 am    Post subject: Reply with quote

Looking good
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cunning_kindred
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PostPosted: Sat Sep 08, 2007 2:37 pm    Post subject: Reply with quote

Very Happy

The last update spurred me to do a bit of an overhaul in the pdf files on the site. Hopefully they are lot cleaner and easier to read (but that's for you all to judge). Recently updated to Word 2007 (which is more trouble than its worth with pdf generation but every update has a downside I suppose) and I thought I would use it as an excuse to clean up a few things.

Anyway, added a few things to the site you might appreciate. I have added a technique-skill index listing all the techniques by their associated skills. This brought some obvious gaps to light so I took the opportunity to fill them in:

You will now find some basic rules for build/repair skills and engineering

Common equipment (basically all the stuff from the original expanded 2nd edition)

Sith Alchemy and other dark side powers (lots of dark side stuff with which to tempt the players)

Force Spirit rules (I'm particularly happy with these since I think they represent the way things happened in the films and comics well)

A smattering of stuff for some of the smaller Force traditions - I know I've put a lot of stuff for them up (proportionally far more than they need) but I have a soft touch for the little traditions - I think they give the Force added character - still no Flow Walking or whatever it is Jacen does (if anyone has any suggestions about how you might write that up as a power in an even half-way balanced fashion I would love to hear them)

And a large miscellaneous techniques chapter with lots of wierd stuff. Just to fill in some of the strange little gaps I noticed in the index.

Hope you will find the time to visit.
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cunning_kindred
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PostPosted: Fri Sep 21, 2007 10:55 am    Post subject: Reply with quote

Just a quick e-mail to let everyone know that the Aliens chapter is finally finished (had a few days off work and nothing better to do with my time). Its all up and ready to view.

P.S. I know (although I can't find the original posts now) that one or more of you is responsible for the Aliens pdf I found on my trips around the internet.

Its a fantastic compilation and without it I don't think I would ever have finished this. We've played, meddled with and just generally had fun with the rules for many aliens but there is still so many aliens we probably would never even have known existed without this book (plus you had the references for us to go look them up afterward... very very useful!) Thanks everyone (whoever you are)!
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Matthias777
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PostPosted: Fri Sep 21, 2007 11:23 am    Post subject: Reply with quote

That'd be Gry Sarth. Very Happy
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cunning_kindred
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PostPosted: Fri Sep 21, 2007 11:30 am    Post subject: Reply with quote

Well then, thank you Gry Sarth.

I hope something I've put on the internet turns out to be even half as useful to you as your document was to us. Smile

(That seems unlikely however because I really don't think we could have finished this without your file. Wookieepedia is cool and all but searching through all of that takes forever and with your document we at least had some d6 rules for each of the races to start with - even if we did re-think a lot of them).

Thanks.
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Mogul76
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Joined: 29 Sep 2007
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PostPosted: Sat Oct 27, 2007 5:06 pm    Post subject: Reply with quote

Wow... I really like this. You must have invested a LOT of time and effort in this project. Congratulations! I for one like the technique rules. True... Perhaps there are too many of them, but a GM does not necessarily need to use them all. They also give a new flavour to the Force, which feels very Star Wars-like to me: A Force adept can use quite a few powers from the start, as long as he has at least +1 in the Force attribute. But for more advanced powers a number of prerequisites (that are not necessarily linked to the Force attribute) must be met. I read the novel “Darth Bane: Path of Destruction” a couple of months ago. Contrary to his fellow Sith students, Bane puts a lot of effort into studying the old ways and history of the Sith (instead of purely training his aptitude for wielding the Force), spending hours in the Sith library on Korriban. In the end, as we all know, he becomes the most powerful Sith of his time. Your technique rules very much reflect this. I have not yet read all the details, but I assume a Sith would require a high score in the specialisation Scholar: Sith lore in order to have access to the more advanced Sith powers. Moreover, you would probably need to have a minimum number of Dark Side points (suggesting that a Sith must fully embrace the Dark Side in order to manipulate superior Sith powers)... I really do like this! Thanks to the technique system the various forms of lightsaber combat can also be explained in terms of rules. Hence, we get rid of the, in my opinion, rigid system of “buying” Force powers by increasing the Control, Sense and/or Alter skills (which never felt like Star Wars to me). At the same time, this explains why not all Jedi have access to Force powers such as Battle Meditation (this would be an advanced technique).

Well, you’ve probably noticed how content I am with your version of the rules.
As they stand now, I rather consider them as a toolkit than a set of rules that need be strictly adhered to in order to work in the intended manner. But that's perfectly fine with me.

Keep up the good work!

Mogul76
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Mogul76
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Joined: 29 Sep 2007
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PostPosted: Sun Oct 28, 2007 7:16 am    Post subject: Reply with quote

Ok... I’ve finished reading most of the stuff and must say that I still love your rules, especially the technique system, which is excellent in my opinion.
I also very much like how you handle the dark side. Well done!

You have completely split attributes, skills and specialisations as well as their advancements.
I’m not sure whether this was necessary in order for your system to work.
I never felt that WEG’s rules needed improvement in this area. Perhaps you could give us some details as to why you have separated them (NOTE: In Cunning Kindred’s version of the rules a character may have DEX 3D+1, firearms: 1D+1 and a firearms: blaster pistols +2 specialisation. When the character fires his blaster pistol the dice of the attribute, skill and specialisation are added up, giving a total of 6D+1. Buying additional pips is handled in a somewhat different way than in WEG’s rules). This may be linked to the technique system, but I’m not sure...

Second question: Why have you implemented so many Force skills? Wouldn’t it have been easier to simply stick to Control, Sense and Alter instead of having a dozen Force skills?

I’m not criticising your system. Like I mentioned before, I find it excellent.
But I have the feeling that some things that didn’t need fixing in the first place have been adapted anyway, for instance making conversions from official supplements and fan-made books more complicated.
But then again, I have not play tested the system (yet) and it may perfectly work as is...

The only part that really needs to be rewritten in my opinion is the chapter “Game Master Characters”. Let’s have a look at the statistics of a typical Imperial Army Trooper:

All stats are 2D except: Dexterity 3D: athletics: running 2D/2D,
firearms: blaster rifle 2D/2D+1,thrown weapons: grenades
2D/1D+2, vehicle blasters: specific vehicle of choice 2D/2D,
Knowledge 1D+1: survival: one environment 2D/+1,
Mechanical 1D+1: repulsorlift operation: specific vehicle of
choice 2D/+1, Strength 3D+1: brawling: punch 2D/2D+1,
Technical ID. Move: 12 (running). Equipment: Blaster rifle
(5D), field armour and helmet (+1D physical, +2 energy),
grenades (5D), helmet commlink, survival gear, utility belt with
supplies.

If one adds up the trooper’s dice for dexterity, the firearms skill and the firearms: blaster rifle specialisation, he has a total of 7D+1(!).
These guys must be really tough to beat in your campaign! Twisted Evil
This may especially confuse and irritate GM’s and players new to the game...

I also believe that Stormtroopers (the elite of the Imperial armed forces) should be more skilled than a standard trooper. But hey... you’re not the first one to make this assumption Wink

There are more oddities like this in this chapter.

Perhaps it would also be nice to add a few characters from the movies and the official supplements.
Even though they are not likely to appear in a campaign, their templates give an overview on how attributes, skills and specialisations may develop over time.
Is Darth Vader’s Force attribute score slightly higher than the official cap (2D) or much, much higher? At the moment, I really can't know.

I believe that 3 or 4 examples (2 characters from the movies like Darth Vader and Han Solo as well as 2 others from the official supplements like Jodo Kast and Suskafoo) should be enough to give us a feeling for this.

What about some guidelines for converting PC's and NPC's?

Last question: Do you plan to create a message board on your website, so that we can discuss these kind of issues? I think that this would be very beneficial.

Once again, thanks a lot for the time and effort you have invested in creating these excellent house rules and sharing them with us. May the Force be with you, always!
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cunning_kindred
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PostPosted: Sun Oct 28, 2007 6:39 pm    Post subject: Reply with quote

thanks for the feedback mogul76. It's nice to know people are reading the site. I hope you will have the opportunity to use some of the stuff you found there.

As to your questions. I think I'll just go through them in order.

Quote:
You have completely split attributes, skills and specialisations as well as their advancements.
I’m not sure whether this was necessary in order for your system to work.


To be completely honest no one seems to remember exactly why this was originally done. I remember it having something to do with buying up a base skill after you have purchased a specialization and how this kind of looses you character points. You buy 3D in blaster and 5D in blaster: blaster rifle say and than you want to improve blaster to 3D+1. In this case you loose the character points you spent to improve the specialization to 3D+1 in the first place.

The original reason, however, is kind of beside the point however because we know why we keep it this way. Several reasons really. One, when you are learning a new skill you start by learning specializations and than broadening out (the complete opposite of what the original system promoted with its rules). This is where the rule about maximum 2D in a skill until you had a sufficient number of specializations came from.

Second, the rating in a specialization or skill specifically is sometimes far more important than your total dice pool. This allowed us to better represent things like languages, prerequisites for techniques etc. Also, sometimes a rating in a skill or specialization can be used as a maximum or cap for certain powers; things like that.

BAsically, while it doesn't make things much more complicated it provides a whole level for detailing your character that expands people's options and that's what the system is all about. Before you would never buy more than one specialization, now you can have as many as you want and it makes sense. This lets you purchase more techniques and to use these as prerequisites for further techniques.


Quote:
Second question: Why have you implemented so many Force skills? Wouldn’t it have been easier to simply stick to Control, Sense and Alter instead of having a dozen Force skills?


Ok... this one has a simple answer. Control, Sense and Alter are far too cheap. I know the Jedi are supposed to be powerful. I personally feel they should be. But the originally system was completely unbalanced. No one could compete against a Jedi once control, sense and alter reached a certain point.

One of the main endeavors was to make the Force more in line with other character concepts. We wanted to the Force to be good but not so good that other characters felt cheated. Since we wanted to make access to the Force more flexible (we hated the either you have or you haven't got the power approach in WEG version) we had to balance the system in other places.

1. We addressed many of the Force powers that we had found to be unbalanced in the game and rewrote them so that they were less powerful - see lightsaber combat and danger sense as two specific examples.

2. we split the skills down - two reasons, one it made the skill more expensive and two, perhaps far more important, it allowed for greater specialization for characters. Now you can be good at healing but rubbish at telepathy or telekinesis. Many characters in the books have specific specializations or things they are especially good at. This was the only way to allow for that sort of thing.

Quote:
The only part that really needs to be rewritten in my opinion is the chapter “Game Master Characters”. Let’s have a look at the statistics of a typical Imperial Army Trooper:


You are quite right. I still mess with this chapter a lot but I'm never really happy with it. The stats for GM characters is always going to be a contentious issue because its all very 'gut feeling'. Needless to say, dice pools tend to be slightly higher on both the NPC and PC side of the fence (at least in what you are good at) in the revised rules so some of the character stat blocks are intentionally a little higher.

As for the stormtroopers, well, I like my stormtroopers to be quite powerful. Others completely disagree (especially my players Smile. Its all a matter of taste.

Quote:
Perhaps it would also be nice to add a few characters from the movies and the official supplements.
Even though they are not likely to appear in a campaign, their templates give an overview on how attributes, skills and specialisations may develop over time.


I have a few of these but they are a bit rough around the edges. As they never turn up in the campaign I never seem to get the time to do them. To make them at all realisitic is very difficult (see my comment above about all NPC characters). As time progresses, I'm sure I'll add some to the site. I might also add some of the players' character sheets - that's far more likely to give you a real feel for how characters grow over time since they are real characters Very Happy

Quote:
I believe that 3 or 4 examples (2 characters from the movies like Darth Vader and Han Solo as well as 2 others from the official supplements like Jodo Kast and Suskafoo) should be enough to give us a feeling for this.


If I get a little time I'll have a go at these ones first... since you asked for them.

Quote:
What about some guidelines for converting PC's and NPC's?



We had some of these somewhere... we used them to convert over from another campaign. It was a little bit dodgy (tended to benefit the players a little too much). If I can find them I might add them the next time the site gets an update (presuming I think they're at all respectable)


Quote:
Last question: Do you plan to create a message board on your website, so that we can discuss these kind of issues? I think that this would be very beneficial.


I have considered it. But as I said before I'm a novice at this web site stuff and I don't think I actually know how to. Until I do, I'm always lurking around here and I suspect 99% of the people that visit my site are too.

As for the previous e-mail, you might find some of the technique pre-requisites not to your liking. As you said though, the rules can only ever be a guideline. I tweak (A) advanced technique prerequisites as I see the need and sometimes even change them in the game when. Also, remember the rules about a technique having a school, group or order that teaches it. These can also be very important because they link the technqiues to certain scholar skills and though you might fulfil the prerequisites for a technique (or it might not have any) it does not mean you can use it. I have a Gand Findsman in my game who is great at rituals involving the emptiness/rage skill but I'd never let him use emptiness itself (he fulfils the prerequisites; but he's not a Jedi - so that's that).

Thanks again for the feedback. Any other questions, just let me know.

Quote:
May the Force be with you, always!


You too.
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Mogul76
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Joined: 29 Sep 2007
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PostPosted: Tue Oct 30, 2007 3:12 pm    Post subject: Reply with quote

Thanks for your answers and explanations, cunning kindred.

Like I mentioned before, I find your system intelligent, innovative and very flexible. Looking forward to the next updates.

Mogul76
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