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SLAVICSEK's house rules
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ebertran
Lieutenant Commander
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Joined: 14 Jul 2005
Posts: 204
Location: Miami, FL

PostPosted: Sat Aug 14, 2021 8:31 pm    Post subject: SLAVICSEK's house rules Reply with quote

https://rancorpit.com/forums/downloads/1e_and_IAG_Supplements/Bill_Slavicsek_1e_House_Rules_Sheet.pdf


Is it me, or am I missing something?

It seems he ignores range in his house rules, so the difficulty number to hit is the target's Defense, and that's it... range is completely ignored in his house rules.

I also like removing the opposed roll aspect of combat, but I do not ignore range...

Here's how I modify an attack...

Point Blank/ Hand-to-Hand +10,
Short Range +5
Medium Range -5
Long Range -10
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16404
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 14, 2021 8:37 pm    Post subject: Reply with quote

I'd take it a step further and give different modifiers to weapons based on their usefulness at a given range. A rifle, for example, might be used without modifiers for range, while a pistol would have reduced Difficulty at Point Blank, slightly increased Difficulty at Short and hugely increased Difficulty (assuming it would even be allowed to attempt a shot at all) at Medium. Long Range would be out of the question for a pistol.
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ebertran
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Joined: 14 Jul 2005
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Location: Miami, FL

PostPosted: Sat Aug 14, 2021 8:41 pm    Post subject: Reply with quote

That's a level of granularity I'd embrace if someone did the work for it and posted it somewhere, but not something I'd take on myself!
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16404
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Aug 14, 2021 8:48 pm    Post subject: Reply with quote

ebertran wrote:
That's a level of granularity I'd embrace if someone did the work for it and posted it somewhere, but not something I'd take on myself!

I've already done a lot of the conceptual work for it, but the big obstacle for me is actually sitting down and parsing out the Difficulty modifiers for each class of weapon.

It also would have to take environment into account, as certain weapons just don't function on the same level. I see the need for four different Range Settings: Personal, Surface (Vehicle), Atmosphere (Starfighters & Airspeeders) and Space (Capital Ships and Orbital).

I also think there would need to be at least one additional Range Band, possibly two, with Extreme being the province of long-ranged weapons like sniper rifles, and Distant being the realm of things beyond the reach of weapons, but still within detection range.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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ThrorII
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Joined: 12 Jul 2019
Posts: 219

PostPosted: Sat Jul 26, 2025 1:23 am    Post subject: Reply with quote

I'm only 4 years late to this conversation, but I just read Bill's house rules, and am proud to say that I had also independently come up with similar rules that work real well and real cinematic for a 1e game.

For multi-attacks in 1 round, I just have the character take the die penalty all at once and make 1 roll. So if the character is has Blaster 4D and is taking 3 shots at three different stormtroopers, he rolls 2D to hit and that roll is applied to all three targets.

I use MiniSix "Static Defense", where 3D+2 of dodge gives a target number of 11 to be hit, modified by range (Point Blank -5, Close +0, Medium +5, Long +10). I dropped individual weapon ranges for static ranges and just limited weapons to certain ranges (Heavy Blaster Pistol is Medium Range max, Hold Out Blaster is Close Range max, Rifles are +0 for Point Blank, but only +5 for Long). I also have 'cinematic' range bands instead of fixed "meters". Point blank is inside a small room or 'hand to hand' range; Close is across a large room; Medium range is across a hanger bay; Long is several streets away.

I use MiniSix "Static Damage Resistance" where 3D+2 Strength gives a target number of 11 for damage resistance (<11 is Stun; = or > is Wound; > to 2x is Incapacitated; and > to 3x is dead.

Possibly most controversially, I ditched standard 1e Force rules and adapted a version of HyperSpace D6's system: Each power uses one Force skill, with a Target Number to hit to do it. For example, lifting a small object is Alter TN5, disarming someone is Alter TN10, lifting a man-sized creature or a Force Push is Alter TN15, while lifting a starfighter is Alter TN20.

I do enforce Force skill increase training requirements, and only allow ANY single skill to be increased by +1 pip per adventure completion.
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