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Post by Doctor Atomic on Feb 16, 2015 21:36:56 GMT -8
The campaign uses the first edition of the Star Wars D20 rules. Why did I make changes to the rules? I identified several problems with the rules as written: 1) the rules as written do a good job of portraying the Jedi as we see them in the original trilogy. Luke is an inexperienced apprentice with limited capabilities. For my campaigns I wanted a more robust Force system with greater depth, something more at home in the Old Republic, perhaps. One of the problems is that a force user has almost 20 skills available while only have a very limited number of points to spend. 2) D&D 3.0 introduced a proper skill system but the developers obviously were scared of it as despite the fact that skills are generally weak and often go unused characters can only learn a very limited number of skills, making them rather narrowly focused. I want to give the characters a broader range of available skills. 3) When Han Solo said that hokey religions and ancient weapons were no match for a blaster the developers of SWD20 took note. In the first campaign we ever played of this game the one soldier accounted for more defeated enemies than all three jedi that made up the rest of the party. In addition, with the blaster carbine doing 3D8 (average of 13.5) damage, it will take only one shot to disable almost all first or second level characters and a total of two to probably kill them. This doesn't really lend itself to the wild, heroic action we saw in the movies. SW D20 Atomic House Rules www.dropbox.com/s/uhrtltc3w2rfeaq/SW%20D20%20Atomic%20House%20Rules.docx?dl=0
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