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Alas, there's no way I'll have prep done by this weekend. But one of the three pieces of the upcoming scenario (specifically, sirfox's solo mission) firmed up a bit in my head last night and I think it will be a nifty change-of-pace.

In the realm of house rules, I'm thinking about squidging 4E and Saga Edition a little closer to each other, because aside from character creation, they're very similar — or should I say, just different enough to make it a pain to remember which is which. Specifically, here are changes I'm considering:

Diagonal Movement: In 3.x, it's 1.5 squares; in Saga Edition, it's 2 squares; in 4E it's 1/1. MAKE UP YOUR MIND, GUYS! Sheesh. Right now I'm leaning towards going 1/1 for all. Honestly, if they'd just switch to a proper hex grid it wouldn't be a problem, but they're never going to to do that, so we'll just have to put up with square explosions.

Second Wind: I like this being usable once per encounter, instead of once per day. Star Wars particularly has a lack of healing options, which makes for parties of battered heroes running from encounter to encounter. In the movies at least, the heroes stay relatively whole until the very last moment, at which point they get a limb lopped off. So having Second Wind freely available makes sense. I haven't decided about the "below half hit points" requirement or the +2 to defense scores.

"Shift" (a.k.a. 5' Step): I don't know why they pulled this out of Saga only to turn around and put it right back into 4E. I'm puttin' it back in to Saga.

laurie_robey, hantamouse, jamesbarrett, sirfox, what do you think?

-The Gneech

Comments

sirfox
Oct. 7th, 2009 01:27 pm (UTC)
I can bring a hexmap for saga edition if folks want. :} I'm in favor of the 1.5 or 1:1 rule for diagonals, tho.

Healing surges as an encounter "power" would be most helpful, as would some SW equivalent of a healing potion, even if it's just temporary HP. A "stim patch" or something analogous. 10 temporary HP and a condition track bump, and a successful heal check after combat could convert 'em from temporary to actual hp, stopping at max, of course, and prevent the dropping back down on the condition track once it wears off. You could also make this a once per encounter effect, rationalizing that more of the drugs wouldn't have any greater effect.

I'm in favor of tossing the 5' step back in as a move action.

I'll be ready to run saturday.
the_gneech
Oct. 7th, 2009 02:47 pm (UTC)
I've got a hexmap, that's not a problem. ;) But the tiles are still marked w/ squares.

I'm thinking maybe that characters will just recover all HP between encounters unless they're under a persistent condition (which prevents HP recovery in or out of encounters). Thus, persistent conditions represent actual wounds, as opposed to the "fatigue/tempt fate" aspect of HP.

-TG

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