Kaptain_Kantrip
First Post
WaterRabbit said:A few things I noticed:
Wound Points
In the Star Wars system, when you reach 0 Wound points, you are dying. There are no negative Wound points. I would recomend against having negative wounds.
Also, in SW, when you take wound damage, you make a Fort save at DC 10 or be stunned for 2d6 rounds. I think you should just make a Fort save or be Disabled.
I don't understand what you mean regarding no negative WP. In D&D, you are dying at -1 to -9 HP, and die when you reach -10.
As to the Fort save, this is the information I got from d20 ShadowChasers in the latest Dungeon/Polyhedron, so I assume it will be part of the revised SW rules in May and the upcoming d20 Modern rules in October.
Originally posted by WaterRabbit Sneak Attacks
Sneak attacks become fairly powerful, especially in light of the fact that many opponents won't even have vitality points. One suggestion I have seen is to increase the crit range for sneak attacks. It depends on how easy it is to bypass the DR of armor.
If the sneak attacks do damage directly to WP, then a mid-level rogue could kill just about anybody in one hit! Ouch...
Originally posted by WaterRabbit Action Points
I think you should call them Luck points. Action points has more of a "how much can I do in a round" feel to them. Similiar to Force Points in SW. I think the SW mechanic is slightly cooler.
I agree about Action Points being a lame name, but it was what they called them in Shadowchasers. I prefer Luck Points.
Originally posted by WaterRabbit Defense Bonus by Class
Defense is generally Reflex save + 2. I think that classes that are based upon heavy armor should not get the best defense values. Fighters, for example, should just get the poor defense values. Which leads to my next comment.
The new SW rules and d20 Modern rules will be changing this, I think. The problem I had when I made this list was that I did not have SW and there were no exactly comparable classes in Shadowchasers to aid me, so I guessed.
Originally posted by WaterRabbit Damage Reduction
Armor should just limit your dexterity (and perhaps Dodge bonuses) and not your Defense Value. Defense bonuses due to class max at +14. Which means you need a 24 or better to hit your opponent. BAB maxes at +20, which means you need a 4 or better to hit. If armor reduces Defense, then you create the situation when a high level fighter is always using Power Attack with all of his attacks and always needing a 2 or better to hit.
OK. I misread this in Shadowchasers. Armor limits DEX bonus, not Defense bonus, as you said.
Originally posted by WaterRabbit Shields
Shields should provide a Cover bonus to Defense.
A cover bonus. Gotcha. That way it is specific so we know whether it stacks with other types of bonuses.
Originally posted by WaterRabbit Critical Hits
I would not allow a weapon to have a range better than 19-20 or a multiple greater than x2. Instead of increasing the range or
multiple, give those weapons Penetration, which ignores some of a target's DR.
Good idea. Will work on that!
Originally posted by WaterRabbit Reputation
About as interesting as alignment. I think reputation should be reflected by a character's deeds more than their level.
Yeah, I was going to make Rep more about deeds, but they didn't do that in Shadowchasers and simply made it into two feats: Famous and Infamous, each providing a +3 bonus to Charisma based checks in situations where your REP would come into play. I like the simplicity of that, but it kind of sucks as far as realism goes, and who wants to spend a feat on that? It seems like something that should be gained threough RPing (like Leadership feat) rather than by just spending the feat to get it. I know SW had a REP by level chart and that's where I got the idea of mixing the two styles from. Still not happy with either, so maybe I'll just scrap it.
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