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D20
House Rules
- Character
Creation
- Roll 4D6 six times, discarding lowest die on each
roll. Lowest score is then replaced by an 18.
Attributes may then be applied as the player wishes.
- Rolling for
Vitality - when 'leveling up' a character may re-roll
their vitality die until they score a minimum of half the die
maximum eg. D10 = minimum 5. CON modifier is then
applied.
- Rebel Era
Jedi -
Jedi Guardian/Consular only at GM discretion.
- Gutree
- Ugavine's stat's are used for the Gutree species replacing
those from the WOTC web enhancement.
- Attacks of
Opportunity
- These are not used.
- Dodge Feat
- The Dodge Feat grants +1 to Defense against all attacks, not
from just a single attacker.
- Defense
- A character may choose to roll 1D20 for their Defense to
replace the automatic '+10'. This roll must always be
made before the attackers roll.
- Damage
Reduction
- Damage Reduction applies to Vitality damage.
- Epic Levels -
Characters may continue to gain levels past level 20.
- Treat
Injury/Force Healing
- See table below
- Warrior Dice
- See below
- Starship
Defense
- A Starships '+10' is replaced by the characters Piloting
skill.
- Experience
Points - XP are awarded as a percentage at a rate at GM
discretion.
- Have
Fun - By order of the Sithspawn!
Warrior Dice - This is basically the Action Dice rule from D20 Modern & Stargate RPG. Characters start each adventure with 3 Warrior Dice plus extra equal to their WIS modifier. Characters get awarded extra Warrior Dice during play for good actions and role-play. Each Warrior Die is a D6 that can be added onto any roll, or to convert a threat into a critical hit. Warrior Dice are not carried over from one adventure to another.
Treat Injury / Heal Self / Heal Another - We have increased the wounds or Vitality that are recovered in order to help speed up
game play. It gets boring if players spend every adventure searching for a Bacta Tank.
The Force
Vitality Cost obviously only applies to Force
Healing. When making the skill check the character must
state if they are intending to recover Wounds or Vitality.
This roll may be made once per hour or at GM discretion.
Total
of skill roll |
Wounds
Recovered |
Vitality
Recovered |
Force
Vitality Cost |
10-14 |
|
1D4 |
0 |
15-19 |
1D6 |
2D6 |
1
/ 0 |
20-29 |
2D6 |
4D6 |
2
/ 0 |
30+ |
Full |
Full |
4
/ 0 |
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