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homebrew:inquisitorius:houserules:rule_changes [2022/02/19 16:30] – [Expanded Descriptors] teddyhomebrew:inquisitorius:houserules:rule_changes [2022/03/14 19:29] (current) – [Force Power Changes] teddy
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 ===== Skill Changes ===== ===== Skill Changes =====
 There are a few skills that just aren't useful enough to be worth taking, and so are combined to make them more attractive. There are a few skills that just aren't useful enough to be worth taking, and so are combined to make them more attractive.
- 
  
   * Climb, Jump, and Swim are all combined into a single Athletics skill.   * Climb, Jump, and Swim are all combined into a single Athletics skill.
     * Any class that has access to any one of Climb, Jump or Swim has access to Athletics.     * Any class that has access to any one of Climb, Jump or Swim has access to Athletics.
-    * Bonuses and abilities that only affect one skill still only affect those specific applications of the Athletics skill. For example, a feat that allows you reroll Swim checks would let you reroll Athletics checks made to swim, but not Athletics checks made to jump. 
   * Ride is not a skill; instead, Acrobatics is used for all purposes Ride would be used for.   * Ride is not a skill; instead, Acrobatics is used for all purposes Ride would be used for.
-    Similar to the abovebonus that used to apply only to Acrobatics or Ride still only apply to those applications of the Acrobatics skill. +  Gather Information is not a skill; insteadPersuasion is used for all purposes Gather Information would be used for. 
 +  
 +  * In each case, bonuses and abilities that only affect one skill still only affect those specific applications of a combined skill. For example, a feat that allows you reroll Swim checks would let you reroll Athletics checks made to swim, but not Athletics checks made to jump. 
 +  * Any class that had any one of the above skills as a class skill has its combined version as a class skill. For example, Scouts can select Acrobatics as a class skill, because Ride has been rolled into it.
  
 ===== Feat Changes ===== ===== Feat Changes =====
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   * **Drain Energy:** An active Lightsaber that is targeted by Drain Energy remains active, but it cannot be reactivated once it is turned off.   * **Drain Energy:** An active Lightsaber that is targeted by Drain Energy remains active, but it cannot be reactivated once it is turned off.
 +  * **Force Lightning:** Because it being a Dark Side power isn't a balancing factor anymore (plus it was maybe a little too good anyway), it's been reworked a bit, [[.:new_content:force_powers#Force Lightning [Alter, Dark Side]|as described here]].
   * **Force Storms:** Because there are two powers called Force Storm, the one from the Jedi Academy Training Manual has been renamed Force Tempest.   * **Force Storms:** Because there are two powers called Force Storm, the one from the Jedi Academy Training Manual has been renamed Force Tempest.
   * **Kinetic Combat:** Kinetic Combat works with thrown weapons (such as discblades) in addition to melee weapons.   * **Kinetic Combat:** Kinetic Combat works with thrown weapons (such as discblades) in addition to melee weapons.
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   * [[https://swse.fandom.com/wiki/Dark Rage|Dark Rage]]   * [[https://swse.fandom.com/wiki/Dark Rage|Dark Rage]]
   * [[https://swse.fandom.com/wiki/Energy Resistance|Energy Resistance]]   * [[https://swse.fandom.com/wiki/Energy Resistance|Energy Resistance]]
-  * [[homebrew:inquisitorius:houserules:new_content:force_powers#Enhance Body]]+  * [[.:new_content:force_powers#Enhance Body]]
   * [[https://swse.fandom.com/wiki/Inertia|Inertia]]   * [[https://swse.fandom.com/wiki/Inertia|Inertia]]
   * [[https://swse.fandom.com/wiki/Morichro|Morichro]]   * [[https://swse.fandom.com/wiki/Morichro|Morichro]]
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 Not really a "change," but it's worth noting given how I've split Force Sensitivity into several feats: anyone capable of selecting any Force talents can also select talents from the Light Side, Dark Side, or Guardian Spirit Force talent trees (though they still must have a Dark Side Score of 0 to select Light Side talents, or 1 or higher to select Dark Side talents).  Not really a "change," but it's worth noting given how I've split Force Sensitivity into several feats: anyone capable of selecting any Force talents can also select talents from the Light Side, Dark Side, or Guardian Spirit Force talent trees (though they still must have a Dark Side Score of 0 to select Light Side talents, or 1 or higher to select Dark Side talents). 
 +
 +===== Destiny Changes =====
 +
 +A character may have no more than 3 Destiny Points at a time, and may only spend a maximum of 1 Destiny Point in a single encounter.
  
 ===== A Note ===== ===== A Note =====
homebrew/inquisitorius/houserules/rule_changes.1645288258.txt.gz · Last modified: 2022/02/19 16:30 by teddy

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