![]() If you start creating house rules constantly at the beginning, you're going to derail the train pretty quick. If you and your group do not like something, or think it would work better another way, start a list of the issues and why you think they are issues, then address them later. If I had one suggestion for you, it would be to play through an entire campaign without any house rules. They at last took notice of my surprise and one of them, willing to increase it, as well as to gratify my curiosity, made me one day look through it. I do think the book is flawed in that it doesn't appear to explain Duty very well, especially since it only ever mentions using Duty though a die roll (how does Duty occur when you reset to zero?), but just the same I would still follow its suggestions before creating new house rules. Age of rebellion ship sheet The clouds appeared to me to be land, which disappeared as they passed along. In addition, not EVERY reward is going to be a starship or other fabulous prizes, so consider giving the players a Strategic Asset instead (which could also double as added responsibility since now they have to protect said asset). That, and command is now less likely to reward them with another starship. Not only does their contribution rank DROP (demotions all around!), but now they have to work off the cost of the ship they just sold. If your players are selling the starships they receive as a reward, consider a penalty. When the Contribution Rank resets duty, it resets EVERYONE'S Duty as stated in the last sentence on page 49. Duty won't move at all once it resets every new Contribution Rank until you create a plot that gives the players the opportunity to increase it. The amount of Duty the players receive is decided by the GM as a reward for a completed mission, so if you think they are receiving too little, you can increase it then. Unless everyone chose the same Duty you won't see everyone's score increasing at the same time. Duty will not occur every time, especially when the combined Duty score is low. The system recommends starting the group at between 30 and 50 combined Duty. Several others have pointed this out already, but you claim that the players accumulate ranks quickly, but you are also letting them spend credits and experience to purchase the ranks because you say otherwise they come too slowly. You say you don't want to see the game break down, so I wouldn't be to quick to break the established rules to begin with. Yeah, I modify things if I feel they need it, but if I didn't understand why it was set the way it was to begin with I wouldn't be so eager to work around it. After seeing a few of your posts it sounds like you modify a lot of the rules without playing the game first to see what NEEDS adjustment. ![]()
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