FFG Star Wars/HouseRules

Pre-Game House Rules


 * XP will generally be spent at the beginning or end of the session. However, players can expend a light side Destiny point to spend XP in the middle of a session instead, to represent their character conveniently developing or improving a necessary skill relevant to the situation.
 * Pocket change rule: At the beginning of the first session only, roll d100 and add that many credits to any of your PC's remaining unspent credits.
 * All Force users, whether they are Jedi or something else, will use the Morality system as written with two minor modifications: Fear checks do not apply (see below), and at the GM's discretion PCs may be granted an increase in their Morality for performing especially noble, heroic, or enlightened acts. We may revisit this later after we see how Morality works in actual play.
 * At this time we are disregarding Obligation, Duty, and Fear entirely, as well as any of the optional rules for triggering Morality or Motivations. All of these things will still be in play, but handled in a more abstract and freeform manner. If anyone purchases a Talent or other power that runs on provoking Fear checks, we will come up with a way to make the ability still work similarly but with a more narrative focus so we don't make the power useless.

Financial Systems


 * System agreed upon for trade goods: Negotiation roll, usually average difficulty but may be modified with difficulty upgrades or boost/setback dice depending on circumstances. Each success = 100 credits profit. Each advantage = 10% additional profit. Each threat = -10% profit.

Experience


 * If you do not want to purchase a talent in a tree that would otherwise be a prerequisite for other talents, you may choose to take Grit or Toughened instead, paying the same XP cost as the unwanted talent.