r/swrpg•
snuggles_150

Shields...amIright?

So after GM'ing a few sessions, and reading a few people's posts about homebrewing space combat rules, I've come to the same conclusion - space combat just doesn't feel....Star Wars-y enough, at least to me.

A lot of homebrew rules I've looked up give a good effort to fix this, especially where shields are concerned - which is probably the system I have the biggest problem with. However, the issue is that I'm already feeling taxed enough trying to keep track of all the nuances of the RAW, so I'm trying not to add to that.

In all fairness, the shield system is already fairly simple: just add a number of setback die equal to your shields. So technically anything that tries to change that will, by nature, be more complicated. But it just doesn't feel right, you know?

So to the point: I thought of a shield system that tries to keep it as simple as I possibly could, and I want to see what your feedback is (or if anybody else thought of it, and to please get a link to that discussion).

Shields

  • Instead of using setback dice to get a chance to be harder to hit, shields will be a pool system where it does make it harder to hit, and/or absorb some damage.

  • For each point of shields in a defense zone, players can "cash" them in to cancel 1 success for an attack made on them in that defense zone.

  • Alternatively, they can also "cash in" a shield point to cancel 2 advantage, which is sometimes just enough to get out of getting hit by the "linked" weapon quality, or receiving a critical hit.

  • Shield Regeneration: To keep it simple, all ships recover 1 shield point for 1 defense zone at the start of the initiative order. Players pick where that will be.

And that's it. As long as you treat the ship stats as your "shield point maximum", everything else fits in with how the system normally works. Boosting or angling the deflector shields will be even more important, and guaranteed to actually do something. And this way, it actually feels like actual shields from a sci-fi universe, instead of an abstract "you're just potentially harder to hit" thing, which doesn't make any sense.

Let me know what you guys think. I've ran a few dice roll simulations of this system, but I haven't actually tested it yet, so I'm curious of what some veteran GM's or players think of it. Thanks!

Posted Feb 21, 2016, 9:20 PM UTC · edited

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