Rules

The players talk to each other, could interact with anything that was logically on the map or on fallen characters, and could take whatever action they wanted as long as it wasn’t impossible or unreasonable. For example, the kids wanted to immediately leave for a planet and started pulling characters to include in their ship, but I reminded them that they couldn’t simply recruit without going through the proper channels, which was the Jedi Council in this case.

Star Wars minis have only basic numerical traits—hit points, attack, defense, and damage. I broke down skills into basic types: physical feats, computer hacks/repairs, stealth/tracking, dialogue/persuasion, demolition/traps. Anyone could roll a d20. To figure bonuses, I used the characters’ attack bonus but only if it made sense for the character to have that bonus. For example, Sev is a sniper and would have stealth or tracking abilities. Fixer, on the other hand, would have computer hacking, repairs, and trap bonuses. Jedi always get dialogue/persuasion bonuses. To make it work, I found that using 1/2 the attack bonus worked well. For example, if Ahsoka was trying to convince a character to talk, she would get a +5 persuasion bonus on her roll—her attack bonus is 9, so half of that is 4.5 which I round up. If a clone trooper tried to persuade, he would get no bonus. [Yeah, there’s threaten, but I consider that different and would use it, if the kids called out that specific action.]

Death and dying are a little tricky. Normally in minis, a character who loses all his or her hit points is removed from the game. I adjusted this somewhat but only for major and secondary characters—once they lost all their hit points, they were unconscious. If their surviving party members won or even retreated, the fallen character lived to fight another day. Fallen characters cannot be revived during a battle, however. But I think I need some way to allow the players to render an NPC unconscious, particularly a grunt who might give up information. I think a simple option is to allow them to say they are shooting to maim or stun, not kill, before an attack.

Other than this, I stayed with the standard rules for Star Wars minis. [Unfortunately, Wizards of the Coast no longer has the Star Wars license, and they have removed the minis products and downloads from their site, so I have no active link for the rules. The closest that I have found is this Word doc at the Kansas City Star Wars Minis site. You can still find starter sets and boosters on Amazon for decent prices.]

The result? So far, it’s working wonderfully. It’s fairly easy to get up and running, and the kids really wanted to keep playing it today in our first session. I may tweak it, but I think it’s a great intro to tabletop RPGs without getting bogged down in the details that put off young kids who just want to play. In fact, after we finish our little campaign, I might create something like it to use with my son’s friends. I love the idea of a house full of kids playing some tabletop games, especially if they played together when they’re older.

Rules

Building a Better Dreadnaught gbbeason gbbeason