Re: House Rules
I made some house rules for my own games.
FEATS & TALENTS
Normally, you get a new feat at every third level. I've made it so you can choose a feat or a talent at every third level.
Weapon Proficiency grants a +1 bonus when using weapons from the appropriate weapon group, and allow use of the Mechanics skill to modify or repair them. Without proficiency, using a weapon in a particular group gets no bonus on attack rolls (but no penalty for lack of proficiency), and the user's unfamiliarity prevents the use of Mechanics skills to modify or repair the weapon.
MULTICLASSING
Normally, taking a level in a new class gives you one of that class's starting feats as an immediate bonus feat. I also allow you to choose Skill Training in one of that class's class skills.
SKILLS
I condense Climb, Jump and Swim into Athletics. If a class has any of those as a class skill, it has Athletics as a class skill instead.
The Jump application of the Athletics skill works differently than in the core book:
Long Jump: You may leap 2 squares at DC 10, +1 square per +5 DC. Add +5 to the DC without a 4 square running start.
High Jump: You may jump 1 square at DC 10, +1 square per +10 DC. Add +5 DC without a 4 square running start.
Jump Down: You may decrease the damage from a fall by 2 squares at DC 15 and 1 more square per +5 DC. If you take no damage, you land on your feet.
Trained skills can be chosen from any skill, not just the Class Skills list (except Use the Force, which can only be selected if you have the Force Sensitive feat). Class skills gain your level as a bonus.
Skill checks are like attack rolls, and so skills are treated with the weapons rules rather than the skill rules from SWSE Core. If using a skill untrained, apply a +0 bonus, similar to using a weapon without the appropriate Weapon Proficiency feat. Trained skills add a +1 competence bonus to rolls using the skill, as well as allowing Trained Only applications of skills. When making skill checks, add your training bonus, your level (if a class skill), your ability modifier, and a +1 competence bonus for having the appropriate Skill Focus feat.
This is to balance attacks against Will Defense with attacks against Reflex Defense.
ARMED ADVANTAGE
An unarmed character receives a -2 circumstance penalty to Reflex defense against attacks made with a melee weapon. Characters armed with melee weapons count as unarmed when defending against lightsaber attacks unless armed with a weapon that retains its Damage Reduction against lightsaber damage. This is to reflect that during the normal course of an attack round, defending characters parry, block, and dodge incoming attacks. Without a weapon that can parry incoming attacks, the character can't properly defend against attacks and must rely entirely on dodging. Characters with the Martial Arts feat are considered armed even when wielding no weapons.
TWO WEAPONS
As it stands, there is no difference between wielding two One-Handed weapons or having a Light weapon in the off-hand, even though the book's text describes most Small weapons as being used often as off-hand weapons for dual-wielding fighters. So, to give the short lightsaber, knife, and short sword more of a purpose, here is a rule covering Light weapons.
When wielding two weapons, if the off-hand weapon is considered Light, the fighter gets a +1 dodge bonus to Reflex Defense for each Dual-Weapon Fighting feat possessed. One-handed weapons already have a damage advantage over Light weapons, making this a fair tradeoff. Double-weapons, such as the double-bladed lightsaber and the quarterstaff, also gain this benefit.
I have more: Weapon ranges, autofire-only weapons, retractable stocks, lightsaber construction, Force and Destiny Points, Dark Side Points, and Force Powers. But I thought this would be more than enough to start. It's kind of a lot already.