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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: enelson on June 11, 2007, 11:25:10 PM

Title: d6 Star Wars - House Rules
Post by: enelson on June 11, 2007, 11:25:10 PM
I'm running a one-shot this week of d6 Star Wars 1st Ed. Any house rules or suggestions I may want to consider?

Here's what I have so far:
1. Use the wild die mechanic.
2. Dodge/Parries do not add to the difficulty but replace it instead.

Anything else?

Thanks!

Eric
Title: d6 Star Wars - House Rules
Post by: RedFox on June 11, 2007, 11:30:31 PM
Those aren't houserules in 2nd Edition Revised, actually.  :)
Title: d6 Star Wars - House Rules
Post by: jeff37923 on June 12, 2007, 01:02:00 AM
I've always had a houserule that Ewoks and Gungans are hunted and usually shot on sight, but that's only because I've found that players who enjoy being annoying choose those races.
Title: d6 Star Wars - House Rules
Post by: pspahn on June 12, 2007, 01:09:45 AM
IIRC, we house ruled nonlethal damage.  We combined things like brawl and brawl parry.  You couldn't take more actions in a round than you had dice in Dex (x2 if spending a Force point).  You couldn't dodge or parry more attacks in a round than your dice in dodge/parry (or lightsaber) x2 if spending a Force point.  We removed the lightsaber combat skill/power entirely, and went back to using Sense to parry blaster bolts (this was done only to achieve game balance---if you want episode I-III type Jedi, keep lightsaber combat).  That's all I can recall offhand.  

Have fun.  It's still one of my favorite games/systems.  

Pete
Title: d6 Star Wars - House Rules
Post by: pspahn on June 12, 2007, 01:10:40 AM
Quote from: jeff37923I've always had a houserule that Ewoks and Gungans are hunted and usually shot on sight, but that's only because I've found that players who enjoy being annoying choose those races.

I'd say the same about Wookies.

Pete
Title: d6 Star Wars - House Rules
Post by: Tyberious Funk on June 12, 2007, 01:21:31 AM
Quote from: jeff37923I've always had a houserule that Ewoks and Gungans are hunted and usually shot on sight, but that's only because I've found that players who enjoy being annoying choose those races.

"Jar Jar Binks makes the Ewoks look like... fuckin'... Shaft"
-- Spaced (1999)
Title: d6 Star Wars - House Rules
Post by: LostSoul on June 12, 2007, 02:45:53 AM
One we used was that you had to declare your defensive action.  If you didn't declare it, tough luck.  We also let the winner of Initiative decide if they wanted to go first and declare first, or declare last and go last.
Title: d6 Star Wars - House Rules
Post by: Sosthenes on June 12, 2007, 04:32:14 AM
Damage rules where the difference of the attack and defense rolls matters are rather popular. Newer D6 iterations use one point of damage for every five points over your target. A friend of mine once played in a rather gritty campaign where they used a 1:1 ratio.
Title: d6 Star Wars - House Rules
Post by: enelson on June 14, 2007, 10:23:26 AM
Just ran my SW d6 game and it was fun! I had forgotten how seamless is the d6 system. I did play fast and very very loose with the rules but we had a decent time.

One thing I need to upgrade are the skill levels of the opponents. The heroes were never really threatened. No one felt the need to spend a force point and that is just wrong.

For example, whereas the PC bounty hunter (Scourge) had Dex 4d and a Blaster skill (Range Combat?) 6d, I generalized and said an NPC's primary skill is 4d and everything else is 2d. Not challenging enough.

Now I'm thinking of running a one-shot western using the d6 system.

(Oh, I used a very basic wound threshold system.  Damage > Soak roll, opponent is stunned; Damage > Soak x 2 , opponent is incapacitated.)