It would be tedious to go over the many many threads here where we've all talked about how Magic in D&D is overpowered. There's a spectrum of opinions on this, naturally. But a couple of recent things have been nibbling at my brain...
I'm currently running an FFG Star Wars game. I detest the modern era of Star Wars. Even so far to say that I could lob a dollop of my own fecal matter at the Holy Trinity (Original trilogy) if I was drunk enough, but I digress. The OT has all the Greybox/Classic Greyhawk elements sitting there, glorious in their possibilities at the hands of the right GM with the right players. But there has always been this pesky "thing"...
The Force. Oh sure it's fucking cool! Bad guys throw lightning! Good guys shoot pebbles and rocks! They get to use their own weapons. blah blah. But the conceit of Star Wars in the modern era is that they're super-rare. Sure RPG's will let you shoe-horn your PC into using the Force... but it's a put-on. Contextually you could never be The Shotcaller of All Jedi unless the GM snowflakes you. The premise of the modern era of Star Wars strikes me like Lord of the Rings circa Third Age in terms of RPGs.
This is not a direct comparison - but a parallel one.
So in Lord of the Rings as an RPG, until very recently, most RPG's let you be a spellcaster. When we all know damn well that's not *really* how it's supposed to work in the setting without the GM letting you be a snowflake.
Handwave all of the setting conceits - most RPG's *let* you anyhow. Material be damned! Which I'm fine with. I just think it's dumb.
CONVERSELY - both settings did have time periods where magic is plentiful. If you played your game set during the Silmarillion - oh hell yeah, you could go full Exalted-level here and no one would bat an eye. Same for Old Republic - where there are tens of thousands of Jedi and Sith running around duking it out.
And it strikes me that both 5e LotR is kind of acknowledging this. Likewise with the majority of of FFG's Star Wars lines. The vast majority of the game has *ZERO* to do with Jedi and the Force. Even through there is an entire line of the game having to deal with The Force - the assumptions of the game are set during the movie-era, but they don't pound that into your head. By and large you'd have little to do with Force folks at all. And thus I've run most of my games as straight-forward space opera set in the Star Wars Universe... But with the caveat I do play in the Old Republic in case "I want to go there".
The new 5e LotR largely dispenses with magic because of the conceits of the setting. And no one shit a brick over it.
You don't need magic and the games run fine. But if you intro magic - it almost becomes a distraction unless you put a lot of it in. Otherwise you run into the same situation in varying degrees that you see in "normal" D&D where casters go from famine-to-feast in power.
Which makes me ask: Why is there not Silmarillion-era RPG?
Thoughts?
I think a LotR game pretty much requires magic... just not from the PCs. The land and creatures and older races still exude it in some degree. Magical treasures and places will come up in play.
In Star Wars the magic is the technology, which enables all sorts of fun adventure.
Probably because almost no one has read The Silmarillion, at least not all the way through. I tried a few times but couldn't do it. It's by no means as accessible as The Hobbit or The Lord of the Rings.
Quote from: tenbones;970744It would be tedious to go over the many many threads here where we've all talked about how Magic in D&D is overpowered. There's a spectrum of opinions on this, naturally. But a couple of recent things have been nibbling at my brain...
I'm currently running an FFG Star Wars game. I detest the modern era of Star Wars. Even so far to say that I could lob a dollop of my own fecal matter at the Holy Trinity (Original trilogy) if I was drunk enough, but I digress. The OT has all the Greybox/Classic Greyhawk elements sitting there, glorious in their possibilities at the hands of the right GM with the right players. But there has always been this pesky "thing"...
The Force. Oh sure it's fucking cool! Bad guys throw lightning! Good guys shoot pebbles and rocks! They get to use their own weapons. blah blah. But the conceit of Star Wars in the modern era is that they're super-rare. Sure RPG's will let you shoe-horn your PC into using the Force... but it's a put-on. Contextually you could never be The Shotcaller of All Jedi unless the GM snowflakes you. The premise of the modern era of Star Wars strikes me like Lord of the Rings circa Third Age in terms of RPGs.
This is not a direct comparison - but a parallel one.
So in Lord of the Rings as an RPG, until very recently, most RPG's let you be a spellcaster. When we all know damn well that's not *really* how it's supposed to work in the setting without the GM letting you be a snowflake.
Handwave all of the setting conceits - most RPG's *let* you anyhow. Material be damned! Which I'm fine with. I just think it's dumb.
CONVERSELY - both settings did have time periods where magic is plentiful. If you played your game set during the Silmarillion - oh hell yeah, you could go full Exalted-level here and no one would bat an eye. Same for Old Republic - where there are tens of thousands of Jedi and Sith running around duking it out.
And it strikes me that both 5e LotR is kind of acknowledging this. Likewise with the majority of of FFG's Star Wars lines. The vast majority of the game has *ZERO* to do with Jedi and the Force. Even through there is an entire line of the game having to deal with The Force - the assumptions of the game are set during the movie-era, but they don't pound that into your head. By and large you'd have little to do with Force folks at all. And thus I've run most of my games as straight-forward space opera set in the Star Wars Universe... But with the caveat I do play in the Old Republic in case "I want to go there".
The new 5e LotR largely dispenses with magic because of the conceits of the setting. And no one shit a brick over it.
You don't need magic and the games run fine. But if you intro magic - it almost becomes a distraction unless you put a lot of it in. Otherwise you run into the same situation in varying degrees that you see in "normal" D&D where casters go from famine-to-feast in power.
Which makes me ask: Why is there not Silmarillion-era RPG?
Thoughts?
Sarcastically correct answer to the bolded portion: Because Christopher Tolkien hates fun. Seriously, if he could finagle a way to get rid of all the LotR stuff (movies, video games, plush dolls, action figures, RPGs, etc.) out there he probably would. He controls The Silmarillion and Unfinished Tales completely though. So nobody can use them.
LoTR, yeah I think it's dumb that you can be a Wizard when there are really only 5 in all of existence and 'Wizard' is apparently a weird Middle Earth spelling of 'Angel'. However, I'm not opposed to magic in LotR or games inspired by same. For example, I think the magic in the Elf, Dwarf, and Orc lifepaths in Burning Wheel are pretty good. They have their own magic, but it's not "I cast a fireball" type shit. It's more natural to what they are and pretty (IMO) Tolkienesque. Not
exactly LotR, but trying to hit that feel.
Star Wars is one of those settings I love so much, but also one of those settings where I have no problem pulling a fold/spindle/mutilate on the setting at any given time. So, sometimes I run it as kind of low power New Hope-y Jedi (You are a fightin' man with a laser sword. You can sometimes trick weak willed people and maybe sense things out of the ordinary) and sometimes I go full on Force Unleashed wackiness (Pulling Star Destroyers out of orbit). I think Star Wars has a lot more room for power levels above the OT because there's no metaphysical basis for anything other than "The Force exists and can be harnessed by people".
With LotR there's definitely a theme of "Those days have gone down into the West; never will we see their like again." and I actually prefer a more 'Tolkienesque' game than an actual LotR game.
Quote from: Michael Gray;970755Sarcastically correct answer to the bolded portion: Because Christopher Tolkien hates fun. Seriously, if he could finagle a way to get rid of all the LotR stuff (movies, video games, plush dolls, action figures, RPGs, etc.) out there he probably would. He controls The Silmarillion and Unfinished Tales completely though. So nobody can use them.
LoTR, yeah I think it's dumb that you can be a Wizard when there are really only 5 in all of existence and 'Wizard' is apparently a weird Middle Earth spelling of 'Angel'. However, I'm not opposed to magic in LotR or games inspired by same. For example, I think the magic in the Elf, Dwarf, and Orc lifepaths in Burning Wheel are pretty good. They have their own magic, but it's not "I cast a fireball" type shit. It's more natural to what they are and pretty (IMO) Tolkienesque. Not exactly LotR, but trying to hit that feel.
Star Wars is one of those settings I love so much, but also one of those settings where I have no problem pulling a fold/spindle/mutilate on the setting at any given time. So, sometimes I run it as kind of low power New Hope-y Jedi (You are a fightin' man with a laser sword. You can sometimes trick weak willed people and maybe sense things out of the ordinary) and sometimes I go full on Force Unleashed wackiness (Pulling Star Destroyers out of orbit). I think Star Wars has a lot more room for power levels above the OT because there's no metaphysical basis for anything other than "The Force exists and can be harnessed by people".
With LotR there's definitely a theme of "Those days have gone down into the West; never will we see their like again." and I actually prefer a more 'Tolkienesque' game than an actual LotR game.
Exactly!!! But Star Wars is like that too - in the OT there are only four "real" (Jedi or Sith) Force users (Palpatine, Vader, Ben and Luke) and this is largely because in the OT everyone has been hunted down and killed - and this is it. Simple. But this makes the probability of having PC Force-users both 1) improbable and 2) dumb because your interactions with other Force users free of the canon will be nil. Unless of course you wanna make a bunch of shit up.
That's pretty much exactly how Lord of the Rings is. And don't get me wrong - I think both settings work fine as RPG's in those respective contexts. But it's clear you could blow it out to epic-levels of yore, if you really wanted the PC-magic-users to make sense. I'm wondering if that's not the right response the everpresent complaints about magic-in-D&D-is-too-powerful discussions? Very few of the settings in D&D really make sense with the assumptions of magic as expressed in the mechanics of D&D.
This is why I liked the Netheril boxset. Wheel's off. This is why I want a Silmarillion RPG. YEAH! Morgoth's hammer makes 50-ft divots in the ground when it hits, your PC dodges, but poor old Fingolfin - DEAD! Old Republic - holy crap! Darth Badass just force-grabbed that capital-ship and slowed it down, your PC jumps 60-ft in the air and throws three-lightsabers at him.
Quote from: Dumarest;970748Probably because almost no one has read The Silmarillion, at least not all the way through. I tried a few times but couldn't do it. It's by no means as accessible as The Hobbit or The Lord of the Rings.
Ignorance is never an excuse! There's some serious awesome there. Dense as it is. (and yes... it's dense). It's worth one read-through.
Quote from: tenbones;970767Exactly!!! But Star Wars is like that too - in the OT there are only four "real" (Jedi or Sith) Force users (Palpatine, Vader, Ben and Luke) and this is largely because in the OT everyone has been hunted down and killed - and this is it. Simple. But this makes the probability of having PC Force-users both 1) improbable and 2) dumb because your interactions with other Force users free of the canon will be nil. Unless of course you wanna make a bunch of shit up.
That's pretty much exactly how Lord of the Rings is. And don't get me wrong - I think both settings work fine as RPG's in those respective contexts. But it's clear you could blow it out to epic-levels of yore, if you really wanted the PC-magic-users to make sense. I'm wondering if that's not the right response the everpresent complaints about magic-in-D&D-is-too-powerful discussions? Very few of the settings in D&D really make sense with the assumptions of magic as expressed in the mechanics of D&D.
This is why I liked the Netheril boxset. Wheel's off. This is why I want a Silmarillion RPG. YEAH! Morgoth's hammer makes 50-ft divots in the ground when it hits, your PC dodges, but poor old Fingolfin - DEAD! Old Republic - holy crap! Darth Badass just force-grabbed that capital-ship and slowed it down, your PC jumps 60-ft in the air and throws three-lightsabers at him.
I think the big difference with Star Wars though is "You TOO can become a Jedi Knight, Luke Skywalker!". There's a path there, for a PC to become a Force user, if not a Jedi or Sith. And in the movies, we're hard focused on the characters and don't really pull back to an entire galaxies worth of stuff. There could be even
more paths, it's wide open! LotR very much does not have that.
Quote from: tenbones;970744Which makes me ask: Why is there not Silmarillion-era RPG?
Thoughts?
Because Tolkien sold the rights for the other books to United Artists for cash and a royalty (who sold most of the rights to Saul Zaentz) and the Tolkien Estate has had nothing but problems collecting on the royalties from United Artists and Saul Zaentz.
In addition, Christopher Tolkien is not happy at all with all the commercialization of the IP. He'd let someone have the rights to anything else when his asshole learns to chew gum.
I'll just re-state for the record that I find even D&D spell powers (and monster powers, and the PC power increases at medium-to-high levels) impossible for me to hold in my brain as a GM running a dynamic game world, anywhere near the way I want to, unless I design a world where most of it isn't present. The cause & effect seems just impossibly complex to think about if there are supposed to be hundreds or thousands of people who can cast hundreds or thousands of spells that can do all sorts of things. I've tried and I'm too aware that I just have to make up something but it's not rational because there could always be a few other powerful wizards scrying in and doing something gonzo. Etc etc etc.
Quote from: Dumarest;970748Probably because almost no one has read The Silmarillion, at least not all the way through. I tried a few times but couldn't do it. It's by no means as accessible as The Hobbit or The Lord of the Rings.
I read it as a teen. It's not too hard if you're use to reading Greek and Roman myths which are also written with a sense of distance that you see in The Silmarrillion amd certain other national epics.
Quote from: tenbones;970767Unless of course you wanna make a bunch of shit up.
The Old Republic exists because someone "made a bunch of shit up" just to make a video game with huge Jedi vs Sith battles. So I don't see why that wouldn't work for any SW RPG GM.
Also, I'm assuming that when you say "modern Star Wars", that what you mean is Star Wars in the current Episode 7/8 timeline, since the OT is the least modern SW of all. A bunch of us play Star Wars 77, which is SW where only the first movie (and novel) is canon. It gives you more freedom to add stuff since Vader was just one of many Dark Lords of the Sith pre-ESB.
Quote from: hedgehobbit;970901A bunch of us play Star Wars 77, which is SW where only the first movie (and novel) is canon. It gives you more freedom to add stuff since Vader was just one of many Dark Lords of the Sith pre-ESB.
Actually there are no Sith at all as far as the original movies go and Darth Vader is just his name, not a title, and there is no mention of any "reverse-Jedi"...and of course Darth Vader wasn't written to be Luke's father either...but I agree, when I play Star Wars I generally set it right after the end of the first movie (the one actually titled
Star Wars) for those reasons: freedom, lots of unexplored terrain (are there any Jedi who survived undiscovered? how big is this Rebel Alliance? how big is the Empire? are there anthropomorphic green rabbits to team up with?). I also use stuff from the pre-
Empire Strikes Back comic books, including the original Jabba the Hutt:
[ATTACH=CONFIG]1089[/ATTACH]
And Han shot first.
Sure sure! I'll stipulate all this...
My point I'm trying to get at - is that perhaps magic as its presented in most RPG settings today (and to a lesser extent, in general) is not done well? I'm using modern Star Wars and LotR as an example...
They're *best* imo when they're low-key, or high-powered. This, to me, is where D&D has gone off-rails from the OSR. I'm not an OSR-guy, mainly because I'm a system's whore, not because I have some intrinsic dislike for the OSR and it's spectrum of games. But I believe the system-creep into settings that otherwise were not built with those assumptions have largely been rendered silly (see modern Forgotten Realms).
Quote from: Dumarest;970921Actually there are no Sith at all as far as the original movies go.
Vader was referred to as a "Dark Lord of the Sith" in the novelization of the movie, in the place where he first shows up on board the Tantive IV. I believe that he was described later in a way that implied he was just "one of the Dark Lords" but I can't find the actual quote.
Also, "Sith Lord" was part of the original dialog, but was cut.
https://www.youtube.com/watch?v=ja4WudpzBYw
Quote from: tenbones;970941They're *best* imo when they're low-key, or high-powered. This, to me, is where D&D has gone off-rails from the OSR. I'm not an OSR-guy, mainly because I'm a system's whore, not because I have some intrinsic dislike for the OSR and it's spectrum of games. But I believe the system-creep into settings that otherwise were not built with those assumptions have largely been rendered silly (see modern Forgotten Realms).
I agree with regards to D&D. In Dave's original magic system, each spell had a cost (in terms of gold pieces or special ingredients) which would limit their application to society at large. When Gary dropped those limits for simplification he really opened the door to all sorts of impacts to the game world (that's been consistently ignored for decades). For example, Create Food isn't that game-world breaking a spell when each casting costs 50 gp.
Quote from: hedgehobbit;970955Vader was referred to as a "Dark Lord of the Sith" in the novelization of the movie, in the place where he first shows up on board the Tantive IV. I believe that he was described later in a way that implied he was just "one of the Dark Lords" but I can't find the actual quote.
Also, "Sith Lord" was part of the original dialog, but was cut.
https://www.youtube.com/watch?v=ja4WudpzBYw
Interesting to know. I've only seen the original movies in their original theatrical forms. I haven't read any of the novels or seen the reedited versions of the movies or seen any of the movies that came out after 1983 except for a few minutes when they were on TV. I have a lot of the Marvel comic books, though, including the awesome Treasury edition. There's a ton of wild stuff to draw on from the comic books that Lucas or his representatives approved.
Quote from: tenbones;970744Which makes me ask: Why is there not Silmarillion-era RPG?
Thoughts?
What about Earthdawn, Runequest, etc., where there is magic everywhere (IIRC)? Or games where players are actually god-like (Godbound, Amber, etc)?
Or do you mean specifically in LotR / SW universe?
Quote from: Eric Diaz;970962What about Earthdawn, Runequest, etc., where there is magic everywhere (IIRC)? Or games where players are actually god-like (Godbound, Amber, etc)?
Or do you mean specifically in LotR / SW universe?
I'm hesitant to speak about games I'm not intimately familiar with. Earthdawn I've played, but not in-depth. Amber is a perfect example of where powerful magic is abundant and assumed. The setting of Amber doesn't break because of it. D&D's settings (mostly) make zero-sense *because* of the assumed amount of magic.
I'm using SW and LotR as examples of settings where the implied amount of magic is really low. But in different periods it was really high and the magic is crazy powerful. I'm saying that this seems to be something that a lot of RPG's with supernatural power don't really reflect that. That's why I'm please to see that the new LotR does that. And I'd even say that most of the new FFGSW does that too.
What games with "magic" (or psionics/supertech/whatever) where the game's setting reflects that well? Rifts? What else? And what game settings do not reflect this conceit? I guess that's what I'm asking.
Quote from: hedgehobbit;970957I agree with regards to D&D. In Dave's original magic system, each spell had a cost (in terms of gold pieces or special ingredients) which would limit their application to society at large. When Gary dropped those limits for simplification he really opened the door to all sorts of impacts to the game world (that's been consistently ignored for decades). For example, Create Food isn't that game-world breaking a spell when each casting costs 50 gp.
Hello? Create Water. hahaha That alone would change the world.
Quote from: Dumarest;970958Interesting to know. I've only seen the original movies in their original theatrical forms. I haven't read any of the novels or seen the reedited versions of the movies or seen any of the movies that came out after 1983 except for a few minutes when they were on TV. I have a lot of the Marvel comic books, though, including the awesome Treasury edition. There's a ton of wild stuff to draw on from the comic books that Lucas or his representatives approved.
Another interesting side-note, the Timothy Zahn books had an non-canon idea - there is a race called the Noghri that originally he wanted to make "The Sith" - but Lucas shut that down. Vader conquered them and essentially worshipped him like a god. His mask is kind of a mechanical representation of their face. The Zahn SW books are *very good* if you ever fancy reading such fare. I don't say that lightly. I'm pretty picky about my fiction.
Quote from: tenbones;971017I'm hesitant to speak about games I'm not intimately familiar with. Earthdawn I've played, but not in-depth. Amber is a perfect example of where powerful magic is abundant and assumed. The setting of Amber doesn't break because of it. D&D's settings (mostly) make zero-sense *because* of the assumed amount of magic.
I'm using SW and LotR as examples of settings where the implied amount of magic is really low. But in different periods it was really high and the magic is crazy powerful. I'm saying that this seems to be something that a lot of RPG's with supernatural power don't really reflect that. That's why I'm please to see that the new LotR does that. And I'd even say that most of the new FFGSW does that too.
What games with "magic" (or psionics/supertech/whatever) where the game's setting reflects that well? Rifts? What else? And what game settings do not reflect this conceit? I guess that's what I'm asking.
So let, me get this straight: do you want (a) a game where magic/etc is powerful and common; or (b) a game where magic/etc used to be powerful and common but isn't anymore?
For (a), we got amber, Godbound, Earthdawn, etc. I'm not sure either; maybe people who are more familiar can say for sure.
For (b), we got Carcosa, Numenera, and probably Dying Earth. First two cases are "we used to have magic technology, but not anymore", that you can find in most post-apoc game, but I think Dying Earth might be "we used to have powerful magic, but not anymore".
Dark Sun, maybe?
Not sure if you meant interest in this too, but if you want a game system / setting where magic is fairly common but not ubiquitous and not generally overpowered, you could look at The Fantasy Trip: Advanced Wizard and In The Labyrinth. It's what I started with and remains my baseline for thinking about magic power and about how much I'd want to turn up the dial on magic power before it starts seeming too hard to think about for me. It helps that the magic system was designed and carefully playtested and balanced so that wizards would be fair arena matches for fighters of the same attribute total (the way TFT handles character advancement).
Of course, it's also just what I'm used to, and I'm thinking about it terms of decades of play as I and my friends came to set and run our campaigns. The setting and system aren't quite enough to do that though, as the setting can vary and a few of the more powerful spells have implications especially if there are people using them much, or if anyone tries to get any industrial magic going. Essentially, I use lowish-magic settings and/or nerf magic a bit with limits and risks and a couple of missing spells, and the powerful wizard NPCs in the game I track so I know what's going on and what happens if someone tries to abuse the Wizards' Guild.
Specifically:
* I don't want to have reliable scrying, so the Crystal Ball magic item I either make unreliable or limited, or not a thing, or not available, or have some other drawback.
* I do something to the Summon Demon spell and Wishes, either making them all not exist, or making what you get with Summon Demon be rather unpredictable and almost surely not something you can count on bending to your will, let alone coercing a wish out of.
* I toss out the Bless spell and sometimes the Curse spell with it. (because it seems too good, too boring, not enough logic, annoys me).
* I tend to have almost no magic items for sale, and few wizards wanting to make magic items for customers in general for a mere fee. Magic items for sale tend to get bought up. Wizards powerful enough to enchant items tend to have better things to do than make someone a magic helmet for coin, and/or they probably have a long customer list including lords and other powerful wizards and so on.
* I also have house rules for magic item reliability. Each item has a "breakdown number" based on the creator's skill and luck and process used. It starts high, but the more you use an item, the more often you check for breakdown, and modifiers can add up. If you only occasionally use a well-made item in good condition, it'll probably be very reliable for a very long time. If you push it, it will eventually wear down and become less reliable, and the breakdown results possible will tend to get worse and worse. Apart from enjoying this, this was designed and agreed on by our players long ago after some years of TFT play, to counter the problem where magic items would just essentially make characters with them notably better, they'd always use them, etc.
* I also tend to make Analyze Magic less reliable, so it's not so easy to be sure exactly what all your magic items are like (especially with the breakdown table possibly having effects).
* Oh, and we also tweaked the experience system so you get EP based on the relative ability of your opponent, with magic use taken into account, adding another reason to only activate magic items when you think you need them.
Quote from: Dumarest;970921Are there anthropomorphic green rabbits to team up with?
Jaxxon and his ship,
The Rabbit's FootJaxxon, male Lepi
Dexterity 4D+1
blaster 8D+1
dodge 8D+1
melee weapons 7D+2
Knowledge 2D
scholar: outer rim 3D+2
willpower 4D+2
Mechanical 3D+1
astrogation 7D+2
space transports 6D+2
starfighter piloting 7D+1
starship gunnery 6D+2
starship shields 6D+1
Perception 3D
con 6D+1
investigation 6D+1
search 6D+1
Strength 3D
brawl 7D+2
climbing/jumping 5D
Technical 2D+1
computer programming/repair 5D+1
space transports repair 5D
Rabbit's Foot
Craft: Modified WUD-500 Star Yacht
Type: Star Yacht
Scale: Starfighters
Length: 18.5 meters
Skill: Space Transports: WUD-500
Crew: 1 pilot, 1 gunner
Crew Skill: Unique
Passengers: 7
Cargo Capacity: 3 metric tons
Consumables: 4 months
Cost: Not available for sale (90,000)
Hyperdrive Multiplier: x.5
Hyperdrive Back-Up: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1050 km/h
Hull: 3D+2
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 75/3D
Focus: 4/4D
Weapons:
2 Quad Laser Cannons (fire separately)
Fire Arc: 1 left, 1 right
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 6D
Dual Ion Cannon
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6km
Damage: 4D
Lepi
Average Lepi. Dexterity 2D+2, Knowledge 1D+1, Mechanical 2D, Perception 1D+2, Strength 2D, Technical 1D+1.
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Feet of Fury: A Lepi's feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.
Alertness: Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.
Move: 10/12
(Made from d20 Star Wars stats converted to d6 SWRPG)
(Other, IMHO better, stats and art can be found at The Home of the Lost Star Warriors (http://www.generic-hero.com/lost/index.html))
Quote from: jeff37923;971071Jaxxon and his ship, The Rabbit's Foot
Jaxxon, male Lepi
Dexterity 4D+1
blaster 8D+1
dodge 8D+1
melee weapons 7D+2
Knowledge 2D
scholar: outer rim 3D+2
willpower 4D+2
Mechanical 3D+1
astrogation 7D+2
space transports 6D+2
starfighter piloting 7D+1
starship gunnery 6D+2
starship shields 6D+1
Perception 3D
con 6D+1
investigation 6D+1
search 6D+1
Strength 3D
brawl 7D+2
climbing/jumping 5D
Technical 2D+1
computer programming/repair 5D+1
space transports repair 5D
Rabbit's Foot
Craft: Modified WUD-500 Star Yacht
Type: Star Yacht
Scale: Starfighters
Length: 18.5 meters
Skill: Space Transports: WUD-500
Crew: 1 pilot, 1 gunner
Crew Skill: Unique
Passengers: 7
Cargo Capacity: 3 metric tons
Consumables: 4 months
Cost: Not available for sale (90,000)
Hyperdrive Multiplier: x.5
Hyperdrive Back-Up: x8
Nav Computer: Yes
Maneuverability: 2D
Space: 8
Atmosphere: 365; 1050 km/h
Hull: 3D+2
Shields: 2D
Sensors:
Passive: 30/1D
Scan: 60/2D
Search: 75/3D
Focus: 4/4D
Weapons:
2 Quad Laser Cannons (fire separately)
Fire Arc: 1 left, 1 right
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5km
Damage: 6D
Dual Ion Cannon
Fire Arc: Turret
Skill: Starship Gunnery
Fire Control: 2D
Space Range: 1-3/7/36
Atmosphere Range: 100-300/700/3.6km
Damage: 4D
Lepi
Average Lepi. Dexterity 2D+2, Knowledge 1D+1, Mechanical 2D, Perception 1D+2, Strength 2D, Technical 1D+1.
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Feet of Fury: A Lepi's feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.
Alertness: Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.
Move: 10/12
(Made from d20 Star Wars stats converted to d6 SWRPG)
(Other, IMHO better, stats and art can be found at The Home of the Lost Star Warriors (http://www.generic-hero.com/lost/index.html))
That's what I'm talking about.
Honestly , I find the comics from the '70s far more creative and inspiring than anything the sequels did.