This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Star Wars d6 - suggestions and comments

Started by Heavy Josh, January 05, 2020, 10:11:54 PM

Previous topic - Next topic

Timothe

I GMed a d6 game for years. Some of my optional rules:


Brawling is now a DEX skill (If you bring in an old character I will let you bump it up to the same original amount if your STR is higher than your DEX). STR is still used to determine damage.

--

Coynites

After considerable thought, I'm going to say that Coynites are not 2 to 3 meters tall. 9.8 feet tall? That's almost three feet taller than a damn Wookiee. That's got to be a typo. Their mounts (Tris) are only 2 meters tall at the shoulder. A warhorse at the shoulders is the same height as a Human (6'). There are two drawings in the book for comparison: one Coynite was about as tall as his Tris was at the shoulder. Another Coynite was the same height back-to-back as a Human female (well below their 2 meter minimum).

It should most likely be 2 meters+ (6.5 to 7' average height) and leave it at that, not that I'd seriously let someone PLAY one of these species.

--

I've gotten rid of the two separate Acrobat skills (one STR, one DEX). It is now only a DEX skill.

--

Rules of Engagement Deadliness Option: Every point rolled higher than the to hit difficulty number adds one point to the damage result.

--

Similar Skills

The specialization skill (S) Starfighter Piloting: TIE Fighter applies to all of the Sienar TIE series, including the Scimitar Assault Bomber. A similar case would be made for the multiple models of X-Wings (B, BR, AC4), multiple Z95 models (Z95 Mark I, Z-95 I3, "standard" Z95, Z95t, etc.), multiple Y-wing models (BTL-S3, BTL-A4 and/or Longprobe), and the multiple models of B-wings (Original, E, and E2). A YT-Series specialization will cover any Corellian YT transport (1300, 1930, 2000, 2400, etc.)

--

Skill Changes
(Revisions mostly from West End Games' Star Wars Introductory Roleplaying Game and WEG's D6 Space)

DEX: Brawling will automatically include Brawling Parry.
DEX: Melee Combat will automatically include Melee Parry.
DEX: Blaster will also include Bowcasters, Bows, Slingshot, Firearms, Missile Weapons, Archaic Guns, Armor Weapons, etc.
DEX: Thrown Weapons will also include Grenades.
KNO: Scholar may be taken as a base skill without any specializations (general knowledge).
MEC: Com-Scan will include both Communications and Sensors.
MEC: Gunnery will include Starship Gunnery, Capital Ship Gunnery, Blaster Artillery, and Vehicle Blasters.
MEC: Repulsorlift Operation includes Swoop Operation.
MEC: Shields will include both Starship Shields and Capital Ship Shields.
MEC: Starship Piloting will include Archaic Starship Piloting, Capital Ship Piloting, Space Transports, and Starfighter Piloting. Repulsorlift Operation is automatically at the same die code, if lower.
MEC: Jet Pack and Rocket Pack Operation are considered the same skill.
STR: Stamina may be used instead of STR to resist stun and knockout damage.
TEC: Droid Programming/Repair will include both Droid Programming and Droid Repair.
TEC: Starship Repair will include Capital Ship Repair, Starship Repair and Starfighter Repair. Repulsorlift Repair is automatically at the same code, if lower.
TEC: Starship Weaponry Repair includes capital ship and starship weapons. Receive Blaster Repair at the same die code if lower.

Note that Pick Pockets and Hide are essentially the same thing. Sleight of hands, palming, etc. One is a Dexterity skill while the other uses Perception. Sneak should be used to camouflage one's self, not Hide.

--

Don't play a character who is so standoffish or antisocial that he cannot or will interact successfully with the other characters in the group. Half the character point awards in the rulebook are from interaction and teamwork. Don't play a psychopath. You also might not want to pick a character species that is so obscure, notorious, disruptive, isolated, or outlandish that it will be impossible to play him. We have a lot of time invested in this campaign and play-by-post games do not advance very quickly. Do not waste our time. Read through the forum and previous posts and know what kind of game we're playing here. If you can't take the time to do that, then you're better off not playing.

--

Ion weapon damage:

Controls Dead = 2D minutes (2-12 minutes) to reboot/restore. Assuming repairs are being made but no repair roll required (Very Easy). One minute = 12 combat rounds.

Assuming you don't crash into a planet, or are captured before then, or receive further damage.

--

Not an optional rule, but definitely an overlooked one:

For hyperspace astrogation calculation you can increase or decrease the difficulty by one for every hour of the journey that you want to add or subtract. If you have a high Astrogation skill or you roll high enough, you can tremendously reduce your travel time. This can be an in-game explanation for some of the oddly brief travel times in the movies. As stated in the rulebook, this must be declared before the roll.

Heavy Josh

When you find yourself on the side of the majority, you should pause and reflect. -- Mark Twain

S'mon

I was playtesting Mini-6 on Tuesday. Some points:

The Hero Points (ie Force Points) give +6 to a roll, they need to be able to give +6 to static defences too.
Major Villains need HP/FP.
The wound track where it is a static number over Might/Body/Soak to wound level works better than SW d6 multiplier, eg it's always 9 over Soak to Incapacitate. Avoids the Unstoppable Wookie problem when you add the Wild Die. But major characters need to be able to use HP/FP to resist damage.
Resolving actions in order of Agility/Dexterity roll (once then round in order, like 3e+ D&D) worked better than resolving in order of highest action roll.

In Mini-6 shields add +4 to armour/soak score. I made them +4 to Block/Parry, which works brilliantly.

Slipshot762

Remember to play the npcs to their strengths if you want them to challenge advanced player characters, much fun is made of stormtrooper incompetence...until they deploy smoke or nerve gas (which their armor allows them to ignore) and combine actions to focus fire one pc at a time.

Autumnborn

The Folks that did REUP also made a enhanced version on 1E called Star Wars Classic Adventures.

Heavy Josh

Quote from: Slipshit762;1119972Remember to play the npcs to their strengths if you want them to challenge advanced player characters, much fun is made of stormtrooper incompetence...until they deploy smoke or nerve gas (which their armor allows them to ignore) and combine actions to focus fire one pc at a time.

Combined fire on PCs is pretty murderous, yes!

I've just run my first session of Star Wars d6, using 1st Edition, with some extra rules I've found lying about the internet. Pretty good, though the Edge/Burdens that are listed have resulted in a group of PCs that are just downright damaged.  The party is a Mandalorian who used to work for the Empire (Merc), a Deros Smuggler with a ship, and a Kid, who is more feral than wide-eyed plucky child. But hey, it's only a short campaign. The Jedi will be joining next game.

Combat runs nicely--the "round the table" method of declaring, then going one at a time per action segment flows quickly, since most people are not going to do more than one or two actions.

Questions:

Is the Wild Die used on all dice pool rolls? It seems good for skill rolls, but less suited to damage rolls.

What is the preferred method of scaling damage? I am taken by the one in REUP, where you add/subtract dice, rather than multiply, or cap.

All in all, it's a kick running a game that I haven't played since the mid-90s, and that actually feels like Star Wars.
When you find yourself on the side of the majority, you should pause and reflect. -- Mark Twain

Slipshot762

#21
I always used wild die on every roll, yes, as its the one factor that prevents a certain kind of player from probability-mathing their way to victory. I use the reup method (for scale) but merge starfighter into walker scale and add a frigate below capitol and dreadnought above it.

Bren

#22
Quote from: Heavy Josh;1119979Questions:

Is the Wild Die used on all dice pool rolls? It seems good for skill rolls, but less suited to damage rolls.
The intent in the RAW is that the Wild Die is used for (virtually) all rolls including damage rolls. I use it for damage. It helps to maintain a degree of risk in combat against low damage weapons for high STR or heavily armored characters, the so called 'blaster-proof Wookiee problem.' One modification I've used in 2ER&E, in part to address that problem, is to include the damage rule from 1E (though I use the version that was in one of the supplements or additions between 1E and 2E).

Instead of Damage < damage resistance (DR) having no effect - which is the RAW from 2E onwards, if 2xDamage >= DR > Damage the effect is temporary stun instead of no effect.

Example: A character is hit for 14 points of damage. If the target rolls DR > 14 but less than 2x14 the target is stunned. If DR > 28 than the damage has no effect. (If Damage >= DR damage is as normal in 2E or 2R&E.)


QuoteWhat is the preferred method of scaling damage? I am taken by the one in REUP, where you add/subtract dice, rather than multiply, or cap.
Dice adds seem most popular. I say mostly because they are pretty simple to calculate and don't require a look up table. Creating an intermediate scale between starfighter and star destroyers (such as Slipshot mentioned) is fairly common. I've done that in the past, but find it really only matters if capital ship vs. capital ship combat is something that is going to be rolled out at the table.

All in all, it's a kick running a game that I haven't played since the mid-90s, and that actually feels like Star Wars.[/QUOTE]
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

S'mon

#23
Been looking at the game (1e) recently...

One issue in Star Wars d6 is that weapons seem much less lethal than in the films.

For missile weapons, an idea I had was to add +1 to damage per full Die in the relevant skill, so eg Blaster 4D adds +4 to damage with blaster weapons. This makes it much easier for high-skill characters to drop a Stormtrooper with a single shot. With the Wild Die in play it makes STR 5D Wookies somewhat vulnerable, too.

Armour deducting its value from DEX is far too punitive, deducting its value from Dodge only seems reasonable.

My redone Stormtrooper:
STR 3D (soak 4D in armour)
Brawling 4D
DEX 3D
Blaster 4D
Brawling Parry 4D
Dodge 4D (reduced to 3D in armour)
All else 2D
Gear: Blaster pistol 4D+4; Blaster Rifle 5D+4; Stormtrooper armour +1D soak, -1D Dodge

I can see a case for making Blaster skill 5D, depending on whether you believe Obi-Wan "only Imperial stormtroopers are this accurate!" or not. :D

Slipshot762

Quote from: S'mon;1120482Been looking at the game (1e) recently...

One issue in Star Wars d6 is that weapons seem much less lethal than in the films.
i remedy this by using the "hard mode" damage resist method from D6 fantasy/space/adventure; there is no resist roll beyond armor, you can buy wild dice to roll with character points or spend a fate/force point to roll strength/physique normally. I also advise using the strength damage for melee rule from those books; your strength damage for melee damage calculation is half the attribute drop pips round up-this stops the "chainsaw wookie" that can mutilate vehicles with a melee weapon.

I've used two personal house rules regarding what force/fate points do; one is that instead of doubling die codes they simply render the max possible normal total (still roll wild die though), the other is that it simply makes all dice explode like the wild die. the former method was preferred by players. I also made force powers be skills under perception which require a force point to activate, and made force points work like mana, your max being equal to the number of force skill dice or perception dice for non-force sensitives, allowing them to partially regenerate (1 per die of perception) between encounters. (a pre-statted jedi's total number of control-sense-alter dice would be re-assigned to his force skills under perception as increases above baseline attribute)

I also tossed most force-power activation rolls, just spend the point to telekines the can of vienna sausage off the table and into your hand, we only need a skill roll if you are levitating an xwing or pushing darth vaders chest buttons.

Now, to get cinematic jedi duel feel i use a variation of the dueling blades chart w/o simultaneous action;
attack>defense TN by:
0-3 no effect, stalemate
4-7 defender forced back half move or suffer stun result
8-15 hit/wound, roll damage normally
16+ critical hit, double the damage total

This works well for me; likely because i also done away with control sense alter and the lightsaber skill, simply treating force powers as skills under perception. I have the lightsaber combat force power allow the deflection of blaster bolts but no damage increase.

The original write up for lightsaber combat power made it so that most jedi duels went like this:
each jedi spends a force point, there is one massive roll, massive damage and death. not cinematic or epic at all, just like a 3-swing samurai insta-death duel. I was unhappy with it.

HappyDaze

Quote from: S'mon;1120482One issue in Star Wars d6 is that weapons seem much less lethal than in the films.

That issue has been present in all of the Star Wars game, except for when they put "minion" rules in (and the one getting shot is a minion).

S'mon

Quote from: Slipshot762;1120491
I've used two personal house rules regarding what force/fate points do; one is that instead of doubling die codes they simply render the max possible normal total (still roll wild die though), the other is that it simply makes all dice explode like the wild die.[/QUOTE
In Mini-6 "Hero Points" just give a +6 to a roll, but you can spend up to 3 on one roll. That seems reasonable to me. Also allows for heroes surviving lethal blaster bolts if they spend a few HP/FP on soak.