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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Heavy Josh on January 05, 2020, 10:11:54 PM

Title: Star Wars d6 - suggestions and comments
Post by: Heavy Josh on January 05, 2020, 10:11:54 PM
Hello all:

One of my Stars Without Number campaigns is taking a 5 month hiatus soon due to employment issues of one of my players. While that player is keen on us continuing on for five months without him, I was thinking that a short campaign of something else, though related, might be in order.  Someone said "hey, what about Star Wars?" and, well, I knew there was only one version worth playing: the d6 system with whatever stuff from the Star Wars REUP fan-rules that seem feasible.

I've played the original WEG d6 Star Wars rpg, 25 years ago. I have searched my feelings, I know it to be the best version.  But I've never run a game of it.  This will be a ten-game campaign.

So, I have a couple of questions:

1. The skill list: seems ridiculously overly detailed. Does the game suffer too much if I were to make all the ship piloting skills just "Starships"?  Same with many of the Technical/repair skills.  

2. Combat: my read of the rules is that characters have to declare their actions at the start of their turn, and then take all their actions at once. So, if they want to keep a Reaction (dodge, parry) handy, they have to declare it at the start of their turn, and take the Multiple Action Penalty.  Is that more or less correct? Am I missing something? If they don't declare an additional action for the sake of their defensive posture, can they take a reaction and take a MAP on their next turn? Or is that too wonky?

3. The Force: the REUP rules seem to have lifted a lot of things from the Saga edition of the game as well as other sources. I have one player who is DEAD SET on being a force user (Jedi). I don't want him to feel burned by the skills, so are there some things about the d6 Force rules that need tweaking, or are they pretty solid?

If anyone has any advice or specific things they've run into running d6 Star Wars, I'd love to hear about it!  Thanks!
Title: Star Wars d6 - suggestions and comments
Post by: HappyDaze on January 05, 2020, 11:36:11 PM
If you're using standard starting characters and the suggested advancement rate, a wannabe Jedi is still going to suck hard after 10 sessions. They eventually get very powerful, but they are pathetic in the beginning.
Title: Star Wars d6 - suggestions and comments
Post by: Daztur on January 05, 2020, 11:37:38 PM
Yeah the skill list badly needs some pruning. Just feels silly that my character can't do shit because he's behind the wheel of a slightly different vehicle or shooting a slightly different weapon. Maybe fine in a more realistic game but feels off in something like Star Wars. My only real gripe about the game.
Title: Star Wars d6 - suggestions and comments
Post by: Premier on January 06, 2020, 05:04:10 AM
Quote from: Daztur;1118197Yeah the skill list badly needs some pruning. Just feels silly that my character can't do shit because he's behind the wheel of a slightly different vehicle or shooting a slightly different weapon. Maybe fine in a more realistic game but feels off in something like Star Wars. My only real gripe about the game.

Just to clarify, are you talking about the second edition of the game? I've never played that one, but I've heard it really went too far with overspecializing skills. I don't think it was an issue in the first edition, though.
Title: Star Wars d6 - suggestions and comments
Post by: HappyDaze on January 06, 2020, 05:20:08 AM
Quote from: Premier;1118219Just to clarify, are you talking about the second edition of the game? I've never played that one, but I've heard it really went too far with overspecializing skills. I don't think it was an issue in the first edition, though.

He said REUP. That's 2e Revised, Expanded, and UPdated--so lots of skill bloat and Force power bloat too.
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on January 06, 2020, 06:14:32 AM
I'm sure your Feelings are telling you that you ought to run 1st edition d6 SW with the Rules Companion errata. That is the best game. Accept no substitutes.

BTW for my planned Mini Six game I am looking at damage = the skill roll, plus the bonus weapon dice. (For Mini 6, reducing the weapon dice by 2D looks right, with some tweaking - basically weapons bonus varying from +1 to +2D).

This would up the lethality quite a lot I think; I find Mini 6 is a bit too un-lethal in damage vs high Might/Strength characters. For SW if doing that I would need to restat the Stormtroopers, giving them 2d6 in all stats is not going to work. Armour should be a bit less useless, too. I'd prefer that armour not be a negative (the SW rule that d6 armour is -d6 to skills is pretty awful), but for SW it should only give a marginal benefit vs powerful attacks, and any hit is likely to be incapacitating, certainly any hit on a mook by a hero.

Another idea I had was to cap abilities/skills/rolls at 10d6, so no one is rolling 15d6 - I think in the Imperial Sourcebook the Emperor rolls 15d6 for some Force powers. Mini 6 suggests a possible cap of 5d6 then add pips (1d = 3 pips) but that seems too low.
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on January 06, 2020, 06:55:52 AM
Quote from: Heavy Josh;11181882. Combat: my read of the rules is that characters have to declare their actions at the start of their turn, and then take all their actions at once. So, if they want to keep a Reaction (dodge, parry) handy, they have to declare it at the start of their turn, and take the Multiple Action Penalty.  Is that more or less correct? Am I missing something? If they don't declare an additional action for the sake of their defensive posture, can they take a reaction and take a MAP on their next turn? Or is that too wonky?

Mini Six uses static defences, TN = Dice x 3 + pips. So eg Dodge 4D+2 gives a Static defence of (4x3)+2=14. Using this does not take an Action AFAICT, at any rate it seems a good house rule for a pulp-hero game.
Title: Star Wars d6 - suggestions and comments
Post by: Brad on January 06, 2020, 11:08:44 AM
Quote from: Heavy Josh;11181881. The skill list: seems ridiculously overly detailed. Does the game suffer too much if I were to make all the ship piloting skills just "Starships"?  Same with many of the Technical/repair skills.

Gonna answer using 1st edition, as that's what you should be using..

It's really not. Considering starting characters can MAYBE put 1 or 2 dice into their specialties, it really doesn't matter much. In play, it was always interesting to have a Kid with a die in droid repair or something; totally fits the genre and differentiates the characters.

Quote2. Combat: my read of the rules is that characters have to declare their actions at the start of their turn, and then take all their actions at once. So, if they want to keep a Reaction (dodge, parry) handy, they have to declare it at the start of their turn, and take the Multiple Action Penalty.  Is that more or less correct? Am I missing something? If they don't declare an additional action for the sake of their defensive posture, can they take a reaction and take a MAP on their next turn? Or is that too wonky?

Don't use later editions as this got really stupid...1st edition is quite simple: you want to make two shots with a blaster? Declare them. Reactions are reactive...you just do them as needed and they aren't declared before the combat round. Supposing you declare a single blaster shot with a 5D skill, and later need to Dodge. You already made the Blaster shot at 5D, the Dodge is your second action so it's 4D. A second Dodge would be 3D. Now, if you had declared these actions initially, they'd ALL be 3D, but that makes the game way too complicated and pretty dumb because how the hell are you gonna know if you need to Dodge? Conversely, if you had declared a Blaster at 5D, but have to Dodge before you shoot, you'd do a 4D Dodge and then a 4D Blaster whenever your turn came up because Dodge is your second action (technically) and Blaster is also reduced due to having to Dodge first. Winning initiative really means something.

Quote3. The Force: the REUP rules seem to have lifted a lot of things from the Saga edition of the game as well as other sources. I have one player who is DEAD SET on being a force user (Jedi). I don't want him to feel burned by the skills, so are there some things about the d6 Force rules that need tweaking, or are they pretty solid?

It's a trade off. Jedi tend to be less skillful than non-Force users but get Force skills. That's just how it works. If a Jedi complains about not being as good a pilot as the Smuggler, ask him if he'd like to trade 1D in Sense for 1D in Starship Piloting.

QuoteIf anyone has any advice or specific things they've run into running d6 Star Wars, I'd love to hear about it!  Thanks!

If you want a lot more info, check out The Rancor Pit forum. They can probably address your concerns better than anyone on this board.
Title: Star Wars d6 - suggestions and comments
Post by: VisionStorm on January 06, 2020, 12:16:43 PM
Quote from: Heavy Josh;11181881. The skill list: seems ridiculously overly detailed. Does the game suffer too much if I were to make all the ship piloting skills just "Starships"?  Same with many of the Technical/repair skills.

This is a common issue with skill-based systems. While I do believe that certain specialized tasks should require specific training I don't think that treating every variation of what's essentially a piloting skill or a melee combat skill (etc.) as a completely separate skill that must be improved separately (without contributing anything to similar tasks) is necessary or even realistic. Training in a specific type of melee weapon absolutely does contribute to your skill in other melee weapons IRL, for example (I know from experience).

IMO the best way to handle skills is as consolidated abilities that handle every similar task, then treat specific variations as specialties of the core skill. In the case of specialized tasks you could treat those as specializations as well, but require characters to train in those specialties to be able to perform those functions effectively. That way you can have consolidated skills to handle a character's core talent (i.e. "level" of ability) in similar types of task while still taking specific training into account.
Title: Star Wars d6 - suggestions and comments
Post by: Bren on January 06, 2020, 03:13:10 PM
Quote from: Heavy Josh;11181881. The skill list: seems ridiculously overly detailed. Does the game suffer too much if I were to make all the ship piloting skills just "Starships"?  Same with many of the Technical/repair skills.  
Nope. It just makes for a slightly different tone and style of play. The number of skills and the degree of specialization of those skills increased with each successive version of the rules. So the first edition (1E) has fewer and broader skills while 2E and the 2E Revised and Expanded (2ER&E) has more and in some cases narrower or more specialized skill, e.g. is there one skill for piloting all starships or does one differentiate, i.e. use different skills for piloting starfighters, transports, and large capital ships. This trend continues in the 2E Revised and Updated (2ERUp)

Quote2. Combat: my read of the rules is that characters have to declare their actions at the start of their turn, and then take all their actions at once. So, if they want to keep a Reaction (dodge, parry) handy, they have to declare it at the start of their turn, and take the Multiple Action Penalty.  Is that more or less correct? Am I missing something? If they don't declare an additional action for the sake of their defensive posture, can they take a reaction and take a MAP on their next turn? Or is that too wonky?
This varies somewhat by edition. However, actions are not taken at once, they are taken successively with all first actions being resolved before any second actions are resolved. (There may be an exception if Haste actions are allowed, but that is not used in 2ERUP so I'm not going to go into that.) Generally in most editions there are two types of dodges - a full dodge and a reaction dodge.

A full dodge must be declared, uses the full skill value, applies to all missile attacks that round, and prevents other actions from being taken.

A reaction dodge need not be declared ahead of time. It counts as an additional action (though it can substitute for an already declared action that has not yet been taken), which (if more than one action is declared or taken) will cause multiple action penalties (MAPs) to apply, and it applies only to one attack.

Quote3. The Force: the REUP rules seem to have lifted a lot of things from the Saga edition of the game as well as other sources. I have one player who is DEAD SET on being a Force user (Jedi). I don't want him to feel burned by the skills, so are there some things about the d6 Force rules that need tweaking, or are they pretty solid?

If anyone has any advice or specific things they've run into running d6 Star Wars, I'd love to hear about it!  Thanks!
2ER&E does not as it was published prior to prequel films and to the D20 or Saga D20 editions of the rules. The fan made Revised and Updated rules does add some things to allow some of the abilities seen in the prequels often via taking something form one of the D20 Star Wars versions.

Personally I prefer (and have more extensively run and played) the second editions (2E or 2E R&E). I find the first edition a bit too broad and undefined for my preferences. I'm not as fond of the changes made in the fan-made REUP version.

The WEG rules were designed to allow a PC to (eventually) become a Force user with powers similar to what we see Luke use in the original trilogy and where the abilities of characters like Leia, Han, Chewie, and Lando are not completely overshadowed by a Jedi PC. And the WEG rules work well for that. The WEG rules are not designed to imitate the often much higher powered prequel trilogy with its jumping, spinning Yoda and its near absence of effective non-Force using heroes. Nor is it designed to imitate the activities or morality of the video games. Adapting the WEG rules to those higher powered settings will take some significant work. A looser Force system like that of first edition might be easier to adapt, though it would require significant changes to how lightsaber combat works as 1E light saber combat is less powerful than that of the later editions and it would require a GM who generously interprets (and sets low difficulties) for what a PC can do with their ability with the Force.
Title: Star Wars d6 - suggestions and comments
Post by: Heavy Josh on January 06, 2020, 08:58:51 PM
Quote from: Bren;1118274This varies somewhat by edition. However, actions are not taken at once, they are taken successively with all first actions being resolved before any second actions are resolved.

Ok, so this means that if you declare 3 actions, at -2D each, all the combatants do their first action, then you'd do the 2nd, and then the 3rd action, assuming no one else had 2nd actions to carry out. Doesn't this get really, really clunky? I see how it works well with the Reactions, I just cringe, because as it reads, it seems sluggish. Which is definitely not what I want for Star Wars. Is it just how it reads? How does it play out?  How many actions do PCs and NPCs take? Do Stormtroopers generally just take one action per round?

Quote2ER&E...was published prior to prequel films and to the D20 or Saga D20 editions of the rules. The fan made Revised and Updated rules does add some things to allow some of the abilities seen in the prequels often via taking something form one of the D20 Star Wars versions.

Personally I prefer (and have more extensively run and played) the second editions (2E or 2E R&E). I find the first edition a bit too broad and undefined for my preferences. I'm not as fond of the changes made in the fan-made REUP version.

The REUP version does seem to suffer from massive Force Power bloat.  For a short campaign, I would probably want something more abstract and malleable, sure.  And the prequels are not what I'm aiming for. So I guess the 2E or 2E R&E rules would be better for Force PCs and Force powers? What do they offer that isn't in REUP?

QuoteThe WEG rules were designed to allow a PC to (eventually) become a Force user with powers similar to what we see Luke use in the original trilogy and where the abilities of characters like Leia, Han, Chewie, and Lando are not completely overshadowed by a Jedi PC. And the WEG rules work well for that. The WEG rules are not designed to imitate the often much higher powered prequel trilogy with its jumping, spinning Yoda and its near absence of effective non-Force using heroes. Nor is it designed to imitate the activities or morality of the video games. Adapting the WEG rules to those higher powered settings will take some significant work. A looser Force system like that of first edition might be easier to adapt, though it would require significant changes to how lightsaber combat works as 1E light saber combat is less powerful than that of the later editions and it would require a GM who generously interprets (and sets low difficulties) for what a PC can do with their ability with the Force.

Alright. I'd like something more like Rebels than the Prequels (bleh) or the video games (which I have not seen nor played). KOTOR is right out. Should I be using the Force rules from 2E or 2E R&E? It seems like REUP would be out. I'm ok with that.
Title: Star Wars d6 - suggestions and comments
Post by: Heavy Josh on January 06, 2020, 09:00:59 PM
Quote from: S'mon;1118223Mini Six uses static defences, TN = Dice x 3 + pips. So eg Dodge 4D+2 gives a Static defence of (4x3)+2=14. Using this does not take an Action AFAICT, at any rate it seems a good house rule for a pulp-hero game.

I've been considering using a static defense TN for all the different defense skills. It would certainly make things move more quickly. How does a "Full Dodge" work? Is there such a thing at all when you have static TNs?
Title: Star Wars d6 - suggestions and comments
Post by: Bren on January 06, 2020, 10:16:59 PM
Quote from: Heavy Josh;1118317Ok, so this means that if you declare 3 actions, at -2D each, all the combatants do their first action, then you'd do the 2nd, and then the 3rd action, assuming no one else had 2nd actions to carry out. Doesn't this get really, really clunky? I see how it works well with the Reactions, I just cringe, because as it reads, it seems sluggish. Which is definitely not what I want for Star Wars. Is it just how it reads? How does it play out?  How many actions do PCs and NPCs take? Do Stormtroopers generally just take one action per round?
Yes that is how it works. In practice I haven't found it to be too clunky. At low levels PCs tend to only take 1 or 2 actions and most opponents take only 1 action. Typical stormtroopers usually only take 1 action. Usually I don't bother to have stormtroopers use reaction dodges. Their training is to shoot back or keep moving forward and rely on their armor (+STR) to stop the shot. (Sometimes it does.)

Keep in mind that you only need to separate the actions if something (like an NPC second or third action) is going to interrupt what the PC is trying to do with their 2nd or 3rd actions. The way it usually works in a simple fire fight is the side that has the initiative take their first shots (or actions). Some members of the second side who were shot at will choose a reaction dodge instead of their declared action.  Surviving members of the second side then get to shoot (or take their first action). PCs that get shot at probably take a reaction dodge and may decide to abort their remaining actions to avoid the MAPs on their dodge. Surviving PCs take any remaining declared actions. Rinse and repeat. Once any PC's opponent(s) have exhausted their actions the PC can just roll the rest of their actions without bothering to wait.

QuoteThe REUP version does seem to suffer from massive Force Power bloat.  For a short campaign, I would probably want something more abstract and malleable, sure.  And the prequels are not what I'm aiming for. So I guess the 2E or 2E R&E rules would be better for Force PCs and Force powers? What do they offer that isn't in REUP?
I haven't done a version by version comparison, but there isn't a much of anything that is in the second editions that isn't in REUP. There are just some things that change how they work from version to version, e.g.

QuoteAlright. I'd like something more like Rebels than the Prequels (bleh) or the video games (which I have not seen nor played). KOTOR is right out. Should I be using the Force rules from 2E or 2E R&E? It seems like REUP would be out. I'm ok with that.
I don't think the Force rules change at all between 2E and 2R&E. What does change is the number of Force Powers increases in each version. 2ER&E adds in the Force Powers from all the prior supplements and makes a few minor changes (or possibly corrections) to some of the Force Powers. REUP keeps those and adds in fan made Force Powers with a number of them based on the prequels and/or D20 or SAGA abilities.
The number of powers available can be daunting both to the GM and to the player of a Jedi. On the other hand, players of a Jedi often really enjoy learning a new power, especially if the GM can tie that in to events that occurred and choices made during play. Any many of the powers nicely mimic what Luke does in the movies. Those are two of the reasons I like the second editions. I think most of the things that Kanen and Esra do are covered by existing Force Powers.

Note that by the Rules as Written in WEG using Alter to inflict damage via Telekinesis or some type of Force Push) incurs Dark Side points. Kanan and Ezra use those powers to toss people around (presumably inflicting some damage) so you will want to adjust how you give out DSPs for damaging via pushing people around via some type of Telekinesis or allow the Force User to inflict some sort of brawling temporary damage rather then killing damage. So the player can decide that their Force Push inflicts stun damage, i.e. it knocks the bad guys over and if they hit a wall they may be knocked out, but they aren't squashed flatter than a pancake and killed...unless the PC really wants to hurt their opponent.

The table of modifiers based on Proximity and Relationship also complicates your job as a GM and the players attempt to decide if the Jedi should even try to use a particular power without also using a Force Point to help ensure that they succeed in activating the power. This is one area where I would be inclined to simplify play by having the GM simply decide on a net difficulty number for successful use or activation of a power without stopping to consult a table of modifiers.
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on January 07, 2020, 03:58:44 AM
Quote from: Heavy Josh;1118318I've been considering using a static defense TN for all the different defense skills. It would certainly make things move more quickly. How does a "Full Dodge" work? Is there such a thing at all when you have static TNs?

Mini Six has a Full Dodge Action - you roll your Dodge skill, add 10. That becomes the minimum number to hit you vs all attacks. Seems a bit generous to me, but looks exactly like original WEG d6 SW (except that added your Dodge roll to the range TN).

It also has optional Dodge rolls combined with other actions like WEG d6 does, as an alternate combat system.

I like the Fast Static combat better. It has Dodge Block Parry & for damage Soak, all as attribute dice x3 plus pips, so Might 3D+2 > Soak 11. Armour adds to the Soak number.
Title: Star Wars d6 - suggestions and comments
Post by: Spinachcat on January 07, 2020, 04:33:48 AM
1) Use WEG SW D6 1e. It's still the best.

2) Starting Force users are awesome because they can do stuff nobody else in the game can ever do! Do they need to blow a Force point when trying stuff because they have such low dice? Yeah, they're Luke in the first movie, not Obi-Wan. Luke couldn't fart right in the first film without blowing a Force point.

3) I agree with S'mon with the idea of importing stuff from Mini-Six. Anything that streamlines the gameplay to keep the action moving is going to benefit a SW game.
Title: Star Wars d6 - suggestions and comments
Post by: Timothe on January 07, 2020, 04:45:51 AM
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.
Title: Star Wars d6 - suggestions and comments
Post by: Heavy Josh on January 08, 2020, 08:55:39 PM
This is great, thanks!
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on January 09, 2020, 04:11:00 AM
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.
Title: Star Wars d6 - suggestions and comments
Post by: Slipshot762 on January 25, 2020, 08:05:28 AM
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.
Title: Star Wars d6 - suggestions and comments
Post by: Autumnborn on January 25, 2020, 12:18:53 PM
The Folks that did REUP also made a enhanced version on 1E called Star Wars Classic Adventures.
Title: Star Wars d6 - suggestions and comments
Post by: Heavy Josh on January 25, 2020, 12:56:09 PM
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.
Title: Star Wars d6 - suggestions and comments
Post by: Slipshot762 on January 26, 2020, 02:43:24 AM
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.
Title: Star Wars d6 - suggestions and comments
Post by: Bren on January 31, 2020, 02:24:45 AM
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]
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on January 31, 2020, 02:39:21 AM
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
Title: Star Wars d6 - suggestions and comments
Post by: Slipshot762 on January 31, 2020, 07:22:56 AM
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.
Title: Star Wars d6 - suggestions and comments
Post by: HappyDaze on January 31, 2020, 02:40:17 PM
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).
Title: Star Wars d6 - suggestions and comments
Post by: S'mon on February 01, 2020, 03:42:31 AM
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.