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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6094197" data-attributes="member: 92305"><p>I've been perusing WEG's D6 Star Wars core rulebook. The first edition is action, and lite rules, and fun, fun, fun. If you want more grit, go with 2nd edition. There, you'll see a more dense rulebook with rules that you are used to seeing in most RPGs.</p><p></p><p>But, Star Wars first edition?</p><p></p><p>Get this: Character creation is given two pages. The entire chapter is four pages, but the last page and a half (half the page is a pic of Han Solo), is a detailed example of how to create a character.</p><p></p><p>And, just how do you create a character? Well, you pick one of the 24 character templates from the book's appendix. An example of a template is the Tounge-Tied Engineer, the Smuggler, the Loyal Retainer, or the Laconic Scout.</p><p></p><p>Each template comes with blanks for typical character sheet info, a background for the character, his starting equipment, blanks for the player to assign dice to his skills....and stats that are already assigned a die code.</p><p></p><p>That's right. In Star Wars first edition, the player does not assign dice to his own stats. That's already done on the templates.</p><p></p><p>All a player has to do, in order to create a character for the game, is assign 7D to the character's stats, with the restriction that no more than 2D can be assigned to any one skill. Skills that aren't improved this way use the die code of the governor attribute (for example, Blaster falls under DEX, so an unimproved Blaster skill will use the same die code as the character's DEX).</p><p></p><p>Have you ever seen a more simple method of generating characters? All you gotta do is decide where 7 dice go. That's it. You're off and running.</p><p></p><p>Literally, it takes mere minutes to create a first edition Star Wars character.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Here. I'll show you. I'll use the example character in the book.</p><p></p><p>We pick the Smuggler template. We'll call him: Roark Garnet. Write in player's name and make up character description: 6', 180 lbs., Male, age 28. Roark's got a pencil thin mustache, leather jacket, jeans and boots. He's in good shape. He always wears a blaster in a worn leather holster.</p><p></p><p>OK. We're done with that.</p><p></p><p>Next, on the template, we see his stats.</p><p></p><p><span style="color: #00ff00"><strong>DEXTERITY 3D+1</strong></span></p><p><span style="color: #00ff00"><strong>KNOWLEDGE 2D+1</strong></span></p><p><span style="color: #00ff00"><strong>MECHANICAL 3D+2</strong></span></p><p><span style="color: #00ff00"><strong>PERCEPTION 3D</strong></span></p><p><span style="color: #00ff00"><strong>STRENGTH 3D</strong></span></p><p><span style="color: #00ff00"><strong>TECHNICAL 2D+2</strong></span></p><p><span style="color: #00ff00"><strong></strong></span></p><p><span style="color: #00ff00"><strong></strong></span>Those stand as they are. Our job--our final job in creating this character--is to assign 7D to Roark's skills. We use whole dice. We can't move more than 2D into any one skill. And, every skill in the game, Roark now uses at the code of the skill's governing attribute. For example, we're not going to improve Astrogation, which is governed by the Mechanical stat. Therefore, Roark's skill is Astrogation 3D+2.</p><p></p><p>So, we assign those 7D. We put 2D, the max, into Blaster. That's a DEX skill. And, we put 1D into Dodge, another DEX skill.</p><p></p><p>We don't improve any Knowledge or Technical skills.</p><p></p><p>Under Mechanical, we put 2D into Starship Piloting.</p><p></p><p>And, with our last 2D that we have to spend, we put one into Bargain (Perception skill) and one into Brawling (Strength skill)</p><p></p><p>So, combined with the stats above, Roark turns out lookling like this:</p><p></p><p><span style="color: #00ff00"><strong>Blaster 5D+1</strong></span></p><p><span style="color: #00ff00"><strong>Dodge 4D+1</strong></span></p><p><span style="color: #00ff00"><strong></strong></span></p><p><span style="color: #00ff00"><strong>Starship Piloting 5D+2</strong></span></p><p><span style="color: #00ff00"><strong></strong></span></p><p><span style="color: #00ff00"><strong>Bargain 4D</strong></span></p><p><span style="color: #00ff00"><strong></strong></span></p><p><span style="color: #00ff00"><strong>Brawling 4D</strong></span></p><p><span style="color: #00ff00"><strong></strong></span></p><p><span style="color: #00ff00"><strong></strong></span>As I said above, any other skill uses the governing attribute's dice code.</p><p></p><p>And....that's it! We're done! We've created a first edition Star Wars character. Easy Cheesy.</p><p></p><p>Even a someone new to the game could do this in five minutes.</p><p></p><p></p><p></p><p></p><p></p><p>Our template gives us a little more information about the character. He's got a stock light freighter (a ship!). He gets a comlink and a heavy blaster pistol. And, he gets 2000 standard credits as starting wealth, which he can use to buy additional equipment at standard prices.</p><p></p><p>Oh....ha! And, the template says that he starts 25,000 credits in debt to a crime boss. This can be a story element for the GM (with the Hutt's men out to get Roark), and a bit of a game balancer--he gets a ship, but he has to contend with the debt!</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6094197, member: 92305"] I've been perusing WEG's D6 Star Wars core rulebook. The first edition is action, and lite rules, and fun, fun, fun. If you want more grit, go with 2nd edition. There, you'll see a more dense rulebook with rules that you are used to seeing in most RPGs. But, Star Wars first edition? Get this: Character creation is given two pages. The entire chapter is four pages, but the last page and a half (half the page is a pic of Han Solo), is a detailed example of how to create a character. And, just how do you create a character? Well, you pick one of the 24 character templates from the book's appendix. An example of a template is the Tounge-Tied Engineer, the Smuggler, the Loyal Retainer, or the Laconic Scout. Each template comes with blanks for typical character sheet info, a background for the character, his starting equipment, blanks for the player to assign dice to his skills....and stats that are already assigned a die code. That's right. In Star Wars first edition, the player does not assign dice to his own stats. That's already done on the templates. All a player has to do, in order to create a character for the game, is assign 7D to the character's stats, with the restriction that no more than 2D can be assigned to any one skill. Skills that aren't improved this way use the die code of the governor attribute (for example, Blaster falls under DEX, so an unimproved Blaster skill will use the same die code as the character's DEX). Have you ever seen a more simple method of generating characters? All you gotta do is decide where 7 dice go. That's it. You're off and running. Literally, it takes mere minutes to create a first edition Star Wars character. Here. I'll show you. I'll use the example character in the book. We pick the Smuggler template. We'll call him: Roark Garnet. Write in player's name and make up character description: 6', 180 lbs., Male, age 28. Roark's got a pencil thin mustache, leather jacket, jeans and boots. He's in good shape. He always wears a blaster in a worn leather holster. OK. We're done with that. Next, on the template, we see his stats. [COLOR=#00ff00][B]DEXTERITY 3D+1 KNOWLEDGE 2D+1 MECHANICAL 3D+2 PERCEPTION 3D STRENGTH 3D TECHNICAL 2D+2 [/B][/COLOR]Those stand as they are. Our job--our final job in creating this character--is to assign 7D to Roark's skills. We use whole dice. We can't move more than 2D into any one skill. And, every skill in the game, Roark now uses at the code of the skill's governing attribute. For example, we're not going to improve Astrogation, which is governed by the Mechanical stat. Therefore, Roark's skill is Astrogation 3D+2. So, we assign those 7D. We put 2D, the max, into Blaster. That's a DEX skill. And, we put 1D into Dodge, another DEX skill. We don't improve any Knowledge or Technical skills. Under Mechanical, we put 2D into Starship Piloting. And, with our last 2D that we have to spend, we put one into Bargain (Perception skill) and one into Brawling (Strength skill) So, combined with the stats above, Roark turns out lookling like this: [COLOR=#00ff00][B]Blaster 5D+1 Dodge 4D+1 Starship Piloting 5D+2 Bargain 4D Brawling 4D [/B][/COLOR]As I said above, any other skill uses the governing attribute's dice code. And....that's it! We're done! We've created a first edition Star Wars character. Easy Cheesy. Even a someone new to the game could do this in five minutes. Our template gives us a little more information about the character. He's got a stock light freighter (a ship!). He gets a comlink and a heavy blaster pistol. And, he gets 2000 standard credits as starting wealth, which he can use to buy additional equipment at standard prices. Oh....ha! And, the template says that he starts 25,000 credits in debt to a crime boss. This can be a story element for the GM (with the Hutt's men out to get Roark), and a bit of a game balancer--he gets a ship, but he has to contend with the debt! [/QUOTE]
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