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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6095953" data-attributes="member: 92305"><p>D6 Star Wars is all about fast action, blaster bolts flying, speeder drivin' fun.</p><p></p><p>The rules, even the lite rules provided in first edition, can get as detailed as a GM wants. For example, every weapon is given range categories so that one blaster pistol may be a bit more effective at short range than the other.</p><p></p><p>But, if you don't mind glossing over these types of details, and you just want a wam-bam exciting game, there is a suggestion in the first section of the first edition combat rules: It says to play out combat in the imagination--don't mess with maps and exact distances. The GM describes the action, players describe their actions, and the GM puts it all together, telling players when to roll.</p><p></p><p>The suggestion for quick combat goes on to say: Regardles of the exact weapon values, consider Point Blank Range to be 3 meters or less (about 10 feet).</p><p></p><p>Consider most indoor locations to be Short Range.</p><p></p><p>If the indoor location is very big (this is Star Wars, after all), like a large hangar bay, then use two ranges: Short and Medium Range. If targets are far, then use the rule of thumb that blaster pistols are at Medium Range while blaster rifles are at Short Range.</p><p></p><p>And, if conducting the combat outside, where typically there is a lot of space, use a similar rule of thumb: blaster pistols at Medium and Long Range; blaster rifles at Medium range.</p><p></p><p>Remember that the difficulty for Long Range is so hard that it's usually reserved for sniping weapons with scope attachments.</p><p></p><p></p><p></p><p>So, the game can be played on a grid, measuring everything out, using different range categories based on weapon type and movement in exact squares.</p><p></p><p>Or, the game can be played in the imagination, fast and furious, with generalized rules that lead to exciting scenes and fun.</p><p></p><p></p><p>As GM, pick your poison.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6095953, member: 92305"] D6 Star Wars is all about fast action, blaster bolts flying, speeder drivin' fun. The rules, even the lite rules provided in first edition, can get as detailed as a GM wants. For example, every weapon is given range categories so that one blaster pistol may be a bit more effective at short range than the other. But, if you don't mind glossing over these types of details, and you just want a wam-bam exciting game, there is a suggestion in the first section of the first edition combat rules: It says to play out combat in the imagination--don't mess with maps and exact distances. The GM describes the action, players describe their actions, and the GM puts it all together, telling players when to roll. The suggestion for quick combat goes on to say: Regardles of the exact weapon values, consider Point Blank Range to be 3 meters or less (about 10 feet). Consider most indoor locations to be Short Range. If the indoor location is very big (this is Star Wars, after all), like a large hangar bay, then use two ranges: Short and Medium Range. If targets are far, then use the rule of thumb that blaster pistols are at Medium Range while blaster rifles are at Short Range. And, if conducting the combat outside, where typically there is a lot of space, use a similar rule of thumb: blaster pistols at Medium and Long Range; blaster rifles at Medium range. Remember that the difficulty for Long Range is so hard that it's usually reserved for sniping weapons with scope attachments. So, the game can be played on a grid, measuring everything out, using different range categories based on weapon type and movement in exact squares. Or, the game can be played in the imagination, fast and furious, with generalized rules that lead to exciting scenes and fun. As GM, pick your poison. [/QUOTE]
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