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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6097306" data-attributes="member: 92305"><p>I'm warming to the first edition combat sequence. It reminds me of first edition AD&D and the combat segments it used. Both of those systems play out in more simultaneous style than typical I-do-all-of-my-actions-and-movement then you-do-all-of-your-actions-and-movement by initiative style games (as I was suggesting in the OP!).</p><p></p><p>I also realized that you don't have to roll every character's first action in each segement--that would be unwieldy. Just take the combat in portions--you're only rolling if a character's action affects another character.</p><p></p><p>I'm really starting to like the idea of not using a grid, too. I have a big cork board that I lay on the gaming table when we play our Conan campaign. I draw on these big graph paper sheets with a dark marker. Characters are represented by stick pins. It does a great job of mapping combat, but it is a pain in the butt to clear all the food and drinks and paper and dice from the table in order to lay this thing down.</p><p></p><p>Just playing out the combat scenario in the imagination, with maybe just using a sketch, not to scale, to aid player visualization, sounds like something I'd like to try.</p><p></p><p></p><p></p><p></p><p></p><p>I've been reading the <strong>Rules Companion</strong>. This is the second rules adjustment for first edition. First, there was the Rules Upgrade--that's only 4 pages. Then, WEG expanded and updated the rules in the Rules Upgrade in a rules supplement called the Rules Companion.</p><p></p><p>I do like a lot of the new rule adjustments, but it does make the game more complex. Part of the charm of first edition is the rules-lite, speed-o-light system that fits the fast fun of the Star Wars genre so well.</p><p></p><p>There is a major rule change that I don't like, though. That's the RC version of the combat round sequence. It has been changed from the above to this....</p><p></p><p>1. Declare Actions and Full Reactions: Both PCs and NPCs, with lowest DEX score declaring first.</p><p></p><p>2. Declare Combat Reaction Skills: Both PCx and NPCx, with highest DEX score declaring first. Character actions can account properly for Reaction skills. You'll find out your being shot at in the first phase, then in this phase, decide if you want to Dodge.</p><p></p><p>3. Roll Actions and Reactions: First roll non-movement actions, then roll movement actions.</p><p></p><p>4. Calculate Damage: Damage is done at the end of the round, after everybody has acted (like Classic Traveller), unlike first edition Star Wars.</p><p></p><p></p><p></p><p>I liked the character's skill roll determining initiative in the example above from first edition SW. Here, with the RC, that's thrown out the window, and a new concept called Haste is used. I don't like it. The benefit of declaring Haste is that the hasted action is done before any other actions. The penality is that declaring Haste penalizes all die codes by -1D, just like taking another action.</p><p></p><p>Thus, if Fred declares that he will fire his blaster twice, he'll do so at -1D each shot. If Barnaby declares that he will also fire his blaster twice, but one shot is hasted, then he fires both shots as if he was performing 3 actions. Both shots would be at -2D. The benefit of doing this is that hasted actions are performed first. Thus Barnaby's hasted shot would happen first, then Barnaby's second shot and Fred's two shots would happen (what is considered) simultaneously.</p><p></p><p>Unless I'm reading something wrong, I don't really see the benefit of hasting combat actions. A player might want to get a door sealed before the enemy can catch up to him--I can see that action being hasted. But, with combat, all damage is done at the end of the round--so, there's no real reason to shoot first. You will still get your shot.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6097306, member: 92305"] I'm warming to the first edition combat sequence. It reminds me of first edition AD&D and the combat segments it used. Both of those systems play out in more simultaneous style than typical I-do-all-of-my-actions-and-movement then you-do-all-of-your-actions-and-movement by initiative style games (as I was suggesting in the OP!). I also realized that you don't have to roll every character's first action in each segement--that would be unwieldy. Just take the combat in portions--you're only rolling if a character's action affects another character. I'm really starting to like the idea of not using a grid, too. I have a big cork board that I lay on the gaming table when we play our Conan campaign. I draw on these big graph paper sheets with a dark marker. Characters are represented by stick pins. It does a great job of mapping combat, but it is a pain in the butt to clear all the food and drinks and paper and dice from the table in order to lay this thing down. Just playing out the combat scenario in the imagination, with maybe just using a sketch, not to scale, to aid player visualization, sounds like something I'd like to try. I've been reading the [B]Rules Companion[/B]. This is the second rules adjustment for first edition. First, there was the Rules Upgrade--that's only 4 pages. Then, WEG expanded and updated the rules in the Rules Upgrade in a rules supplement called the Rules Companion. I do like a lot of the new rule adjustments, but it does make the game more complex. Part of the charm of first edition is the rules-lite, speed-o-light system that fits the fast fun of the Star Wars genre so well. There is a major rule change that I don't like, though. That's the RC version of the combat round sequence. It has been changed from the above to this.... 1. Declare Actions and Full Reactions: Both PCs and NPCs, with lowest DEX score declaring first. 2. Declare Combat Reaction Skills: Both PCx and NPCx, with highest DEX score declaring first. Character actions can account properly for Reaction skills. You'll find out your being shot at in the first phase, then in this phase, decide if you want to Dodge. 3. Roll Actions and Reactions: First roll non-movement actions, then roll movement actions. 4. Calculate Damage: Damage is done at the end of the round, after everybody has acted (like Classic Traveller), unlike first edition Star Wars. I liked the character's skill roll determining initiative in the example above from first edition SW. Here, with the RC, that's thrown out the window, and a new concept called Haste is used. I don't like it. The benefit of declaring Haste is that the hasted action is done before any other actions. The penality is that declaring Haste penalizes all die codes by -1D, just like taking another action. Thus, if Fred declares that he will fire his blaster twice, he'll do so at -1D each shot. If Barnaby declares that he will also fire his blaster twice, but one shot is hasted, then he fires both shots as if he was performing 3 actions. Both shots would be at -2D. The benefit of doing this is that hasted actions are performed first. Thus Barnaby's hasted shot would happen first, then Barnaby's second shot and Fred's two shots would happen (what is considered) simultaneously. Unless I'm reading something wrong, I don't really see the benefit of hasting combat actions. A player might want to get a door sealed before the enemy can catch up to him--I can see that action being hasted. But, with combat, all damage is done at the end of the round--so, there's no real reason to shoot first. You will still get your shot. [/QUOTE]
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