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<blockquote data-quote="Water Bob" data-source="post: 6098977" data-attributes="member: 92305"><p>For those of you interested in the D6 Star Wars game, you can download the official <a href="http://rpg.drivethrustuff.com/product/20447/D6-Space?src=s_pi&it=1&filters=0_0_10020_0_0" target="_blank"><span style="color: #333399">D6 rules from DriveThruRPG for FREE</span></a>! In fact, you'll find lots of low cost and FREE D6 items there, like the <a href="http://rpg.drivethrustuff.com/product/20449/D6-Space-Ships?it=1" target="_blank"><span style="color: #333399">D6 Space Ships supplement</span></a> that you can use as a guide to make your own Star Wars vessels.</p><p></p><p>The core rule book will give the Star Wars GM different options to bring into his game. For example, D6 Star Wars uses the Wound Level system for character damage. If you prefer hit points, you can use the alternate Body Points method detailed in the generic D6 rules.</p><p></p><p>If you don't like the Star Wars template method of character generation, the D6 Space book also introduces a point-buy type system. The GM can use the guidelines in D6 space to take the broad Star Wars skills and make the more narrow in scope. An advantages/disadvantages system is introduced. There's rules for alien species creation, cybernetics (fairly ignored in Star Wars, yet Luke and Vader obviously get a lot of use out of cybernetics), and if you don't like rolling a lot of dice, a method is presented to lower the number thrown.</p><p></p><p>It's interesting to note that the Initiative methods akin to first edition and second edition R&E are both used as options in the D6 Space core rules. And, the one-action-per-segment thing, that was a part of all the D6 Star Wars rules, is gone. Now, when a character acts, he performes all of his actions--just like the house rule I used to use with my old D6 Star Wars game (in the OP).</p><p></p><p>Mentioned in the Star Wars game, but more formalized in the D6 rules, is a system for measuring the result of a skill throw is needed--when more than just a pass/fail answere is needed (how well did the character suceed?).</p><p></p><p>Combat is easy and summed up in a few pages, and there are options for adjusting the deadlieness of a game to suit player and GM tastes. Plus, there are combat options that never made it into the Star Wars rules, like Disarming a foe or fighting with unweildy weapons.</p><p></p><p>One neat chapter of the generic D6 rules covers making skill attempts. The chapter is loaded with details and sample tasks to give GMs a good feel of the game.</p><p></p><p>The Metaphysics chapter is very similar to The Force chapters in the various Star Wars rulebooks. It's easy to mix-n-match stuff from the two sets of rules. In most cases, The Force descriptions are just altered with new titles. Instead of the three Force abilities being Control, Sense, and Alter, the Metaphyics chapter calls them Channel, Sense, and Transform. They mean the same thing in both rule sets.</p><p></p><p>The Equipment chapter can be used directly with Star Wars. "Robots" are "Droids", obviously. But, with the non-Star Wars rules, you'll get a lot of non-blaster type weapons, which can be good or bad, depending on if you want a bigger variety of weapons used in your Star Wars game. For example, do you want your players going to a lower tech world where shotguns are being used instead of blasters? That's a GM choice. Plus, a GM can just call the weapons "blasters" and say that the shotgun fires particles of ultra-heated tibanna gas, using the weapon's stats as-is. If you ever wanted to play Traveller using D6 rules, this section is MADE FOR YOU!</p><p></p><p>There's a basic ship design system included in the core rules (also see the <strong>D6 Space Ships</strong> book, also free on DrivethruRPG, that I mention and link at the top of this post).</p><p></p><p>And, there's nice reference sheets at the end of the book.</p><p></p><p></p><p></p><p></p><p></p><p>There's a neat Funds rule where, instead of keeping track of every credit the character has, he's assigned a die code. The Funds a character has is derived from various aspects about the character. His Knowledge stat, Perception stat, Business skill, appropriate skill specializations, and appropriate advantages and disadvantages are all considered to modify the base 3D Funds attribute where every character starts. A poor character would have Funds 1D while a rich character might have Funds 5D, 6D or more. </p><p></p><p>When a character needs to buy something, he simply rolls his Funds attribute. Whatever he's trying to buy will have a difficulty associated with it. So, it's a task to buy something. Want a new blaster? Well, on this world, that's a 10+ throw. </p><p></p><p>If you need to know the exact number of credits the character has on him, the rules even specify a method for converting the code to actual credits.</p><p></p><p>Brilliant.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6098977, member: 92305"] For those of you interested in the D6 Star Wars game, you can download the official [URL="http://rpg.drivethrustuff.com/product/20447/D6-Space?src=s_pi&it=1&filters=0_0_10020_0_0"][COLOR=#333399]D6 rules from DriveThruRPG for FREE[/COLOR][/URL]! In fact, you'll find lots of low cost and FREE D6 items there, like the [URL="http://rpg.drivethrustuff.com/product/20449/D6-Space-Ships?it=1"][COLOR=#333399]D6 Space Ships supplement[/COLOR][/URL] that you can use as a guide to make your own Star Wars vessels. The core rule book will give the Star Wars GM different options to bring into his game. For example, D6 Star Wars uses the Wound Level system for character damage. If you prefer hit points, you can use the alternate Body Points method detailed in the generic D6 rules. If you don't like the Star Wars template method of character generation, the D6 Space book also introduces a point-buy type system. The GM can use the guidelines in D6 space to take the broad Star Wars skills and make the more narrow in scope. An advantages/disadvantages system is introduced. There's rules for alien species creation, cybernetics (fairly ignored in Star Wars, yet Luke and Vader obviously get a lot of use out of cybernetics), and if you don't like rolling a lot of dice, a method is presented to lower the number thrown. It's interesting to note that the Initiative methods akin to first edition and second edition R&E are both used as options in the D6 Space core rules. And, the one-action-per-segment thing, that was a part of all the D6 Star Wars rules, is gone. Now, when a character acts, he performes all of his actions--just like the house rule I used to use with my old D6 Star Wars game (in the OP). Mentioned in the Star Wars game, but more formalized in the D6 rules, is a system for measuring the result of a skill throw is needed--when more than just a pass/fail answere is needed (how well did the character suceed?). Combat is easy and summed up in a few pages, and there are options for adjusting the deadlieness of a game to suit player and GM tastes. Plus, there are combat options that never made it into the Star Wars rules, like Disarming a foe or fighting with unweildy weapons. One neat chapter of the generic D6 rules covers making skill attempts. The chapter is loaded with details and sample tasks to give GMs a good feel of the game. The Metaphysics chapter is very similar to The Force chapters in the various Star Wars rulebooks. It's easy to mix-n-match stuff from the two sets of rules. In most cases, The Force descriptions are just altered with new titles. Instead of the three Force abilities being Control, Sense, and Alter, the Metaphyics chapter calls them Channel, Sense, and Transform. They mean the same thing in both rule sets. The Equipment chapter can be used directly with Star Wars. "Robots" are "Droids", obviously. But, with the non-Star Wars rules, you'll get a lot of non-blaster type weapons, which can be good or bad, depending on if you want a bigger variety of weapons used in your Star Wars game. For example, do you want your players going to a lower tech world where shotguns are being used instead of blasters? That's a GM choice. Plus, a GM can just call the weapons "blasters" and say that the shotgun fires particles of ultra-heated tibanna gas, using the weapon's stats as-is. If you ever wanted to play Traveller using D6 rules, this section is MADE FOR YOU! There's a basic ship design system included in the core rules (also see the [B]D6 Space Ships[/B] book, also free on DrivethruRPG, that I mention and link at the top of this post). And, there's nice reference sheets at the end of the book. There's a neat Funds rule where, instead of keeping track of every credit the character has, he's assigned a die code. The Funds a character has is derived from various aspects about the character. His Knowledge stat, Perception stat, Business skill, appropriate skill specializations, and appropriate advantages and disadvantages are all considered to modify the base 3D Funds attribute where every character starts. A poor character would have Funds 1D while a rich character might have Funds 5D, 6D or more. When a character needs to buy something, he simply rolls his Funds attribute. Whatever he's trying to buy will have a difficulty associated with it. So, it's a task to buy something. Want a new blaster? Well, on this world, that's a 10+ throw. If you need to know the exact number of credits the character has on him, the rules even specify a method for converting the code to actual credits. Brilliant. [/QUOTE]
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