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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6099019" data-attributes="member: 92305"><p>The D6 Space game has a pretty neat Movement rule. I think I like it better than what I see in the Star Wars game editions. It's very simple.</p><p></p><p>Let's say a character has a rating of Move 10, which means his base move is 10 meters per round (humans). When a character needs to move, he uses an action, just like everything else he does. He must roll this move.</p><p></p><p>The base difficulty is 0 (meaning it's automatic). Thus, if a character wanted to use his first action to move 10 meters, he wouldn't have to roll--he automatically beats the target of zero.</p><p></p><p>If you've got terrain that would normally interfere with regular movement, you simply raise the movement difficulty. Characters use their base DEX code or their Running skill to make these move checks.</p><p></p><p>For subsequent movement, the difficulty is upped 5 points. Thus, if a character wanted to run 30 meters, he'd move 10 meters automatically on the first segment. On segment two, he'd have to make a 5+ on his Running check. On segment three, he'd have to make a 10+ Running check. Remember, this is three actions, so that Running check is -2D when used to make these checks.</p><p></p><p>A character can move, each segment, as long as he's got at least 1D to throw--so characters with higher Running skills can move farther than characters with lower Running skills.</p><p></p><p>That's pretty neat. And, easy.</p><p></p><p>What happens if a Running check is failed? Well, it typically means that Movement has stopped. The character was too slow to get all the planned movement accomplished within the 5 or 6 seconds in the round.</p><p></p><p>There are rules to go further than this, too, if using the Wild Die (a "1" complication could mean a trip) or by checking the degree of failure (if the Running check is failed by 5+ points, then the character trips).</p><p></p><p>This also fits well with the previous Star Wars rules. If a Move 10 character wants to move half movement and fire his blaster in the same segment, he can do that: Move 5 meters then fire is only considered one action.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6099019, member: 92305"] The D6 Space game has a pretty neat Movement rule. I think I like it better than what I see in the Star Wars game editions. It's very simple. Let's say a character has a rating of Move 10, which means his base move is 10 meters per round (humans). When a character needs to move, he uses an action, just like everything else he does. He must roll this move. The base difficulty is 0 (meaning it's automatic). Thus, if a character wanted to use his first action to move 10 meters, he wouldn't have to roll--he automatically beats the target of zero. If you've got terrain that would normally interfere with regular movement, you simply raise the movement difficulty. Characters use their base DEX code or their Running skill to make these move checks. For subsequent movement, the difficulty is upped 5 points. Thus, if a character wanted to run 30 meters, he'd move 10 meters automatically on the first segment. On segment two, he'd have to make a 5+ on his Running check. On segment three, he'd have to make a 10+ Running check. Remember, this is three actions, so that Running check is -2D when used to make these checks. A character can move, each segment, as long as he's got at least 1D to throw--so characters with higher Running skills can move farther than characters with lower Running skills. That's pretty neat. And, easy. What happens if a Running check is failed? Well, it typically means that Movement has stopped. The character was too slow to get all the planned movement accomplished within the 5 or 6 seconds in the round. There are rules to go further than this, too, if using the Wild Die (a "1" complication could mean a trip) or by checking the degree of failure (if the Running check is failed by 5+ points, then the character trips). This also fits well with the previous Star Wars rules. If a Move 10 character wants to move half movement and fire his blaster in the same segment, he can do that: Move 5 meters then fire is only considered one action. [/QUOTE]
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