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D6 Star Wars RPG Thoughts
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<blockquote data-quote="sabrinathecat" data-source="post: 6099722" data-attributes="member: 89838"><p>I loved Starwars. After years of running D&D, having to spend 2-4 hours per session in prep-work, SW took about 20 minutes, and if the players decided to fly off the plot, they could. In fact, that resulted in some of our best RP & complications.</p><p>However, We used some different rules.</p><p><em><strong>All </strong></em>action is simultaneous. Bad guys were resolved first for the sake of the GM's convenience. If they hit, that would be a problem for the players <em>next</em> round. Then the players could kill them. We just went around the table.</p><p>The exception was if someone wanted to haste and action to go first, which cost a 1D penalty.</p><p>D penalties for multiple actions applied to ALL rolls. If you Dodge, Shoot, Pick a pocket, and try to slice a computer, that was -3D to ALL rolls.</p><p></p><p>The game was quick, brutal, and fun.</p><p>And I remember several instances of amazing chaotic fun, usually caused by the wild die/d'oh die/FU die.</p><p>I haven't seen much comment on this mechanic. In short, whenever you roll anything, 1 die is different (color, size, something) If it is a 6, you keep in and roll another die, still adding, until you get something that is not a 6. If you roll a 1, you lose that die, and your highest remaining die, and that is your total. GM rolls a die. If that is also a 1, well, sucks to by your character--something really bad happens. Thus it is possible for someone to get really lucky, and even a non-jedi could fire a proton torpedo down a 2-meter shaft with turbolasers and fighters shooting at him, and it is possible for Han Solo to step on the only dry twig in the entire Endor Rain-forest.</p><p></p><p>So fun consequences:</p><p>Defel Merc throws a grenade down a hole. d'OH! it bounced from the far wall and went off in his crotch. OK, resist that 5d grenade. d'OH!!!!! well, so much for that character.</p><p>Wookie Brawler tackles a 6-yo girl (and serial murderer). Wookie has 9D of brawling and rolls modestly well. 6-yo has 2D in everything and nothing else. 6-yo rolls her 2D of brawling parry. 5+6. 6. 6. 6. 6. 6. 6. 6. 4. So, the 6-yo squirmed out from her jacket, leaving the massive wookie who tackled her holding a scrap of ruined cloth as she ran down the alley.</p><p>I spent 30 minutes designing one bounty hunter and writing his back history. He and a bunch of friends show up and ambush the party. The character with the lowest blaster score tags him. Roll damage from the blaster pistol: 12. Roll to resist: D'OH!!! um, 2. DEAD.</p><p>StarShip combat was just a variation of Player combat, but used different skills from Mech instead of Dex and Str.</p><p>Sure, it's minimum of 3 rolls. Instead of minimum 2 rolls most of the time as people.</p><p></p><p>8 years ago I but up most of my gaming books on eBay. I kept the SW books.</p><p></p><p>Oh, we had a few other house rules:</p><p>If you burn a force point to do something heroic in character combat at a climactic moment, you got it back. If you wanted a second one, it had to be non-character combat. (Luke firing the torpedo, jousting from speeder bikes, shooting 8 TIE fighters in 1 round with a quad-turret).</p><p></p><p>I based adventures on the Flash Gordon Movie, 4 different Doctor Who Audio plays by Big Finish Productions, a movie called "Guilty as Charged", ExoSquad, and more. One time I wanted to try an ExoSquad campaign--turns out that wasn't as original as I thought.</p><p></p><p>----------</p><p>Dodge vs Cover.</p><p>Dodge is a skill the players roll.</p><p>alternatively, characters can drop prone, drop to one knee, or try to hide behind cover. In that case, the difficulty to hit them is fixed at 13-15, depending.</p><p>---------</p><p>Reaction skills: base difficulty for the range and for the weapon. It the target is unaware, he/she is unaware. That is the whole point. Of course, if you can do it to the players, the players can do it to your NPCs.</p><p>Imagine 5 snipers firing at Vader. Each one targets a different part of his body (head, chest box, belt buckle, right and left light boxes). Their target number is 30, reduced by sniper scopes, range-modified sniper blasters, bi-pods, and taking time to prep. All 5 fire at once because the spotter makes a decent command roll. Then have 4D blaster, +1d for prep. Their difficulty has been dropped to 20. Chances of hitting aren't great, but oh, they each spend a skill point. No, 2 skill points! 7D to roll a 20 is better than average likelyhood. Sure, one will probably miss. Maybe 2. But just as likely one will beam him with a 6. So, Vader gets hit 3 times. If he d'OH's his resistance roll, or one of those hits rolls really high damage, he is dead.</p><p>Guess it was another robot like the one Yoda had hiding in the tree?</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6099722, member: 89838"] I loved Starwars. After years of running D&D, having to spend 2-4 hours per session in prep-work, SW took about 20 minutes, and if the players decided to fly off the plot, they could. In fact, that resulted in some of our best RP & complications. However, We used some different rules. [I][B]All [/B][/I]action is simultaneous. Bad guys were resolved first for the sake of the GM's convenience. If they hit, that would be a problem for the players [I]next[/I] round. Then the players could kill them. We just went around the table. The exception was if someone wanted to haste and action to go first, which cost a 1D penalty. D penalties for multiple actions applied to ALL rolls. If you Dodge, Shoot, Pick a pocket, and try to slice a computer, that was -3D to ALL rolls. The game was quick, brutal, and fun. And I remember several instances of amazing chaotic fun, usually caused by the wild die/d'oh die/FU die. I haven't seen much comment on this mechanic. In short, whenever you roll anything, 1 die is different (color, size, something) If it is a 6, you keep in and roll another die, still adding, until you get something that is not a 6. If you roll a 1, you lose that die, and your highest remaining die, and that is your total. GM rolls a die. If that is also a 1, well, sucks to by your character--something really bad happens. Thus it is possible for someone to get really lucky, and even a non-jedi could fire a proton torpedo down a 2-meter shaft with turbolasers and fighters shooting at him, and it is possible for Han Solo to step on the only dry twig in the entire Endor Rain-forest. So fun consequences: Defel Merc throws a grenade down a hole. d'OH! it bounced from the far wall and went off in his crotch. OK, resist that 5d grenade. d'OH!!!!! well, so much for that character. Wookie Brawler tackles a 6-yo girl (and serial murderer). Wookie has 9D of brawling and rolls modestly well. 6-yo has 2D in everything and nothing else. 6-yo rolls her 2D of brawling parry. 5+6. 6. 6. 6. 6. 6. 6. 6. 4. So, the 6-yo squirmed out from her jacket, leaving the massive wookie who tackled her holding a scrap of ruined cloth as she ran down the alley. I spent 30 minutes designing one bounty hunter and writing his back history. He and a bunch of friends show up and ambush the party. The character with the lowest blaster score tags him. Roll damage from the blaster pistol: 12. Roll to resist: D'OH!!! um, 2. DEAD. StarShip combat was just a variation of Player combat, but used different skills from Mech instead of Dex and Str. Sure, it's minimum of 3 rolls. Instead of minimum 2 rolls most of the time as people. 8 years ago I but up most of my gaming books on eBay. I kept the SW books. Oh, we had a few other house rules: If you burn a force point to do something heroic in character combat at a climactic moment, you got it back. If you wanted a second one, it had to be non-character combat. (Luke firing the torpedo, jousting from speeder bikes, shooting 8 TIE fighters in 1 round with a quad-turret). I based adventures on the Flash Gordon Movie, 4 different Doctor Who Audio plays by Big Finish Productions, a movie called "Guilty as Charged", ExoSquad, and more. One time I wanted to try an ExoSquad campaign--turns out that wasn't as original as I thought. ---------- Dodge vs Cover. Dodge is a skill the players roll. alternatively, characters can drop prone, drop to one knee, or try to hide behind cover. In that case, the difficulty to hit them is fixed at 13-15, depending. --------- Reaction skills: base difficulty for the range and for the weapon. It the target is unaware, he/she is unaware. That is the whole point. Of course, if you can do it to the players, the players can do it to your NPCs. Imagine 5 snipers firing at Vader. Each one targets a different part of his body (head, chest box, belt buckle, right and left light boxes). Their target number is 30, reduced by sniper scopes, range-modified sniper blasters, bi-pods, and taking time to prep. All 5 fire at once because the spotter makes a decent command roll. Then have 4D blaster, +1d for prep. Their difficulty has been dropped to 20. Chances of hitting aren't great, but oh, they each spend a skill point. No, 2 skill points! 7D to roll a 20 is better than average likelyhood. Sure, one will probably miss. Maybe 2. But just as likely one will beam him with a 6. So, Vader gets hit 3 times. If he d'OH's his resistance roll, or one of those hits rolls really high damage, he is dead. Guess it was another robot like the one Yoda had hiding in the tree? [/QUOTE]
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