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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6100180" data-attributes="member: 92305"><p>That sounds like your GM's call. In the R&E rulebook, one of the examples given for a complication is the scene in Return of the Jedi where Han Solo is on Endor, sneaking up behind the speeder bike trooper. He steps on a dry limb, and there's a loud snap. The trooper hears him, turns around, and the action starts, leading into the chase.</p><p></p><p>The point here is that the complication was merely that his stealth automatically failed.</p><p></p><p>Other complications can be something like your blaster running out of Tibanna gas (thus, no more ammo), or perhaps an electrical fire starts when the character is repairing a droid.</p><p></p><p>The book says, "<strong>Complications should be fair and balanced: they may put the character in danger, but they shouldn't be 'death traps' with no possibility of escape</strong>."</p><p></p><p>When Lando was attacking the second Death Star in the Falcon, he made a throw to pilot the ship around all the girders and beams. He made the roll but also rolled a complications. The GM decided that the Falcon hit one of the beams and sheared of the sensor dish, disabling the Falcon's sensors.</p><p></p><p>Or, when Luke and Leia are running from the troopers, trying to escape the Death Star in A New Hope, they come to a door where the bridge is out. Luke makes a throw to quickly operate and lock the door controls, but he not only fails the throw, he rolls a complication--he can't figure out how the lock works. So, the door will open, allowing the troopers to get them. The player thinks quickly and simply blasts the lock with a shot from his rifle, buying some time with the door closed.</p><p></p><p></p><p></p><p></p><p></p><p>If your GM played Complications harder than that (those are examples straight from the book), then he made a decision to play them harder and more deadly in his game.</p><p></p><p>Also note that the book gives THREE options for a "1" on a Wild Die. And, all three are the GM's choice.</p><p></p><p>Choice A. Add up the total normally.</p><p>Choice B. Complication occurs, while skill roll total determines success. </p><p>Choice C. Subtract the 1 and the highest die from the total.</p><p></p><p></p><p></p><p>Choice C is best for simple checks.</p><p></p><p>Choice A is often ignored, from what I've seen of responses talking about it. Choice A is just to ignore it. </p><p></p><p>Choice B, a Complication, can happen even if the task is a success. See the Lando example above.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6100180, member: 92305"] That sounds like your GM's call. In the R&E rulebook, one of the examples given for a complication is the scene in Return of the Jedi where Han Solo is on Endor, sneaking up behind the speeder bike trooper. He steps on a dry limb, and there's a loud snap. The trooper hears him, turns around, and the action starts, leading into the chase. The point here is that the complication was merely that his stealth automatically failed. Other complications can be something like your blaster running out of Tibanna gas (thus, no more ammo), or perhaps an electrical fire starts when the character is repairing a droid. The book says, "[B]Complications should be fair and balanced: they may put the character in danger, but they shouldn't be 'death traps' with no possibility of escape[/B]." When Lando was attacking the second Death Star in the Falcon, he made a throw to pilot the ship around all the girders and beams. He made the roll but also rolled a complications. The GM decided that the Falcon hit one of the beams and sheared of the sensor dish, disabling the Falcon's sensors. Or, when Luke and Leia are running from the troopers, trying to escape the Death Star in A New Hope, they come to a door where the bridge is out. Luke makes a throw to quickly operate and lock the door controls, but he not only fails the throw, he rolls a complication--he can't figure out how the lock works. So, the door will open, allowing the troopers to get them. The player thinks quickly and simply blasts the lock with a shot from his rifle, buying some time with the door closed. If your GM played Complications harder than that (those are examples straight from the book), then he made a decision to play them harder and more deadly in his game. Also note that the book gives THREE options for a "1" on a Wild Die. And, all three are the GM's choice. Choice A. Add up the total normally. Choice B. Complication occurs, while skill roll total determines success. Choice C. Subtract the 1 and the highest die from the total. Choice C is best for simple checks. Choice A is often ignored, from what I've seen of responses talking about it. Choice A is just to ignore it. Choice B, a Complication, can happen even if the task is a success. See the Lando example above. [/QUOTE]
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