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D6 Star Wars RPG Thoughts
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<blockquote data-quote="wingsandsword" data-source="post: 6101298" data-attributes="member: 14159"><p>D6 Star Wars was the first RPG I ever played, the first one I ever ran, and one of my all-time favorites, if not my favorite (it would be between that and D&D 3.5).</p><p></p><p>In terms of mechanical thoughts:</p><p>1. I would do more to consolidate the Technical skills. There are a LOT of them, and they are often redundant. This goes double when you start adding in skills from some of the sourcebooks like (A) Space Station Engineering, (A) Capitol Ship Engineering, Mechanical Repair (from Shadows of the Empire Sourcebook, an NPC repairman on Coruscant had it, meant to represent ability to repair plumbing and other mundane utility/hardware issues). </p><p></p><p>I would fold Starfighter Repair, Space Transports Repair, Capitol Ship Repair, Space Station Repair and Starship Weapons Repair into just a Starship Repair skill. I would do the same with the (A) Engineering versions into a (A) Starship Engineering skill. </p><p></p><p>2. I would come up with a better way of handling wounds/damage. As-is, a starting wookiee with a starting strength of 6D has little to fear from a random 4D blaster pistol hit. If he's wearing any armor, he can basically shrug off anything except sustained fire and becomes a juggernaut.</p><p></p><p>3. I would genuinely love a well made sourcebook that incorporated events after WEG collapsed in '98. I've always been kinda upset that they folded right before the prequels got underway. What WEG would have done with the prequels could have been awesome. I've seen some fan-made works, but they were of varying quantity.</p><p></p><p>A lot of new powers, and new versions of old powers would need to be created. Probably some mechanic for keeping certain powers rare too. Morichiro is essentially a weaponized version of Place Other in Hibernation Trance. Emerald Judgement is a version of Force Lightning that isn't dark-side (i.e. easily game breaking if not restricted, and it's already tightly restricted in the setting).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 6101298, member: 14159"] D6 Star Wars was the first RPG I ever played, the first one I ever ran, and one of my all-time favorites, if not my favorite (it would be between that and D&D 3.5). In terms of mechanical thoughts: 1. I would do more to consolidate the Technical skills. There are a LOT of them, and they are often redundant. This goes double when you start adding in skills from some of the sourcebooks like (A) Space Station Engineering, (A) Capitol Ship Engineering, Mechanical Repair (from Shadows of the Empire Sourcebook, an NPC repairman on Coruscant had it, meant to represent ability to repair plumbing and other mundane utility/hardware issues). I would fold Starfighter Repair, Space Transports Repair, Capitol Ship Repair, Space Station Repair and Starship Weapons Repair into just a Starship Repair skill. I would do the same with the (A) Engineering versions into a (A) Starship Engineering skill. 2. I would come up with a better way of handling wounds/damage. As-is, a starting wookiee with a starting strength of 6D has little to fear from a random 4D blaster pistol hit. If he's wearing any armor, he can basically shrug off anything except sustained fire and becomes a juggernaut. 3. I would genuinely love a well made sourcebook that incorporated events after WEG collapsed in '98. I've always been kinda upset that they folded right before the prequels got underway. What WEG would have done with the prequels could have been awesome. I've seen some fan-made works, but they were of varying quantity. A lot of new powers, and new versions of old powers would need to be created. Probably some mechanic for keeping certain powers rare too. Morichiro is essentially a weaponized version of Place Other in Hibernation Trance. Emerald Judgement is a version of Force Lightning that isn't dark-side (i.e. easily game breaking if not restricted, and it's already tightly restricted in the setting). [/QUOTE]
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