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D6 Star Wars Adventure, Supplements and Rules

STAR WARS D6 CHARACTER TEMPLATES

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I believe REUP is legal, too, if you only use it for your games. That's what the fans who put it together say. D6 Space is not quite Star Wars, though many things from it are included in REUP. And, D6 Space is free, as well.

Nope. It's a copyright and trademark infringement from the get go. Which is why it's twice been taken down.
 

First Edition's combat round is a work of simple art. The GM just asks what everybody is going to do, and then he says what the NPCs are going to attempt to do. There's no initiative throw. It doesn't matter who declares first, because the dice are going to decide the order.

GM: Two Stormtroopers burst into the room, blasters held level! What are you going to do????

Albert: I'm running for the ship! How long will it take me to get there?

GM: If you run, about two rounds, which is 10 seconds.

Albert: OK, I'm running!

Bob: Not me! I'm going to draw my blaster and blow those Imperials away!

Chris: Yeah, that sounds good. I'm taking three shots! Blam! Blam! Blam!

GM: OK, the trooper on the left will fire at Albert. Two shots. The trooper on the right will take one shot at Chris.





Now, we all just roll dice. Albert is -1D on this throw, because that's the penalty for running. He throws his DEX -1D. I've got a contest between him and Lefty Trooper. If the trooper beats hiim (trooper rolls Blaster skill at -1D because he's taking two shots), then Albert goes nowhere. He'll be hit, and even if stunned, he loses his actions for the round and is knocked to the ground. That's the least amount of damage he'd take.

If Albert wins, then he completes his run for the round. And, if the trooper missed the first time, he's got a second shot at Albert now.

Albert can use a Reaction skill, Dodge, to make himself harder to hit, and doing this won't effect Ablert's skill rolls for the round since the character is only attempting one skill check and has already made it.



Bob is taking just one attack, and he can pick Lefty or Righty. If his blaster roll is higher than the first roll of his target, then Bob could hit the stormtrooper and keep them from doing their intended actions for the round. Bob goes for Lefty in order to protect Albert.



The same thing for Chris. His first roll at his target (and he'll shoot at Righty), if higher than his target, could stop the trooper's actions that round.



HERE'S HOW IT WORKS OUT

Lefty Trooper rolls 14 on his shot at Albert.
Righty Trooper rolls 7 on his shot at Chris.

Albert decides to roll Dodge (before he sees the trooper's roll) because he doesn't want to get hit. He rolls a 12, which makes Left's target number a 22. Lefty will miss Albert on the first shot. Albert will complete his run (adding 10 meters to range).

Bob fires at Lefty, rolling a 13. Bob hits Lefty AFTER Lefty fires. The trooper is Wounded, and thus is knocked down by the blow. Lefty does not get to attempt his second attack on Albert.

Chris rolls a 9 with his first shot at Righty. Chris' shot happens first, but it's a miss. Righty's shot also misses Chris. Chris takes two more shots at Righty. The second one misses, but he rolls well and hits with the third shot. Righty is stunned and falls to the ground.

So, we end the round with Bob and Chris in place, and Albert 10 meters away, running towards the ship. The two troopers are on the ground, one with a smoking hole in his armor. But both are still moving and starting to stand up.

Round two....
 

First Ed's is simple provided everyone has enough dice to roll it all at once, and nobody ties... and also provided nobody is prone to "Oh, in that case I'll do ___"

I much preferred the use of an initiative roll, even if only to set declaration order.

And I did like the buying of haste by loss of dice from your throw.

The real problem in 1E was cases like "I use my Quickdraw then blast him"... given the literalism, I'm prone to, that results in "if you rolled a higher shoot, then you miss because you don't have a drawn weapon..." and I've had players insist on more literalism than I am prone to.
 

IIRC, it was the Rules Expansion or the Rules Upgrade that brought in Haste. I never used it.

In First Edition, it didn't matter if a weapon was drawn. If you had to draw your weapon, you just took -1D on the attack throw.

I like all editions of D6 Star Wars. It depends on my mood. I like how flexible the system is. From the simple, basic First Edition to the somewhat crunchy 2E R&E.

If you play strictly First Edition, there's no Wild Die. There's no Character Points. Most characters start with only one Force Point. No skill specialization. You're typtically throwing 3 or 4 dice, tops.
 

IIRC, it was the Rules Expansion or the Rules Upgrade that brought in Haste. I never used it.

In First Edition, it didn't matter if a weapon was drawn. If you had to draw your weapon, you just took -1D on the attack throw.

I like all editions of D6 Star Wars. It depends on my mood. I like how flexible the system is. From the simple, basic First Edition to the somewhat crunchy 2E R&E.

If you play strictly First Edition, there's no Wild Die. There's no Character Points. Most characters start with only one Force Point. No skill specialization. You're typtically throwing 3 or 4 dice, tops.

My first ed campaign, players routinely STARTED with 5d in their favorite skills, and went up from there. After 3 months of play, several players were in the 7D range. And the 1E GG series showed the heroes and villains of the movies to have skills in the 10D to 14D range. I ran one campaign where the Ewok managed to get to all three force skills at 6D. (I can accurately place when the game was - my freshman year in college.)

The Rules Upgrade (Part #40100-60, ©1988, which was bundled in most of the early adventures and in the Campaign Pack, as well, and some later orders of the 1E rules had it tucked in, too, as well as available from WEG at the time for the cost of a SASE) added haste, deleted high-roller goes first, and said non-hasted actions are simultaneous. It also set dex as the determinant of who declares first. I found this FAR superior to stock 1E.

If I were to "reinvent" WEG d6, I'd use rolled dex for initiative, declare actions low to high, resolve high to low; I'd use 1E core style scaling - except that I'd add fighter-to-capships using the same rules person to fighter scale. Haste, full round defenses add to TN, reaction defenses replace TN.
 

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