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<blockquote data-quote="Water Bob" data-source="post: 6091787" data-attributes="member: 92305"><p>LOL. I'm right there with you. I bought 1E Star Wars, brand new, from my local game store when it first hit the shelves. I remember borrowing money from my girlfriend at the time to buy the book. She didn't like that....she didn't like me gaming. Thought it was dork-ish.</p><p></p><p>Oh well. That girlfriend is long gone and probably married to some other dork with dork-ish kids of her own. And, I've still got my Star Wars book--love that freakin' game.</p><p></p><p>The D6 Star Wars rules are absolutely the best match I've ever seen between universe and game mechanics. Fun. Quick. Fly by the seat of your pants action. Those rules make you believe that a 19 year old farm boy can fly a modern fighter and take out the moon-sized space station, all the while with his dead mentor mumbling in his ear.</p><p></p><p>Damn, that D6 Star Wars game is fun. </p><p></p><p>Hell, I can almost here John Williams' score when I roll the dice.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>POST SCRIPT: The D6 Star Wars game went through several versions and upgrades. The <strong>original game</strong>, let's call it 1E, is very rules light and simplistic. It's made for a creative GM and Star Wars lovers. Extremely fun game if you're not a rules lawyer. </p><p></p><p>Stats are actual dice codes: DEXTERITY 2D. Only 6 sided dice are used. If you need to make a DEX check, you threw 2 six siders, added them up. If your throw was high enough, you succeeded. If your throw missed, then you failed. Extremely simple, yet effective and fun, fun, fun.</p><p></p><p>Everything in the game was just a matter of how many dice to throw. Skills added dice to the base stat. For example, the Blaster skills is DEX based. So, if you don't have any training with a blaster, you shoot at your base DEX: Blaster 2D. If you do have training, you add that to your base stat. If you put 2D of training into your blaster, you've now got Blaster 4D (2D from DEX, 2D from training). When you shoot, you throw 4 d6. Simple, simple, simple.</p><p></p><p>You've got 1D of piloting under your belt? The Space Transports skill is governed by DEX, thus, you've got Space Transports 3D. If you're trying to avoid that asteroid while the TIE fighters are chasing you, you throw 3D. But, your ship has installed in it an upgraded maneuvering package? It adds....1D to piloting checks. Now, in this ship, you throw 4D to avoid the asteroid (in other vessels, you'd throw 3D, since those ships don't have the maneuvering package).</p><p></p><p>Easy!</p><p></p><p>Then came the <strong>Rules Upgrade</strong>, where the 1E system was made a bit more detailed.</p><p></p><p>Next came the <strong>Rules Companion</strong>, a decent sized book that put more meat on several sections of the rules. Among the changes: The movement system was made more detailed, and "pips" are used with dice throws. Before, only whole dice were used (1D, 2D, 3D, etc). Now, a modifier of +1 or +2 or more could be applied. For example, you might have a base DEX of 2D +1. And, with training, your Blaster skill is improved by 1D +1. Thus, you have Blaster 2D +2.</p><p></p><p>Then, WEG published <strong>Star Wars Second Edition</strong>, and this game introduced a host of more detailed changes to the rules. More skills. Different types of skills (Advanced skills were introduced, where you've got to be trained in the skill in order to use it properly--you couldn't just use your base stat as you could with most other skills). An exploding die, called the Wild Die, to the task system, that allowed for lucky large totals and complications to occur during tasks.</p><p></p><p>Finally, the last published set of rules for WEG's amazing game was the <strong>Star Wars Second Edition Revised & Expanded</strong> set. This rule set is the most adaptable of them all. Lots of optional mechanics. Make the game as detailed as you like, or go back to the simplicity of the first edition. Even with all the bells and whistles turned "on", this is a fantastic set of rules for the Star Wars universe that is very easy to master yet can deliver some very specific results. It's a much easier game to play and learn than 3.5 D&D yet it can deliver equivalent specific play. </p><p></p><p>It's an amazing set of rules to use to game by.</p><p></p><p>If anybody is interested, reading this, WEG, a few years ago, allowed their game system (not the Star Wars stuff, but the generic rules) to go free. <span style="color: #00ff00">Today, you can log on to DriveThruRPG and download a lot of D6 game material for absolutely zero cost.</span> Free. Look for D6 Space. D6 Fantasy. WEG publishing.</p><p></p><p>Those rules are slightly different from what is presented in SW 2E R&E. Stat names change, depending on the genre. Some mechanics are handled slightly differently. There's no "Force" stuff...it's been replaced with "Psionics". You get the idea. Still, you can consider the game as <strong>Star Wars 3rd Edition (sorta)</strong>. It's a version of what is available in the Star Wars game. (WEG also used the same rules for the Indianna Jones RPG...and the Ghostbusters RPG.)</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6091787, member: 92305"] LOL. I'm right there with you. I bought 1E Star Wars, brand new, from my local game store when it first hit the shelves. I remember borrowing money from my girlfriend at the time to buy the book. She didn't like that....she didn't like me gaming. Thought it was dork-ish. Oh well. That girlfriend is long gone and probably married to some other dork with dork-ish kids of her own. And, I've still got my Star Wars book--love that freakin' game. The D6 Star Wars rules are absolutely the best match I've ever seen between universe and game mechanics. Fun. Quick. Fly by the seat of your pants action. Those rules make you believe that a 19 year old farm boy can fly a modern fighter and take out the moon-sized space station, all the while with his dead mentor mumbling in his ear. Damn, that D6 Star Wars game is fun. Hell, I can almost here John Williams' score when I roll the dice. POST SCRIPT: The D6 Star Wars game went through several versions and upgrades. The [B]original game[/B], let's call it 1E, is very rules light and simplistic. It's made for a creative GM and Star Wars lovers. Extremely fun game if you're not a rules lawyer. Stats are actual dice codes: DEXTERITY 2D. Only 6 sided dice are used. If you need to make a DEX check, you threw 2 six siders, added them up. If your throw was high enough, you succeeded. If your throw missed, then you failed. Extremely simple, yet effective and fun, fun, fun. Everything in the game was just a matter of how many dice to throw. Skills added dice to the base stat. For example, the Blaster skills is DEX based. So, if you don't have any training with a blaster, you shoot at your base DEX: Blaster 2D. If you do have training, you add that to your base stat. If you put 2D of training into your blaster, you've now got Blaster 4D (2D from DEX, 2D from training). When you shoot, you throw 4 d6. Simple, simple, simple. You've got 1D of piloting under your belt? The Space Transports skill is governed by DEX, thus, you've got Space Transports 3D. If you're trying to avoid that asteroid while the TIE fighters are chasing you, you throw 3D. But, your ship has installed in it an upgraded maneuvering package? It adds....1D to piloting checks. Now, in this ship, you throw 4D to avoid the asteroid (in other vessels, you'd throw 3D, since those ships don't have the maneuvering package). Easy! Then came the [B]Rules Upgrade[/B], where the 1E system was made a bit more detailed. Next came the [B]Rules Companion[/B], a decent sized book that put more meat on several sections of the rules. Among the changes: The movement system was made more detailed, and "pips" are used with dice throws. Before, only whole dice were used (1D, 2D, 3D, etc). Now, a modifier of +1 or +2 or more could be applied. For example, you might have a base DEX of 2D +1. And, with training, your Blaster skill is improved by 1D +1. Thus, you have Blaster 2D +2. Then, WEG published [B]Star Wars Second Edition[/B], and this game introduced a host of more detailed changes to the rules. More skills. Different types of skills (Advanced skills were introduced, where you've got to be trained in the skill in order to use it properly--you couldn't just use your base stat as you could with most other skills). An exploding die, called the Wild Die, to the task system, that allowed for lucky large totals and complications to occur during tasks. Finally, the last published set of rules for WEG's amazing game was the [B]Star Wars Second Edition Revised & Expanded[/B] set. This rule set is the most adaptable of them all. Lots of optional mechanics. Make the game as detailed as you like, or go back to the simplicity of the first edition. Even with all the bells and whistles turned "on", this is a fantastic set of rules for the Star Wars universe that is very easy to master yet can deliver some very specific results. It's a much easier game to play and learn than 3.5 D&D yet it can deliver equivalent specific play. It's an amazing set of rules to use to game by. If anybody is interested, reading this, WEG, a few years ago, allowed their game system (not the Star Wars stuff, but the generic rules) to go free. [COLOR=#00ff00]Today, you can log on to DriveThruRPG and download a lot of D6 game material for absolutely zero cost.[/COLOR] Free. Look for D6 Space. D6 Fantasy. WEG publishing. Those rules are slightly different from what is presented in SW 2E R&E. Stat names change, depending on the genre. Some mechanics are handled slightly differently. There's no "Force" stuff...it's been replaced with "Psionics". You get the idea. Still, you can consider the game as [B]Star Wars 3rd Edition (sorta)[/B]. It's a version of what is available in the Star Wars game. (WEG also used the same rules for the Indianna Jones RPG...and the Ghostbusters RPG.) [/QUOTE]
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