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d6 the future of d20?
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<blockquote data-quote="LostSoul" data-source="post: 1663385" data-attributes="member: 386"><p>I think you could do a grim and gritty type of game. You could keep all the attributes down, and impose a rule that advancing skills beyond a certain point (say 2d above attribute level) becomes more difficult (on the level of advanced skills).</p><p></p><p>In Star Wars it's not to hard to die, even if you've got Stormtrooper armour and a 4d STR. Against a squad of 10 stormies who combine their fire, you're looking at 9d damage. 5d vs 9d - you're looking at a mortal wound on average.</p><p> </p><p></p><p></p><p>It's true, the balance issue is in the hands of the players. It depends on your group to deal with this (and GM issues to a degree - if someone boosts MEC and SF piloting, and then doesn't get to pilot at all - that PC is nerfed).</p><p></p><p>I've never found NPCs and thugs to be either too hard or too easy. If you want a balanced encounter, set the NPC's Dodge = to the PC's Blaster, and the NPC's Blaster = to the PC's Dodge. Then you'll have a situation where tactics will be the determining factor. (You can also set up situations where the NPC is really hard to hurt but can't hit PCs easily. An AT-ST walker is a good example.)</p><p></p><p>There is a good reason not to put too much into STR (although I'd make sure I had at least 3d). It's because the other attributes are generally better. If you have a good KNO, PER, or DEX (and sometimes TEC, if you're a smart guy), you might not ever have to make a STR check. If you're piloting as ship, you won't ever make a STR check. There isn't ever just one single way to get past an obstacle - you could shoot him, fast-talk the guy, trick others into fighting for you, sneak past him, rig a bomb, throw a ton of grenades, get in a vehicle, etc.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 1663385, member: 386"] I think you could do a grim and gritty type of game. You could keep all the attributes down, and impose a rule that advancing skills beyond a certain point (say 2d above attribute level) becomes more difficult (on the level of advanced skills). In Star Wars it's not to hard to die, even if you've got Stormtrooper armour and a 4d STR. Against a squad of 10 stormies who combine their fire, you're looking at 9d damage. 5d vs 9d - you're looking at a mortal wound on average. It's true, the balance issue is in the hands of the players. It depends on your group to deal with this (and GM issues to a degree - if someone boosts MEC and SF piloting, and then doesn't get to pilot at all - that PC is nerfed). I've never found NPCs and thugs to be either too hard or too easy. If you want a balanced encounter, set the NPC's Dodge = to the PC's Blaster, and the NPC's Blaster = to the PC's Dodge. Then you'll have a situation where tactics will be the determining factor. (You can also set up situations where the NPC is really hard to hurt but can't hit PCs easily. An AT-ST walker is a good example.) There is a good reason not to put too much into STR (although I'd make sure I had at least 3d). It's because the other attributes are generally better. If you have a good KNO, PER, or DEX (and sometimes TEC, if you're a smart guy), you might not ever have to make a STR check. If you're piloting as ship, you won't ever make a STR check. There isn't ever just one single way to get past an obstacle - you could shoot him, fast-talk the guy, trick others into fighting for you, sneak past him, rig a bomb, throw a ton of grenades, get in a vehicle, etc. [/QUOTE]
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