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d6 the future of d20?
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<blockquote data-quote="LostSoul" data-source="post: 1692589" data-attributes="member: 386"><p>d20's grappling rules aren't exactly quick and simple. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> In d6, I would assume that you roll your Brawling vs. Brawling Parry/Melee Parry/Dodge. In place of causing damage, you have the guy in a pin. He has to beat you in a Brawling vs. Brawling Parry roll to get out and do something. I'd probably let him shoot or whatever still, but at a -2d penalty.</p><p></p><p>But as far as core rules go, you would roll Brawling vs. Brawling Parry, and if you cause damage, that's from the pin/hold on the other guy. All abstract-like.</p><p> </p><p></p><p></p><p>Astrogation, and Hyperspace, are plot devices. The Difficulty, then, is however hard the GM decides it is. And failure is, again, whatever the GM decides it to be.</p><p></p><p>With a lack of strict structure like that, I find it much easier to craft a story than if the rules had been spelled out. If the PCs fail an Astrogation check, it could be because the hyperdrive is out, an asteriod is in their path, a group of pirates have snatched them out of hyperspace, etc. Pretty much whatever you want.</p><p></p><p>It's not too hard to come up with rules for this sort of thing, either. You can craft a table based on the Damage Table that has results for failed rolls - make it whatever you want. (eg. Failed by 1-3: trip takes twice as long. Failed by 15+: ship is blown up.) You can also use the standard assumptions of skill values to set the Difficulty - 2D is something an average guy should be able to pull off, so set the Difficulty at 2D for an Astrogation path that an average guy can pull off. 4D for something you'd need to be trained at, 8D for something only the crack aces can do, etc.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 1692589, member: 386"] d20's grappling rules aren't exactly quick and simple. ;) In d6, I would assume that you roll your Brawling vs. Brawling Parry/Melee Parry/Dodge. In place of causing damage, you have the guy in a pin. He has to beat you in a Brawling vs. Brawling Parry roll to get out and do something. I'd probably let him shoot or whatever still, but at a -2d penalty. But as far as core rules go, you would roll Brawling vs. Brawling Parry, and if you cause damage, that's from the pin/hold on the other guy. All abstract-like. Astrogation, and Hyperspace, are plot devices. The Difficulty, then, is however hard the GM decides it is. And failure is, again, whatever the GM decides it to be. With a lack of strict structure like that, I find it much easier to craft a story than if the rules had been spelled out. If the PCs fail an Astrogation check, it could be because the hyperdrive is out, an asteriod is in their path, a group of pirates have snatched them out of hyperspace, etc. Pretty much whatever you want. It's not too hard to come up with rules for this sort of thing, either. You can craft a table based on the Damage Table that has results for failed rolls - make it whatever you want. (eg. Failed by 1-3: trip takes twice as long. Failed by 15+: ship is blown up.) You can also use the standard assumptions of skill values to set the Difficulty - 2D is something an average guy should be able to pull off, so set the Difficulty at 2D for an Astrogation path that an average guy can pull off. 4D for something you'd need to be trained at, 8D for something only the crack aces can do, etc. [/QUOTE]
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