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Do TTRPGs Need to "Modernize?"
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<blockquote data-quote="Celebrim" data-source="post: 9260243" data-attributes="member: 4937"><p>That said, even agreeing with you, as a I guy running WEG Star Wars for more than two years now it could really use to pass into the modern era. The core mechanics are mostly OK but the editing of secondary content like vehicles, equipment, races, and creatures was very bad and so collectively those things are poorly design and unbalanced. There are also big gaps in the rules where things were just hand waved off as not core to the game that if you try to make them core to the game they don't really work - powered armor, cybernetics, astrogation, capital ship combat, star ship operations and maintenance, etc. In some areas, I'm having to rely on Traveller for inspiration. Force users could use some tweaking, and there are problems with how good melee combat can get (the Wookie punches the AT-AT problem). Skills could also use some cleanup, as well as maybe rethinking advanced skills. The original version of the game also goes too far in allowing starting characters to match any threat they face, so things like Storm Trooper really could use to go up a tier just so you have a longer period of the game before you need to start introducing elite threats. I'm going to eventually be in the same position with WEG D6 as I am with 3e D&D - my changes are going to become so extensive that I've done all the work of creating my own edition of the game.</p><p></p><p>There also kludge fixes in the fan community that I'm not really happy with. Like I really don't like "wild die" in a D6 game because 1 in 6 is too often for that sort of thing, and I really don't like how much character points are used as a kludge to overcome the lack of hit points in the game . I not only dislike having two sorts of metacurrency, one of which has no close connection to the in game lore, but I really dislike how spending XP as metacurrency can lead to long term death spirals where you fall behind your comrades in pips and so need to spend more metacurrency to stay relevant leading to you falling more behind you comrades, etc. And I do miss hit points and think the sweet spot in combat is too narrow, as plus or minus one D6 can be the difference between never being threatened and not having a chance.</p><p></p><p>All these problems existed back when I played it in the 1990's, but back then I didn't have modern examples of rules to compare to the system.</p><p></p><p>But I'd rather a cleaned edition of D6 than invest in a new system that will turn out to have just as many rough edges and need just as much polishing.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9260243, member: 4937"] That said, even agreeing with you, as a I guy running WEG Star Wars for more than two years now it could really use to pass into the modern era. The core mechanics are mostly OK but the editing of secondary content like vehicles, equipment, races, and creatures was very bad and so collectively those things are poorly design and unbalanced. There are also big gaps in the rules where things were just hand waved off as not core to the game that if you try to make them core to the game they don't really work - powered armor, cybernetics, astrogation, capital ship combat, star ship operations and maintenance, etc. In some areas, I'm having to rely on Traveller for inspiration. Force users could use some tweaking, and there are problems with how good melee combat can get (the Wookie punches the AT-AT problem). Skills could also use some cleanup, as well as maybe rethinking advanced skills. The original version of the game also goes too far in allowing starting characters to match any threat they face, so things like Storm Trooper really could use to go up a tier just so you have a longer period of the game before you need to start introducing elite threats. I'm going to eventually be in the same position with WEG D6 as I am with 3e D&D - my changes are going to become so extensive that I've done all the work of creating my own edition of the game. There also kludge fixes in the fan community that I'm not really happy with. Like I really don't like "wild die" in a D6 game because 1 in 6 is too often for that sort of thing, and I really don't like how much character points are used as a kludge to overcome the lack of hit points in the game . I not only dislike having two sorts of metacurrency, one of which has no close connection to the in game lore, but I really dislike how spending XP as metacurrency can lead to long term death spirals where you fall behind your comrades in pips and so need to spend more metacurrency to stay relevant leading to you falling more behind you comrades, etc. And I do miss hit points and think the sweet spot in combat is too narrow, as plus or minus one D6 can be the difference between never being threatened and not having a chance. All these problems existed back when I played it in the 1990's, but back then I didn't have modern examples of rules to compare to the system. But I'd rather a cleaned edition of D6 than invest in a new system that will turn out to have just as many rough edges and need just as much polishing. [/QUOTE]
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