Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Grade The D6 System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aramis erak" data-source="post: 9153239" data-attributes="member: 6779310"><p>They changed constantly across the revision history of WEG SW...</p><p>Keeping in mind this means...</p><ul> <li data-xf-list-type="ul">1E: Reaction only, Adds to range-based TN. (SWRPG 1E p 13)</li> <li data-xf-list-type="ul">1E + "Rules Upgrade" pamphlet: Full Round Dodge (no other actions except mandatory moving) adds to range based TN. Reaction dodge replaces range based TN. (SWRPG RU p 2)</li> <li data-xf-list-type="ul">1E + Rules Companion (SWRC p14): Full round dodge adds, but doesn't require moving; it also is rolled in Action 0 phase. If moving as well, call it evading and roll it at +1D. Reaction is for that action phase only, and the TN of the attacker is the higher of the range or the dodge roll.</li> <li data-xf-list-type="ul">2E: Full Dodge (vs Ranged) or Full parry (vs melee/unarmed) only allow a single movement action, no bonus for moving while doing so., add to TN. It's explicit you can't use both, nor any reactions. Reaction dodge still better of range or roll. </li> <li data-xf-list-type="ul">2E Revised (p 90): Full round dodge/Parry/Brawling Parry works same as 2E. Reaction dodge goes back to replacing the Attacker's TN for rage, and can, once again, have you step into it...</li> <li data-xf-list-type="ul">D6 Space (p. 72-73) (This was suppsoedly going to be the 3rd edition, a friend had a copy of playtest material including this change): Full dodge is roll+10. Partial dodge is Full Roll, reduced for multi-action. Optionally, passive defense is +1 Opponent TN per 2d in Agility or Dodge when not actively defending.</li> </ul><p>Some other changes across the variations</p><ul> <li data-xf-list-type="ul">1E, 1E+RU: <ul> <li data-xf-list-type="ul">2 explicit scales: Characters/vehicles/Critters, and starfighters to smaller frigates. An implied 3rd scale is Capital ships. Scaling effects: personal attacking ship, damage reduced to 1D (2d if personal scale > 6d), but target's hull is doubled. Sip shooting person, Weapon damage doubled, but to hit penalized. </li> <li data-xf-list-type="ul">Experience can only be used to buy skill upgrades and force skill upgrades.</li> <li data-xf-list-type="ul">Movement is 10m per movement action, and no skill used, only Dex.</li> </ul></li> <li data-xf-list-type="ul">1E+ RC: <ul> <li data-xf-list-type="ul">6 scales (Character/Creature, Speeder, Walker, Starfighter, Capital Ship, Death Star). Whichever side is at disadvantage due to scale has a cap on their dice. dice over the cap number are read as zero.</li> <li data-xf-list-type="ul">Characters must now specify which force powers they know, and have a limit.</li> <li data-xf-list-type="ul">Capital Ships have a custom damage process.</li> </ul></li> <li data-xf-list-type="ul">2E: <ul> <li data-xf-list-type="ul">same scales as RC, very close on the tables, but capped dice counted as the cap, not zero. One on many and many on one tables also added.</li> <li data-xf-list-type="ul">Wild Die introduced.</li> <li data-xf-list-type="ul">Movement switched from fixed amount per action to racial meters per action, which can be raised.</li> <li data-xf-list-type="ul">Attributes can be raised, too. Also, character points can be spent to boost rolls if you're desperate - trading learning for survival?</li> </ul></li> <li data-xf-list-type="ul">2E Rev : <ul> <li data-xf-list-type="ul">infinite number of scales, tho' it labels the 6 from prior with specific dice adjustments. Capping gone; instead, advantaged gets difference of number of dice for the scale added to their skill, damage, Strength, or Hull roll.</li> <li data-xf-list-type="ul">Keeps the EP/CP changes.</li> </ul></li> <li data-xf-list-type="ul">d6 Space: <ul> <li data-xf-list-type="ul">keeps 2ERev scaling and 2E movement</li> <li data-xf-list-type="ul">Adds Advantages and Disadvantages.</li> </ul></li> </ul><p></p><p><strong>Playing as new editions came out meant players having to relearn the action economies, Defense skills, and odds of cross-scale actions...</strong></p></blockquote><p></p>
[QUOTE="aramis erak, post: 9153239, member: 6779310"] They changed constantly across the revision history of WEG SW... Keeping in mind this means... [LIST] [*]1E: Reaction only, Adds to range-based TN. (SWRPG 1E p 13) [*]1E + "Rules Upgrade" pamphlet: Full Round Dodge (no other actions except mandatory moving) adds to range based TN. Reaction dodge replaces range based TN. (SWRPG RU p 2) [*]1E + Rules Companion (SWRC p14): Full round dodge adds, but doesn't require moving; it also is rolled in Action 0 phase. If moving as well, call it evading and roll it at +1D. Reaction is for that action phase only, and the TN of the attacker is the higher of the range or the dodge roll. [*]2E: Full Dodge (vs Ranged) or Full parry (vs melee/unarmed) only allow a single movement action, no bonus for moving while doing so., add to TN. It's explicit you can't use both, nor any reactions. Reaction dodge still better of range or roll. [*]2E Revised (p 90): Full round dodge/Parry/Brawling Parry works same as 2E. Reaction dodge goes back to replacing the Attacker's TN for rage, and can, once again, have you step into it... [*]D6 Space (p. 72-73) (This was suppsoedly going to be the 3rd edition, a friend had a copy of playtest material including this change): Full dodge is roll+10. Partial dodge is Full Roll, reduced for multi-action. Optionally, passive defense is +1 Opponent TN per 2d in Agility or Dodge when not actively defending. [/LIST] Some other changes across the variations [LIST] [*]1E, 1E+RU: [LIST] [*]2 explicit scales: Characters/vehicles/Critters, and starfighters to smaller frigates. An implied 3rd scale is Capital ships. Scaling effects: personal attacking ship, damage reduced to 1D (2d if personal scale > 6d), but target's hull is doubled. Sip shooting person, Weapon damage doubled, but to hit penalized. [*]Experience can only be used to buy skill upgrades and force skill upgrades. [*]Movement is 10m per movement action, and no skill used, only Dex. [/LIST] [*]1E+ RC: [LIST] [*]6 scales (Character/Creature, Speeder, Walker, Starfighter, Capital Ship, Death Star). Whichever side is at disadvantage due to scale has a cap on their dice. dice over the cap number are read as zero. [*]Characters must now specify which force powers they know, and have a limit. [*]Capital Ships have a custom damage process. [/LIST] [*]2E: [LIST] [*]same scales as RC, very close on the tables, but capped dice counted as the cap, not zero. One on many and many on one tables also added. [*]Wild Die introduced. [*]Movement switched from fixed amount per action to racial meters per action, which can be raised. [*]Attributes can be raised, too. Also, character points can be spent to boost rolls if you're desperate - trading learning for survival? [/LIST] [*]2E Rev : [LIST] [*]infinite number of scales, tho' it labels the 6 from prior with specific dice adjustments. Capping gone; instead, advantaged gets difference of number of dice for the scale added to their skill, damage, Strength, or Hull roll. [*]Keeps the EP/CP changes. [/LIST] [*]d6 Space: [LIST] [*]keeps 2ERev scaling and 2E movement [*]Adds Advantages and Disadvantages. [/LIST] [/LIST] [B]Playing as new editions came out meant players having to relearn the action economies, Defense skills, and odds of cross-scale actions...[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Grade The D6 System
Top