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*TTRPGs General
Has anyone fixed range bands?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 7007596" data-attributes="member: 32740"><p>Yeah, I was aware that d6 uses specific ranges for weapons (I was actually riffling through my 2E book for the info but didn't see it instantly and didn't want to bother too much as NOT using it was the point) - but as noted the GM is encouraged to NOT focus on that kind of detail, but just pick the difficulty he thinks is reasonable and roll with it. It's a little easier to include detailed range calculation in d6 because there's not all that much modification being done to the hit rolls. So, in especially critical situations is when the players or GM will want to once again pay attention to those details. In FFG there's ten ways from Sunday to add dice, upgrade/downgrade dice, and utilize or modify the results of the roll. Range calculations in that system just bog things down in detail that doesn't need to be there even in critical situations. There's so much other influence going on to a given hit roll - especially in critical situations when everyone pulls out the stops to influence the dice - that setting the basic difficulty (determining range) should still be, NEEDS to be, fast and simple.</p><p></p><p>But, as you say - whatever fits your group. If you want specific range distances for weapons in FFG they CAN be added in and the system will handle it fine - in fact I think you could borrow all that data from any other SW game and just plug it in. I just don't know that anyone has done so (or would want to).</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 7007596, member: 32740"] Yeah, I was aware that d6 uses specific ranges for weapons (I was actually riffling through my 2E book for the info but didn't see it instantly and didn't want to bother too much as NOT using it was the point) - but as noted the GM is encouraged to NOT focus on that kind of detail, but just pick the difficulty he thinks is reasonable and roll with it. It's a little easier to include detailed range calculation in d6 because there's not all that much modification being done to the hit rolls. So, in especially critical situations is when the players or GM will want to once again pay attention to those details. In FFG there's ten ways from Sunday to add dice, upgrade/downgrade dice, and utilize or modify the results of the roll. Range calculations in that system just bog things down in detail that doesn't need to be there even in critical situations. There's so much other influence going on to a given hit roll - especially in critical situations when everyone pulls out the stops to influence the dice - that setting the basic difficulty (determining range) should still be, NEEDS to be, fast and simple. But, as you say - whatever fits your group. If you want specific range distances for weapons in FFG they CAN be added in and the system will handle it fine - in fact I think you could borrow all that data from any other SW game and just plug it in. I just don't know that anyone has done so (or would want to). [/QUOTE]
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