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<blockquote data-quote="Water Bob" data-source="post: 6091845" data-attributes="member: 92305"><p>I do, indeed, love WEG's D6 Star Wars game. No hit points. No Feats. No character levels. No complicated rules. Just dice codes. A character's sheet is nothing but six stats, each assigned a dice code, and the improved skills the character has governed by those six stats--again, each skill with a dice code. And, the dice is always a six sider. </p><p></p><p>Fast action is the name of this game. Harrowing chases are a dream come true in this rpg. Whether it be a farmboy vs. a dozen stormtroopers, a single Jedi fighting a Sith, a tramp freighter zipping around close asteroids with TIE fighters on its tail, a single X-Wing in a nat-cluster of enemy fighters, or a number of huge capital ships blowing each other to bits, this game makes the play easy and the action exciting.</p><p></p><p>No matter the situation, the game really is just a matter of rolling a number of six sided dice to see if a target number was reached. That's 80% of the game mechanics, combined with a lively, descriptive GM that will help you visualize the action.</p><p></p><p>As much as I am enamored with those rules, be it the simple first edition or the more detailed second edition revised and expanded edition, I never have warmed to the combat procedure detailed in RAW.</p><p></p><p>The procedure changes a bit, depending on edition, but the combat round is Side Based. The GM determines how many sides are taking place in the combat. Usually, the number is two, like the Rebels and the Imperials. Sometimes, you can have other sides, like the neutral Corporate Sector security guards, the Empire characters, the Hutt's men, the bounty hunters, and the Rebels.</p><p></p><p>Once the number of sides is determined, the character with the highest Perception on each side rolls that attribute. The character who gets the highest roll decides to act first or last--for the entire side.</p><p></p><p>When it's a side's turn to go, the character among that side with the highest Perception score acts first, followed by the second highest PER, then third, and so on, until the entire Side has acted.</p><p></p><p>When a character acts, he tells the GM how many actions he will take during his turn (so that he can take appropriate penalties to each action), then he performs only his first action. </p><p></p><p>All characters on the side perform only their first action.</p><p></p><p>Then, we move to the second side, where all of those characters perform only their first action.</p><p></p><p>If there are only two sides, we move back to the first side, where the characters peform their second action, if they have them.</p><p></p><p>And, you see how this goes. Each character peforms only one action and cannot perform another until every character in the combat has performed their single actions.</p><p></p><p>I don't find this very conducive to the Star Wars universe (and the rest of the game system, for that matter) at all. It's slow and methodical, and in practice, not fun.</p><p></p><p>From experience, most characters can comfortably take 2-3 actions in a round. Let's say you want to run up to the doorway, use it as cover as you pop around and squeeze off two shots from your blaster at the stormtroopers.</p><p></p><p>If you play Star Wars D6 RAW, what you do is wait for your side to go, then wait for your turn within the side. Then you move up to the doorway--your first action.</p><p></p><p>Then, you've got to wait the entire time for every other PC and NPC to do their single actions, and when it finally gets back to you, you get to lean around the corner and pop off one shot.</p><p></p><p>Then, everyone does their second actions. And, when it comes back you to you, you can finally fire off that second shot you wanted to make.</p><p></p><p>Does that seem like Star Wars to you?</p><p></p><p>I understand the appeal of this system. It takes a turn based encounter and makes gives you the closest to simultaneous actions as you're going to get.</p><p></p><p>But, it's not fun! It's not "Star Wars".</p><p></p><p>When I run the game, we roll PER for every character as an initiative roll. We do this once. That sets up the order for the combat.</p><p></p><p>Then, we simply follow that order for the entire combat, allowing a character to do all sorts of quick, Star Warsy, actions.</p><p></p><p>If you want to cross to the doorway, jut around, and fire two shots at the stormtroopers, you can do that the way I run the game. And, it feels like Star Wars.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6091845, member: 92305"] I do, indeed, love WEG's D6 Star Wars game. No hit points. No Feats. No character levels. No complicated rules. Just dice codes. A character's sheet is nothing but six stats, each assigned a dice code, and the improved skills the character has governed by those six stats--again, each skill with a dice code. And, the dice is always a six sider. Fast action is the name of this game. Harrowing chases are a dream come true in this rpg. Whether it be a farmboy vs. a dozen stormtroopers, a single Jedi fighting a Sith, a tramp freighter zipping around close asteroids with TIE fighters on its tail, a single X-Wing in a nat-cluster of enemy fighters, or a number of huge capital ships blowing each other to bits, this game makes the play easy and the action exciting. No matter the situation, the game really is just a matter of rolling a number of six sided dice to see if a target number was reached. That's 80% of the game mechanics, combined with a lively, descriptive GM that will help you visualize the action. As much as I am enamored with those rules, be it the simple first edition or the more detailed second edition revised and expanded edition, I never have warmed to the combat procedure detailed in RAW. The procedure changes a bit, depending on edition, but the combat round is Side Based. The GM determines how many sides are taking place in the combat. Usually, the number is two, like the Rebels and the Imperials. Sometimes, you can have other sides, like the neutral Corporate Sector security guards, the Empire characters, the Hutt's men, the bounty hunters, and the Rebels. Once the number of sides is determined, the character with the highest Perception on each side rolls that attribute. The character who gets the highest roll decides to act first or last--for the entire side. When it's a side's turn to go, the character among that side with the highest Perception score acts first, followed by the second highest PER, then third, and so on, until the entire Side has acted. When a character acts, he tells the GM how many actions he will take during his turn (so that he can take appropriate penalties to each action), then he performs only his first action. All characters on the side perform only their first action. Then, we move to the second side, where all of those characters perform only their first action. If there are only two sides, we move back to the first side, where the characters peform their second action, if they have them. And, you see how this goes. Each character peforms only one action and cannot perform another until every character in the combat has performed their single actions. I don't find this very conducive to the Star Wars universe (and the rest of the game system, for that matter) at all. It's slow and methodical, and in practice, not fun. From experience, most characters can comfortably take 2-3 actions in a round. Let's say you want to run up to the doorway, use it as cover as you pop around and squeeze off two shots from your blaster at the stormtroopers. If you play Star Wars D6 RAW, what you do is wait for your side to go, then wait for your turn within the side. Then you move up to the doorway--your first action. Then, you've got to wait the entire time for every other PC and NPC to do their single actions, and when it finally gets back to you, you get to lean around the corner and pop off one shot. Then, everyone does their second actions. And, when it comes back you to you, you can finally fire off that second shot you wanted to make. Does that seem like Star Wars to you? I understand the appeal of this system. It takes a turn based encounter and makes gives you the closest to simultaneous actions as you're going to get. But, it's not fun! It's not "Star Wars". When I run the game, we roll PER for every character as an initiative roll. We do this once. That sets up the order for the combat. Then, we simply follow that order for the entire combat, allowing a character to do all sorts of quick, Star Warsy, actions. If you want to cross to the doorway, jut around, and fire two shots at the stormtroopers, you can do that the way I run the game. And, it feels like Star Wars. [/QUOTE]
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