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Star Wars First Edition WEG - A Love Story
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<blockquote data-quote="Water Bob" data-source="post: 6885809" data-attributes="member: 92305"><p>Chases.</p><p></p><p></p><p>I guess the last thing to discuss about the First Edition rules is chases. With the later rule editions, chase rules are presented with elaborate rule modifications. There are several maneuvers that can be performed during the chase. With First Edition, a chase is a simple higher-dice throw and the thrilling description of the GM. Both ways are fun. It just depends on your taste and sensibility.</p><p></p><p></p><p>As I said before, the First Edition rules are built like a raw speed machine. Sleek. Light on "extras". But, quick-n-fun.</p><p></p><p></p><p>In a First Edition chase, there are three abstract ranges: Short, Medium, and Long. These correspond with weapon range categories even though we're not counting actual feet, meters, or kilometers. It's just a quick way of visualizing the action.</p><p></p><p></p><p>To do a chase, simply have the chase participants roll a check using their Speed Code. All vessels and vehicles have Speed Codes. These rules work for any type of chase, whether that be on foot, in vehicles, in the sky, or in space. A character's Speed Code is his DEX. The winner of the toss decides if range was increased, decrease, or stays the same (depending on the winner's goals).</p><p></p><p></p><p>It's that simple.</p><p></p><p></p><p>With vehicles and space ships, character can add their piloting or operation codes to the Speed Code, but that counts as an action (and the pilot or operator may be doing other things in the round, like dodging incoming fire, avoiding obstacles, angling shields, and firing weapons).</p><p></p><p></p><p>The GM will run a chase just like a normal combat round. Since there are more things to do in a chase (also known as a starship combat), it is helpful to generally play out the round in these phases.</p><p></p><p></p><p>Segment I: Declaration - the pilot/operator/rider/runner declares what he's going to do that round.</p><p></p><p></p><p>Segment II: Speed - dice are thrown, as discussed above, to establish range for the round.</p><p></p><p></p><p>Segment III: Fire! - resolve any combat or maneuvers, reaction throws, or shield throws.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>This plays easier than it even reads.</p><p></p><p></p><p>The Han takes the <em>Millennium Falcon</em> into an asteroid field with a TIE fighter chasing him (there were several TIEs chasing him in the movie, but I don't want to clutter the example).</p><p></p><p></p><p>For this chase, we assume that Han is trying to escape the TIE, and the TIE is trying to close range. That's Segment I, already done, for the entire chase. So, as it plays out, the GM will describe the action and cut between vessels as the dice are roll for Segment II and Segment III.</p><p></p><p></p><p>Boom. You've got a thrilling, breath-taking chase (at the hands of a skilled GM storyteller).</p><p></p><p></p><p>GM: The Falcon dives into the asteroid field! The TIE follows!</p><p></p><p></p><p>The Speed Codes are thrown. The TIE wins! </p><p></p><p></p><p>GM (describing an NPC on the bridge) "Leia looks up from the scope and shouts, 'He's gaining on us!'" Range is decreased from Long to Medium.</p><p></p><p></p><p>GM: Watch out! There's a huge asteroid right in the Falcon's path! And, the TIE is firing!</p><p></p><p></p><p>Player 1 (playing Han): "Chewie! Angle a deflector shield!" I'm going to roll the Falcon right under that asteroid and dodge the incoming fire.</p><p></p><p></p><p>GM: That's two actions. You're making a piloting maneuver to fly the ship and avoid the asteroid. And you're using a reaction skill to dodge the incoming fire. (It is three actions if Han used his pilot skill with the Speed Code throw earlier--this has to be considered when rolling for Speed Codes). With three total actions, Han is -2D to all attempts. The player rolls both tasks.</p><p></p><p></p><p>Player 2 (playing Chewie): I'm only doing one action this round, angling the shields. The shield roll is made.</p><p></p><p></p><p>GM: The GM fires the TIEs weaons (roll), and makes the TIE maneuver around the same asteroid (roll). That's two actions--three actions if the TIE used his piloting skill with the Speed Code earlier.</p><p></p><p></p><p>GM: The TIE's green laser fire misses! From the cockpit, you can see the bolts of energy slamming into the asteroid ahead, blowing off bits of rock. The Falcon slams into a 35 degree dive, rolls, and easily glides right under the giant rock.</p><p></p><p></p><p>Next combat round....</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Ya, see. You can have thrilling space combats, ground chases, airspeeder combats, vehicle chases, all just using these simple rules. But, if you want the structure of formal maneuvers with rules for each type of movement, then look to that later editions of the game. (And that can make for a damn fun game!) If you like quick-n-easy, then First Edition is where it is at.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6885809, member: 92305"] Chases. I guess the last thing to discuss about the First Edition rules is chases. With the later rule editions, chase rules are presented with elaborate rule modifications. There are several maneuvers that can be performed during the chase. With First Edition, a chase is a simple higher-dice throw and the thrilling description of the GM. Both ways are fun. It just depends on your taste and sensibility. As I said before, the First Edition rules are built like a raw speed machine. Sleek. Light on "extras". But, quick-n-fun. In a First Edition chase, there are three abstract ranges: Short, Medium, and Long. These correspond with weapon range categories even though we're not counting actual feet, meters, or kilometers. It's just a quick way of visualizing the action. To do a chase, simply have the chase participants roll a check using their Speed Code. All vessels and vehicles have Speed Codes. These rules work for any type of chase, whether that be on foot, in vehicles, in the sky, or in space. A character's Speed Code is his DEX. The winner of the toss decides if range was increased, decrease, or stays the same (depending on the winner's goals). It's that simple. With vehicles and space ships, character can add their piloting or operation codes to the Speed Code, but that counts as an action (and the pilot or operator may be doing other things in the round, like dodging incoming fire, avoiding obstacles, angling shields, and firing weapons). The GM will run a chase just like a normal combat round. Since there are more things to do in a chase (also known as a starship combat), it is helpful to generally play out the round in these phases. Segment I: Declaration - the pilot/operator/rider/runner declares what he's going to do that round. Segment II: Speed - dice are thrown, as discussed above, to establish range for the round. Segment III: Fire! - resolve any combat or maneuvers, reaction throws, or shield throws. This plays easier than it even reads. The Han takes the [i]Millennium Falcon[/i] into an asteroid field with a TIE fighter chasing him (there were several TIEs chasing him in the movie, but I don't want to clutter the example). For this chase, we assume that Han is trying to escape the TIE, and the TIE is trying to close range. That's Segment I, already done, for the entire chase. So, as it plays out, the GM will describe the action and cut between vessels as the dice are roll for Segment II and Segment III. Boom. You've got a thrilling, breath-taking chase (at the hands of a skilled GM storyteller). GM: The Falcon dives into the asteroid field! The TIE follows! The Speed Codes are thrown. The TIE wins! GM (describing an NPC on the bridge) "Leia looks up from the scope and shouts, 'He's gaining on us!'" Range is decreased from Long to Medium. GM: Watch out! There's a huge asteroid right in the Falcon's path! And, the TIE is firing! Player 1 (playing Han): "Chewie! Angle a deflector shield!" I'm going to roll the Falcon right under that asteroid and dodge the incoming fire. GM: That's two actions. You're making a piloting maneuver to fly the ship and avoid the asteroid. And you're using a reaction skill to dodge the incoming fire. (It is three actions if Han used his pilot skill with the Speed Code throw earlier--this has to be considered when rolling for Speed Codes). With three total actions, Han is -2D to all attempts. The player rolls both tasks. Player 2 (playing Chewie): I'm only doing one action this round, angling the shields. The shield roll is made. GM: The GM fires the TIEs weaons (roll), and makes the TIE maneuver around the same asteroid (roll). That's two actions--three actions if the TIE used his piloting skill with the Speed Code earlier. GM: The TIE's green laser fire misses! From the cockpit, you can see the bolts of energy slamming into the asteroid ahead, blowing off bits of rock. The Falcon slams into a 35 degree dive, rolls, and easily glides right under the giant rock. Next combat round.... Ya, see. You can have thrilling space combats, ground chases, airspeeder combats, vehicle chases, all just using these simple rules. But, if you want the structure of formal maneuvers with rules for each type of movement, then look to that later editions of the game. (And that can make for a damn fun game!) If you like quick-n-easy, then First Edition is where it is at. [/QUOTE]
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