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Star Wars First Edition WEG - A Love Story
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<blockquote data-quote="aramis erak" data-source="post: 7188299" data-attributes="member: 6779310"><p>Not possible - You've <strong><u><em>earned</em></u></strong> my profound <u>dis</u>respect. On the other hand, I try to avoid posts that are directly accusatory. I owe you an apology for the tone - but NOT the other content - of my previous two posts. So, in a more civil tone - not out of respect for you, but out of general civility.</p><p></p><p>1E Benchmarks - core plus SWSB.</p><p>Max Starting Skill: 6D for humans; a couple species can exceed this, but not in the relevant skills for stacking.</p><p>Fire Control: up to 3D (A-Wing, X-Wing, Millenium Falcon)</p><p>Speed: up to 6D (A-Wing)</p><p>Handling: up to 4D (A-Wing)</p><p></p><p>As for Skill Points (Core Rules, page 94) 3-10 per adventure, with an expected of 3-5 per session, as most of the published adventures are 1-3 sessions long in play... Assuming 3 per session - it's only 6 sessions to be able to add a die to a max starting skill... if you want to.</p><p></p><p>And that's before the rules for increasing the ratings on ships. SW Rules Companion page 26. It's only 18 SP to raise a 3D Fire Control to 4D. (Dice+3 SP per +0D+1)</p><p></p><p>All first ed sources. </p><p></p><p>I've run a bunch of Star Wars - few players take more than 1-2 actions per round (in either edition) in combat unless they seriously outclass the opponents. (Given that typical fighter pilots are supposed to be 4D skill... that's 7-9 dice while moving and shooting); ganging up and multiple shots can remove the protection of the typical tie's 4D Piloting + 2D Maneuver - but most players I've run the game for won't take multiple shots which leave them less than 3D over... They might take a close-shoot-open, however, when they can control the range to prevent getting shot - losing 2d per roll... or blow a force point at a key moment to turn a battle with 6 shots at 5D or more each.</p><p></p><p>In a longer running game (6 months or so of weekly sessions) it's pretty easy for key skills to go up to 7D or even 8D; given my sessions tended to be 6 hours, rather than the typical 3-4, I awarded typically 6-10 per session; in 6 months, all three PC's gunnery was over 6D, as was the ship's fire control on their YT-1300's top gun...</p><p></p><p>I've seen that effect over 7 different campaigns, 2 of them prior to 2E being released, one of them 1E+RC after 2E was released.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7188299, member: 6779310"] Not possible - You've [B][U][I]earned[/I][/U][/B] my profound [U]dis[/U]respect. On the other hand, I try to avoid posts that are directly accusatory. I owe you an apology for the tone - but NOT the other content - of my previous two posts. So, in a more civil tone - not out of respect for you, but out of general civility. 1E Benchmarks - core plus SWSB. Max Starting Skill: 6D for humans; a couple species can exceed this, but not in the relevant skills for stacking. Fire Control: up to 3D (A-Wing, X-Wing, Millenium Falcon) Speed: up to 6D (A-Wing) Handling: up to 4D (A-Wing) As for Skill Points (Core Rules, page 94) 3-10 per adventure, with an expected of 3-5 per session, as most of the published adventures are 1-3 sessions long in play... Assuming 3 per session - it's only 6 sessions to be able to add a die to a max starting skill... if you want to. And that's before the rules for increasing the ratings on ships. SW Rules Companion page 26. It's only 18 SP to raise a 3D Fire Control to 4D. (Dice+3 SP per +0D+1) All first ed sources. I've run a bunch of Star Wars - few players take more than 1-2 actions per round (in either edition) in combat unless they seriously outclass the opponents. (Given that typical fighter pilots are supposed to be 4D skill... that's 7-9 dice while moving and shooting); ganging up and multiple shots can remove the protection of the typical tie's 4D Piloting + 2D Maneuver - but most players I've run the game for won't take multiple shots which leave them less than 3D over... They might take a close-shoot-open, however, when they can control the range to prevent getting shot - losing 2d per roll... or blow a force point at a key moment to turn a battle with 6 shots at 5D or more each. In a longer running game (6 months or so of weekly sessions) it's pretty easy for key skills to go up to 7D or even 8D; given my sessions tended to be 6 hours, rather than the typical 3-4, I awarded typically 6-10 per session; in 6 months, all three PC's gunnery was over 6D, as was the ship's fire control on their YT-1300's top gun... I've seen that effect over 7 different campaigns, 2 of them prior to 2E being released, one of them 1E+RC after 2E was released. [/QUOTE]
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