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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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<blockquote data-quote="Celebrim" data-source="post: 9768861" data-attributes="member: 4937"><p>That has occurred to me. This group is very cautious and I would say at times overly cautious to their own detriment. They are risk adverse. I get really frustrated by their ability to evade dramatic sequences even when it would be to their advantage to try.</p><p></p><p>And I know it's not just me because I have ran this campaign for two groups, and while the second group didn't get as far I could tell by comparison of how they played that they approached the scenes very differently and came up with very different approaches and encountered different challenges. So yes, this might be just a player problem. But I also didn't get as many uses of force points from the other group to get a definitive feel for that as well.</p><p></p><p>If it is a player problem, I'm struggling because I don't like telling the players what to do, but just once in a while jumping on the rails to see where they go or pushing in where they don't belong might be a good thing.</p><p></p><p></p><p></p><p>There is a bit of that I think. But you can hardly blame players for trying to win. Also, I wouldn't go so far as to say WEG D6 is designed for drama so much as it is designed to encourage drama.</p><p></p><p></p><p></p><p>Part of this again is just how freaking powerful a force point is. Because when the force point hits the table, the elegance of the D6 system starts working against it. Dice are actions in D6. You can reduce the amount of dice in your dice pools to take multiple actions. It's not unusual to need to make multiple actions in a round. Flying a single seat snub fighter is the iconic example because you might need to dodge, navigate obstacles, fire weapons, angle shields, and use sensors or comms all in the same round. That's 3 to 4 dice off all your pools. So to be actually good in a single seat snub fighter, you need like 8 or 9 dice in a half dozen mechanical skills. R2 units are amazing for handling mundane low difficulty tasks while you focus on the important stuff. Cooperation is really powerful. But when you double all your dice pools, you become a demigod with even pretty mundane skills. Suddenly you have 10 or 12 dice in all your relevant skills and you can do everything. </p><p></p><p>Melee characters with force points to spend are just insane. One of the few things that holds players back is its pretty difficult to scale damage up at range. But melee characters can just go nova. And that's actually true to the source material, but it makes it really hard to have extended dramatic climaxes. </p><p></p><p></p><p></p><p>For the last four or five adventures, the BBEG's do have Dark Side points they use to counter force point use. This only partially mitigates against the problem.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9768861, member: 4937"] That has occurred to me. This group is very cautious and I would say at times overly cautious to their own detriment. They are risk adverse. I get really frustrated by their ability to evade dramatic sequences even when it would be to their advantage to try. And I know it's not just me because I have ran this campaign for two groups, and while the second group didn't get as far I could tell by comparison of how they played that they approached the scenes very differently and came up with very different approaches and encountered different challenges. So yes, this might be just a player problem. But I also didn't get as many uses of force points from the other group to get a definitive feel for that as well. If it is a player problem, I'm struggling because I don't like telling the players what to do, but just once in a while jumping on the rails to see where they go or pushing in where they don't belong might be a good thing. There is a bit of that I think. But you can hardly blame players for trying to win. Also, I wouldn't go so far as to say WEG D6 is designed for drama so much as it is designed to encourage drama. Part of this again is just how freaking powerful a force point is. Because when the force point hits the table, the elegance of the D6 system starts working against it. Dice are actions in D6. You can reduce the amount of dice in your dice pools to take multiple actions. It's not unusual to need to make multiple actions in a round. Flying a single seat snub fighter is the iconic example because you might need to dodge, navigate obstacles, fire weapons, angle shields, and use sensors or comms all in the same round. That's 3 to 4 dice off all your pools. So to be actually good in a single seat snub fighter, you need like 8 or 9 dice in a half dozen mechanical skills. R2 units are amazing for handling mundane low difficulty tasks while you focus on the important stuff. Cooperation is really powerful. But when you double all your dice pools, you become a demigod with even pretty mundane skills. Suddenly you have 10 or 12 dice in all your relevant skills and you can do everything. Melee characters with force points to spend are just insane. One of the few things that holds players back is its pretty difficult to scale damage up at range. But melee characters can just go nova. And that's actually true to the source material, but it makes it really hard to have extended dramatic climaxes. For the last four or five adventures, the BBEG's do have Dark Side points they use to counter force point use. This only partially mitigates against the problem. [/QUOTE]
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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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