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Star wars - which version?
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<blockquote data-quote="giant.robot" data-source="post: 5424811" data-attributes="member: 93119"><p>So...an on-topic reply... <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>If you want to try out the D6 Star Wars can don't want to or can't find any of the WEG books the free <a href="http://www.rpgnow.com/product_info.php?products_id=20447&it=1&filters=0_0_0_0_0&free=1" target="_blank">D6 Space</a> rules are essentially the revision Star Wars rules without the Star Wars license. It's even got the "Metaphysics" chapter which are the same as the Force rules with a slightly different naming convention. Outside of some specific skill names I've found these rules to be fairly compatible with all 2nd and 3rd edition WEG material. The best part is you can give copies to all the players so everyone can get up on the rules and you're not limited to a single WEG book you bought off eBay.</p><p></p><p>While I like the Saga rules a lot due to their similarity to D&D (which means finding players is more likely) the D6 rules are a good match for the setting. As someone else mentioned the D6 rules are very cinematic even if they do involve several dice rolls every round. The Wild Die and character/Force points let players attempt difficult actions their base die and modifiers might not let them normally succeed at. I've had characters with 2D in an ability roll for a heroic difficult thanks to several 6s on the Wild Die.</p><p></p><p>I recommend that you use 12mm D6 instead of the typical 16mm ones. The smaller dice are easier to roll when you're rolling six at once. Dice trays help keep things in order as well. Even a relatively low power game will end up with two dozen dice on the table at any given time. It helps when all the players are using different colors or their dice are all in the tray in front of them.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5424811, member: 93119"] So...an on-topic reply... :erm: If you want to try out the D6 Star Wars can don't want to or can't find any of the WEG books the free [url=http://www.rpgnow.com/product_info.php?products_id=20447&it=1&filters=0_0_0_0_0&free=1]D6 Space[/url] rules are essentially the revision Star Wars rules without the Star Wars license. It's even got the "Metaphysics" chapter which are the same as the Force rules with a slightly different naming convention. Outside of some specific skill names I've found these rules to be fairly compatible with all 2nd and 3rd edition WEG material. The best part is you can give copies to all the players so everyone can get up on the rules and you're not limited to a single WEG book you bought off eBay. While I like the Saga rules a lot due to their similarity to D&D (which means finding players is more likely) the D6 rules are a good match for the setting. As someone else mentioned the D6 rules are very cinematic even if they do involve several dice rolls every round. The Wild Die and character/Force points let players attempt difficult actions their base die and modifiers might not let them normally succeed at. I've had characters with 2D in an ability roll for a heroic difficult thanks to several 6s on the Wild Die. I recommend that you use 12mm D6 instead of the typical 16mm ones. The smaller dice are easier to roll when you're rolling six at once. Dice trays help keep things in order as well. Even a relatively low power game will end up with two dozen dice on the table at any given time. It helps when all the players are using different colors or their dice are all in the tray in front of them. [/QUOTE]
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