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Strengths and Weaknesses of WEG's d6 compared to FFG's new system?

Lawngnome4hire

First Post
Is there anyone that has experience with both systems that wouldn't mind pointing out the strengths and weaknesses of these two different Star Wars systems? I haven't played either yet but everyone in my gaming group is a Star Wars fan so it's something we've considered giving a try. I know the d6 version still has a very loyal fan base that raves about it, even though it's been out of print for almost two decades.
 

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I don't have enough experience with the WEG system to comment on that (though I did play it back in the day). On the other hand, I'm pretty good with FFG's game, so if you have any specific questions about that I'd be happy to weigh in.
 

In my opinion, the greatest strength of the old d6 System was its simplicity and elegance. It was easy to learn (more dice = better), and I liked how the Star Warriors game handled ship-to-ship combat. With more advanced characters, the numbers become just too big, though. A powerful Force-user using a lightsaber and a Force Point could be doing 20d6 or more damage, which led to us invoking the maim rule all too often.

So far, I haven't run into that problem with Edge of the Empire. In fact, I haven't seen the Force in use much at all. I'm eager to see Force and Destiny in order to learn how FFG's mechanics handle it.

-Nate
 

I have experience with both systems.

WEG is probably easier to learn, and has a metric ton of material you can draw upon. There are some balance issues with experienced Jedi who can absorb blaster fire and inflict insane amounts of damage, but if you slow your Jedi's force skill advancement things should be fine. I do think the vehicle rules in WEG are better than in FFG.

FFG's narrative dice mechanics for their SW game make it superior though. Their dice let you go from simple success/failure to a much wider variety of results. Success with setback or failure with benefit will frequently happen. Every dice roll is more interesting because your buddy could pass you an additional positive die or screw up and make what you are going to do harder. It will take FFG several more years to even approach parity in number of products but you can always mine the old WEG books for use in your FFG game.
 

Is it possible to adapt the FFG dice system to the WEG system? I look at all the feat/ability paths in the FFG system and I'm quite turned off by the intricacies it proposes. I like the simple elegance of the WEG system, but having dabbled into FFG's Warhammer v4 version, the notion of using FFG's dice system sounds appealing.
 


There are some balance issues with experienced Jedi who can absorb blaster fire and inflict insane amounts of damage, but if you slow your Jedi's force skill advancement things should be fine.

How exactly would that house rule work? Maybe cap certain skills at 4D or 5D? What skills -- all of them?
 

I find FFG to be backwards compatable with WEGS.

Abilities are easy to convert, as most abilities in WEGS went up to 6d. If they were higher make sure to give your FFG character skill points.

WEGS worked on a DC system similar to FFG. I ran Tatooine Manhunt in the 80's and I just ran it again for a new campaign in FFG. Minimal conversion was needed, and it ran smooth.
 

How exactly would that house rule work? Maybe cap certain skills at 4D or 5D? What skills -- all of them?

Yes I believe drastically slowing down and capping force skill gain would help balance Jedi out. As written it requires very little experience to quickly raise low skills. I don't remember if Force users are required to have a mentor to raise their force skills, that may be a limiter that I'm not remembering.

As an example of Jedi power your Control skill is added to your lightsaber damage. So even 3d Control added to the 5d of the base saber results in an 8d damage pool that most folks are resisting with 3-4d. This usually results in Jedi incapacitating foes in a single hit.
 

Is it possible to adapt the FFG dice system to the WEG system? I look at all the feat/ability paths in the FFG system and I'm quite turned off by the intricacies it proposes. I like the simple elegance of the WEG system, but having dabbled into FFG's Warhammer v4 version, the notion of using FFG's dice system sounds appealing.

The talent system seems intimidating at first but it really is what helps differentiate your bounty hunter: assassin from your hired gun: mercenary soldier. Talents let your characters do awesome things, I think the system would be very boring without the talents. It also helps to create a nice tension between investing in skills vs buying interesting talents when spending experience.
 

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