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Tell me about WEG d6
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<blockquote data-quote="Badapple" data-source="post: 4451433" data-attributes="member: 71811"><p>All the above posts are true.</p><p> </p><p>It is really simple to make a character. You pick a template, assign a couple skills and boom you are ready to go.</p><p> </p><p>Most standard d6 characters are heroic "jack of all trades" characters, that can do just about anything, and then naturally are specialized and really good at a few things. Anyone can try to pick a lock, hack a computer, pilot, bluff, etc and still have a decent chance to succeed unless you pick an alien race with higher max/minimum attributes.</p><p> </p><p>It's a good system for quick paced, cinematic games.</p><p> </p><p>There is almost no tactics or really deep options involved in combat, which of course could be good or bad depending on what type of game you feel like playing. If you want to push minis on a map and manage resources and choose which of many game balanced abilities you want to use this isn't the game for you. If you want to sit in chairs and couches and shoot your blaster and roll a fistful of dice every round, but play a game without needing a table or minis this game works great. It usually comes down to rolling dodge to avoid the npc attacks and then rolling your weapon skill to attack. There are some weird quirks like it's better to have 6 different people firing at you (one dodge roll vs. all 6) than to have one guy shoot you and one guy stab you (now you need to roll dodge for the shot and roll parry for the knife, but since they are seperate skills each are penalized 1d), but whatever.</p><p> </p><p>In my opinion d6 is great to play for a couple sessions as a breath of fresh air, then go back to D&D... then bust out the d6 characters for a break later on. Too much d6 games consecutively and the shallowness of the combat kicks in and the fights start feeling the same.</p><p> </p><p>Characters start out heroic right out of the gate, and improvements happen at a slower pace. Having a brand new character join a game with experienced characters isn't game breaking (plus the GM can simply just give the starting character more points). Also, there is a lot of flexibility in what skills the players can improve. Improvement happens fairly slowly BUT it is really easy to improve one or two skills to a very high level. For example improving a blaster skill of 5d costs 5 points, improving a blaster skill of 8d costs 8 points. If one player continually puts all his points into combat skills (favorite attack and dodge, parry) then over a longer campaign he will turn into a combat beast that will greatly overshadow the other characters if they put their points into stuff like computer repair, piloting, droid programming, con, etc. So it becomes a challenge to balance combat encounters and the GM has to constantly be on his toes to include a variety of different challenges, especially non combat ones to keep the game interesting.</p></blockquote><p></p>
[QUOTE="Badapple, post: 4451433, member: 71811"] All the above posts are true. It is really simple to make a character. You pick a template, assign a couple skills and boom you are ready to go. Most standard d6 characters are heroic "jack of all trades" characters, that can do just about anything, and then naturally are specialized and really good at a few things. Anyone can try to pick a lock, hack a computer, pilot, bluff, etc and still have a decent chance to succeed unless you pick an alien race with higher max/minimum attributes. It's a good system for quick paced, cinematic games. There is almost no tactics or really deep options involved in combat, which of course could be good or bad depending on what type of game you feel like playing. If you want to push minis on a map and manage resources and choose which of many game balanced abilities you want to use this isn't the game for you. If you want to sit in chairs and couches and shoot your blaster and roll a fistful of dice every round, but play a game without needing a table or minis this game works great. It usually comes down to rolling dodge to avoid the npc attacks and then rolling your weapon skill to attack. There are some weird quirks like it's better to have 6 different people firing at you (one dodge roll vs. all 6) than to have one guy shoot you and one guy stab you (now you need to roll dodge for the shot and roll parry for the knife, but since they are seperate skills each are penalized 1d), but whatever. In my opinion d6 is great to play for a couple sessions as a breath of fresh air, then go back to D&D... then bust out the d6 characters for a break later on. Too much d6 games consecutively and the shallowness of the combat kicks in and the fights start feeling the same. Characters start out heroic right out of the gate, and improvements happen at a slower pace. Having a brand new character join a game with experienced characters isn't game breaking (plus the GM can simply just give the starting character more points). Also, there is a lot of flexibility in what skills the players can improve. Improvement happens fairly slowly BUT it is really easy to improve one or two skills to a very high level. For example improving a blaster skill of 5d costs 5 points, improving a blaster skill of 8d costs 8 points. If one player continually puts all his points into combat skills (favorite attack and dodge, parry) then over a longer campaign he will turn into a combat beast that will greatly overshadow the other characters if they put their points into stuff like computer repair, piloting, droid programming, con, etc. So it becomes a challenge to balance combat encounters and the GM has to constantly be on his toes to include a variety of different challenges, especially non combat ones to keep the game interesting. [/QUOTE]
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