Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What's Your Favorite System for Star Wars
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aramis erak" data-source="post: 7883390" data-attributes="member: 6779310"><p>Having run a bunch of d6 SW, editions 1, 2, and 2R... </p><p></p><p>Basing this on 1E:</p><p>Remember: </p><ul> <li data-xf-list-type="ul">the round is comprised of segments, and no character takes more than one declared action per segment, and only one reaction per segment. Each segment in 1E is resolved in descending order of skill roll. In 2E, it's descending order of initiative.</li> <li data-xf-list-type="ul">reactions have to be declared BEFORE the attack is rolled. Remember that actions are declared at the start of the round, not the segment, PC and NPC alike, but the GM should restate NPCs targets at start of segment, so players can make the reactions if they wish.</li> <li data-xf-list-type="ul">ALL attackers in the round overcome ONE dodge/parry roll, it's not separate per player.</li> <li data-xf-list-type="ul">Each rules upgrade/edition has changed the defense reactions rules slightly, but the above remains true in all 1e.</li> </ul><p></p><p><strong><u>No Reactions</u></strong></p><p>Eliminate reaction dodges/parries. Make it just another declared action, one that lasts from the segment taken until the end of the round. If you want to ensure your dodge works, it's your 1st pass action, but then, there's a strong possibility you might not get your second pass. If you make it second pass, you might not get to dodge, but you're going to shoot.</p><p></p><p><strong><u>Use the d6 Legends dice mechanic instead of the d6 standard</u></strong> </p><p>D6 Legends dice are count successes. 3-6 are successes; 6 on the wild die still succeeds. Difficulties divide by 5, then add 1, pips are ignored except for advancement and breaking ties on resolution order. Modifiers of +2 to +6 are reduced to +1, +7 to +11 are +2 , +12 to +16 are +3, and so on. This reduces resolution times a lot, BUT, it also reduces granularity and swing. Note that the expectation of the die is 2/3 success per die, but the variability is relatively low; a more variable option is instead of 0/0/1/1/1/1, go to 0/0/0/1/1/2 (4-5=1s, 6=2s).</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7883390, member: 6779310"] Having run a bunch of d6 SW, editions 1, 2, and 2R... Basing this on 1E: Remember: [LIST] [*]the round is comprised of segments, and no character takes more than one declared action per segment, and only one reaction per segment. Each segment in 1E is resolved in descending order of skill roll. In 2E, it's descending order of initiative. [*]reactions have to be declared BEFORE the attack is rolled. Remember that actions are declared at the start of the round, not the segment, PC and NPC alike, but the GM should restate NPCs targets at start of segment, so players can make the reactions if they wish. [*]ALL attackers in the round overcome ONE dodge/parry roll, it's not separate per player. [*]Each rules upgrade/edition has changed the defense reactions rules slightly, but the above remains true in all 1e. [/LIST] [B][U]No Reactions[/U][/B] Eliminate reaction dodges/parries. Make it just another declared action, one that lasts from the segment taken until the end of the round. If you want to ensure your dodge works, it's your 1st pass action, but then, there's a strong possibility you might not get your second pass. If you make it second pass, you might not get to dodge, but you're going to shoot. [B][U]Use the d6 Legends dice mechanic instead of the d6 standard[/U][/B] D6 Legends dice are count successes. 3-6 are successes; 6 on the wild die still succeeds. Difficulties divide by 5, then add 1, pips are ignored except for advancement and breaking ties on resolution order. Modifiers of +2 to +6 are reduced to +1, +7 to +11 are +2 , +12 to +16 are +3, and so on. This reduces resolution times a lot, BUT, it also reduces granularity and swing. Note that the expectation of the die is 2/3 success per die, but the variability is relatively low; a more variable option is instead of 0/0/1/1/1/1, go to 0/0/0/1/1/2 (4-5=1s, 6=2s). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's Your Favorite System for Star Wars
Top