Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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="slipshot762" data-source="post: 7901016" data-attributes="member: 7020220"><p>Hello. I find that one answer here can be found in the D6 Fantasy/Adventure/Space books that came later; the die-code simplification chart in the back of these books allow you to roll either 5D plus a number based on actual skill code or even 1D plus a number if you prefer.</p><p></p><p>Another option is one defensive roll that stands for the entire round or encounter vs that type of attack (ranged, melee, thrown etc) only re-rolling when something changes like being injured or moving more than a half-move or so.</p><p></p><p>Yet another option from (I think) D6 masterbook is to allow a static number for defense/resist = to 3 points per die, so 5D dodge becomes a static 15 for example.</p><p></p><p>As to parts of the game I've felt needed reworked badly, one was force mechanics. I for example always ruled a force point doesn't double dice pools but gives you the max you could have rolled (except wild die, still roll that).</p><p></p><p>I also made force powers be skills under perception which require a force point to activate, and made force points work like mana, your max being equal to the number of force skill dice or perception dice for non-force sensitives, allowing them to partially regenerate (1 per die of perception) between encounters. (a pre-statted jedi's total number of control-sense-alter dice would be re-assigned to his force skills under perception as increases above baseline attribute)</p><p></p><p>I also tossed most force-power activation rolls, just spend the point to telekines the can of vienna sausage off the table and into your hand, we only need a skill roll if you are levitating an <img src="https://www.enworld.org/forum/images/smilies/xwing.jpg" class="smilie" loading="lazy" alt="xwing" title="X-Wing Miniatures Game xwing" data-shortname="xwing" /> or pushing darth vaders chest buttons.</p><p></p><p>The D6 Fantasy/Adventure/Space method of strength damage die code being half of the attribute, coupled with the "hard mode" version of damage resist from the same books is also advisable to avoid bulletproof or chainsaw wookie problem that can pop up under 2e reup rules as written. (hard mode is there is no resist roll beyond armor or shields, one can buy dice with character points or must spend force point to roll normal strength/physique/vitality/whatever.)</p><p></p><p>Beyond that I always made shields skill and dice function like a parry roll, making shields very valuable and making "their shields are down!" a very climactic moment. Thus shields stop attacks and bolster resist if a shot penetrates until they go down. Suddenly even 1D in shields is not so anemic.</p><p>ETA: against ions do the same but don't add shield dice to resist damage, they are only counted for the parry portion.</p><p></p><p>I would also recommend putting a "frigate" and "dreadnought" step in the scale system below and above capitol, as well as merging starfighter/walker into the same scale step, but that is just my own preference/bias.</p><p></p><p>ETA#2: Stun damage, rather than used as written I always had it function like normal damage but be non-lethal, stuns and wounds results are stuns essentially, incap or better is non-lethal knock-out/shutdown. Unless I misremember you can only suffer a number of stuns equal to strength before being knocked out anyway.</p><p></p><p>ETA#3: Somewhere out there on the net is the "dueling blades" chart from an article in D6 magazine or a D6 pirates game or something, I also highly recommend using that chart for melee/jedi, better cinematic feel imho.</p></blockquote><p></p>
[QUOTE="slipshot762, post: 7901016, member: 7020220"] Hello. I find that one answer here can be found in the D6 Fantasy/Adventure/Space books that came later; the die-code simplification chart in the back of these books allow you to roll either 5D plus a number based on actual skill code or even 1D plus a number if you prefer. Another option is one defensive roll that stands for the entire round or encounter vs that type of attack (ranged, melee, thrown etc) only re-rolling when something changes like being injured or moving more than a half-move or so. Yet another option from (I think) D6 masterbook is to allow a static number for defense/resist = to 3 points per die, so 5D dodge becomes a static 15 for example. As to parts of the game I've felt needed reworked badly, one was force mechanics. I for example always ruled a force point doesn't double dice pools but gives you the max you could have rolled (except wild die, still roll that). I also made force powers be skills under perception which require a force point to activate, and made force points work like mana, your max being equal to the number of force skill dice or perception dice for non-force sensitives, allowing them to partially regenerate (1 per die of perception) between encounters. (a pre-statted jedi's total number of control-sense-alter dice would be re-assigned to his force skills under perception as increases above baseline attribute) I also tossed most force-power activation rolls, just spend the point to telekines the can of vienna sausage off the table and into your hand, we only need a skill roll if you are levitating an xwing or pushing darth vaders chest buttons. The D6 Fantasy/Adventure/Space method of strength damage die code being half of the attribute, coupled with the "hard mode" version of damage resist from the same books is also advisable to avoid bulletproof or chainsaw wookie problem that can pop up under 2e reup rules as written. (hard mode is there is no resist roll beyond armor or shields, one can buy dice with character points or must spend force point to roll normal strength/physique/vitality/whatever.) Beyond that I always made shields skill and dice function like a parry roll, making shields very valuable and making "their shields are down!" a very climactic moment. Thus shields stop attacks and bolster resist if a shot penetrates until they go down. Suddenly even 1D in shields is not so anemic. ETA: against ions do the same but don't add shield dice to resist damage, they are only counted for the parry portion. I would also recommend putting a "frigate" and "dreadnought" step in the scale system below and above capitol, as well as merging starfighter/walker into the same scale step, but that is just my own preference/bias. ETA#2: Stun damage, rather than used as written I always had it function like normal damage but be non-lethal, stuns and wounds results are stuns essentially, incap or better is non-lethal knock-out/shutdown. Unless I misremember you can only suffer a number of stuns equal to strength before being knocked out anyway. ETA#3: Somewhere out there on the net is the "dueling blades" chart from an article in D6 magazine or a D6 pirates game or something, I also highly recommend using that chart for melee/jedi, better cinematic feel imho. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's Your Favorite System for Star Wars
Top