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Delay & Interupt
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dph
Lieutenant
Lieutenant


Joined: 17 Jul 2009
Posts: 95

PostPosted: Tue Jun 07, 2011 8:02 am    Post subject: Delay & Interupt Reply with quote

Hi folks

Are there any official or advanced rules for 'delaying' your action (delaying your action for another round) or 'holding' your action (waiting to perform an action in response to another action e.g. I will hold my action and shoot anyone who comes through the door).

Other systems do similar things and I can't seem to find anything in the RAW.

I'm a pretty flexible GM and currently allow a house ruled version for both but was wondering if there was anything official, especially for the latter which is more problematic...

Thanks again!
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16261
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jun 07, 2011 8:13 am    Post subject: Reply with quote

2R&E Rulebook, Page 81. The section is called "Preparing". It's pretty easy to miss if you don't know exactly what you're looking for.
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Nico_Davout
Commander
Commander


Joined: 09 Feb 2009
Posts: 384
Location: Sevilla, Spain

PostPosted: Tue Jun 07, 2011 1:19 pm    Post subject: Reply with quote

I think Tossk is referring to the rules which can be found in SW D20. There are no such rules in D6. Simply use the D20 rules for D6 about "Delaying" and "Reading" actions.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16261
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Jun 07, 2011 2:09 pm    Post subject: Reply with quote

Nico_Davout wrote:
I think Tossk is referring to the rules which can be found in SW D20. There are no such rules in D6. Simply use the D20 rules for D6 about "Delaying" and "Reading" actions.


At that point, its just semantics. It's not too much of a stretch to make the D6 Preparation rules cover the exact same things.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14136
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Jun 07, 2011 6:37 pm    Post subject: Reply with quote

Official.. Page 78 R&E..

Code:

The first side acts now. The character with the highest Perception goes first. The player tells you how many actions he's making this round and you assign the multiple actions penalty. Then, the player rolls his
character's first action.
Acting in Perception order (highest to lowest), every player tells you how many actions his character is making and rolls his first action.
(If the gamemaster characters go first, you just have to know how many actions each character is taking, assign the multiple actions penalties, and have the characters take their first actions.)
This process is repeated for each character on the second side. (If there are three or more sides, these characters now take their first actions.)
After every character has taken his/her first action, the characters on the first side take their second actions. (Again, go in Perception order.) Characters without second actions are skipped. Then the characters
on the second side roll their second actions... and so on.
This process continues until every character on both sides has taken all actions.
Each action occurs as it is rolled — a split-second after any actions that have already been rolled and a split-second before the next action that's rolled.
Characters can't "skip" actions and wait to go later in the round.
After everyone has completed all actions, the next round begins or you can switch back to "scenes."


On the perparing.. you have

Code:
Preparing. A character willing to spend twice as long to complete a task receives a +1D bonus for the die roll. The character can do nothing else in this time.  You have to use your judgment when deciding whether
"preparing" can be used for a given task; if in doubt, ask the player to justify the preparing bonus. Preparing is often used for blasterby aiming at a target for an extra round. This rule can be applied to many long-term
technical tasks, such as repairing a droid or starship — the character could be taking extra care or "studying" technical manuals to make sure the task is done properly.
Of course, preparing doesn 't make sense for many tasks.  Characters generally should not be allowed to prepare for dodges, parries, or driving or piloting skills like repulsorlift operation, space transports and starfighter piloting. Characters probably won't be able to prepare for skills like survival, hide, stamina or swimming, but there may be circumstances when the bonus is justified.

Example: Drebble is trying to use his droid repair skill of 3D+2; the repair takes two hours. If Drebble is willing to spend four hours working on the droid (doing nothing else), he gets to roll 4D+2.

Rushing. At your discretion, characters can try to "rush" an action that takes two rounds or longer. (Actions which take one round cannot be rushed.)
A rushing character is trying to do the task in half of the time and the player rolls only half of the character's skill.  You have final discretion as to whether a task can be rushed. With some tasks — like fixing a starship in a hurry— it's reasonable to say a character could rush, especially if the
character is racing a deadline. In other cases, rushing doesn't make much sense. If in doubt, ask the player to justify how the task could be rushed.

Example: Drebble is trying to fix a busted power coupling on Thannik's Ghtroc freighter. Drebble has space transports repair at 6D. This is a Moderate space transports repairtask; the gamemaster says it will take one hour. Drebble knows that they've got to get off-world soon, so he rushes the task. Drebble can try to make the repair in half an hour, but the player only rolls 3D.

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jmanski
Arbiter-General (Moderator)


Joined: 06 Mar 2005
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Location: Kansas

PostPosted: Tue Jun 07, 2011 8:36 pm    Post subject: Reply with quote

Maybe someone who is delaying automatically loses Initiative?
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Hellcat
Grand Moff
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Joined: 29 Jul 2004
Posts: 11921
Location: New England

PostPosted: Tue Jun 07, 2011 9:58 pm    Post subject: Reply with quote

Some blasters rifles do have a game note on aiming. If you use certain equipment on that rifle and aim for a round, you can get a bonus to fire in the next round.

Quote:
Model: BlasTech E-11 Military Issue Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,000 (power packs: 25)
Availability: 1, R
Range: 3-30/100/300
Damage: 5D
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.

Model: SoroSuub Stormtrooper One
(later Freedom One) Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,000 (power packs: 25)
Availability: 2, X
Range: 3-30/100/300
Damage: 5D
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.

Model: Imperial Munitions’ StarAnvil Heavy Blaster Rifle
Type: Heavy blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 50
Cost: 1,250 (power packs: 25)
Availability: 4, X
Fire Rate: 1
Range: 3-25/50/250
Damage: 5D+2
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster.

Model: SoroSuub Stormtrooper Two Blaster Rifle
Type: Blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 1,600
Availability: 2, X
Fire Rate: 1
Range: 3-30/100/300
Damage: 5D+2
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives an additional +1D to blaster.

Model: Czerka FS-1 Farshot Sporting Blaster Rifl e
Type: Sporting blaster rifl e
Scale: Character
Skill: Blaster: blaster rifl e
Ammo: 100
Cost: 880
Availability: 1, R
Range: 3-50/150/430
Damage: 3D+2
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.

Model: Drearian Defense Conglomerate “Light Sport”
Hunter
Type: Sporting blaster rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 900 (power packs: 25)
Availability: 1, F
Fire Rate: 1
Range: 3-40/120/350
Damage: 4D+1
Game Notes: If the retractable stock and scope are used for one round of aiming, the character receives and additional +1D to blaster.


It should be noted, however, that you're not "holding" an action for the next round and doing nothing in the current round. You're taking a round to aim if this equipment is used in order to improve shances of hitting in the next round.
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