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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jan 03, 2012 4:56 am Post subject: |
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[quote="HACCP"] Quote: | If I see something I don't like I can adjust it on the fly without having to leaf through five books comparing feats, talents, skills and other mechanics. |
This is actually the best thing about the D6 system. I hardly ever write down NPC stats and the like anymore. Its so simple I just come up with it on the fly. The D6 'rule of thumb' manages most situations.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 03, 2012 6:02 am Post subject: |
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Guardian_A wrote: | I always thought that Force Users were a little overpowered in groups with non-Force Users.
My own way of balancing the issue is this to seperate the Force Skills and Force Powers. When buying the first 1D in a Force Skill, they gain one related Force Power, after that, all Skill increases and Powers are bought seperately. In addition to that, I allow Force Users to buy up a Force Power the same way you would a traditional skill. This encourages Force Users to dump a bonch of points as their characters grow, but it also allows them to show a natural aptitude for certain powers.
While its not a perfect solution to the problem, its always worked well with the groups I've run. |
For me i go with force users ONLY get access to learn a powre as a freebie when raising the force attributes WHEN Training under a master.. no master, no free power.
Quote: | I feel the scales are off. Speeder scale, Walker scale, Starfighter scale and Capital scale. There needs to be more granularity in there. A speeder bike shouldn't be at the same scale as a hovertank. A Scout Walker shouldn't be at the same scale as an AT-AT. A Corellian corvette shouldn't be at the same scale as an Imperial Star Destroyer and I really don't see bulk freighters that are 100 meters or less being in the same scale as an A-Wing. My fix for that is to rework the entire scale system. |
Kind of like we did in a thread a few years back that expanded the chart.
Quote: | Yeah, that's one of those "work-arounds" I talked about. WEG-post Star Wars- came up with a similar idea. Unfortunately that's just a band-aid on the overall problem, but it doesn't actually fix the issue. You still end up with character skills that become 5D+18 or some such...meaning that no matter what, the character will always succeed at a Difficult or less skill check. |
True but if they misgauge what they are trying to do it also means that they can't hit the upper numbers... _________________ Confucious sayeth, don't wash cat while drunk! |
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S-Foil Sub-Lieutenant
Joined: 21 Feb 2011 Posts: 70
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Posted: Tue Jan 03, 2012 1:18 pm Post subject: |
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HACCP wrote: | Are you troubled by game balance while playing? Is the system that broken? I'm asking because I want to get ahead of any eventual problem early in my campaign before having to revise entire chunks of rules later on. |
I'm not sure what you're asking here. At no point did I say I had a problem with the D6 rules besides the minor quibbles I mentioned in the thread. I was responding to crmcneill's thoughts about a D20-esque Challenge Rating applied to the D6 game.
Challenge Rating (sort of) works in D20 because for characters many of their abilities are derived from their level. A character's level will determine their VP, attack bonuses, and defenses. It's straight forward to calculate the differences between two characters knowing only their class and level.
The same isn't true for a system like D6 where there's no single value from which other stats are derived. Two characters using the exact same CP totals can be wildly unmatched in a combat situation depending on the circumstances.
This aspect of D6 is challenging for GMs since you can't just look at the party's average level and find appropriate challenges. You as the GM needs to know all the PCs' capabilities and then tailor challenges to them. I don't see that as a defect of the game. I think it's a defect of the D20 game that GMs are encouraged to build balanced encounters and run all or nothing set piece combats.
I think the key to making good D6 encounters is to run them intelligently. The players and their opponents should retreat when outmatched, chase scenes should be encouraged, and creative applications of PC skills should be supported. A priori balancing isn't needed. You can throw a dozen Stormtroopers at the PCs, they should fall back and regroup to pick them off or get around them. You don't need to say "oh the PCs are low level so I'll just use a couple of Stormtroopers". That doesn't feel very Star Wars to me. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Tue Jan 03, 2012 5:05 pm Post subject: |
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Okay, as the risk of getting toasted faster that a Death Star, I can think of lots of things that that WEG got wrong. Now, it's not that I don't like D6, but it is far from perfect. Just looking at the House rules and seeing the topics that keep getting addressed over and over shows the major flaws.
1) Overall NPC Competency level.
PG makes initial PCs very good in comparison to the NPCs, so that players can have fun doing the sorts of things the Luke, Han and Leia do. The problem is that PCs quickly reach a point where most NPCs aren't much of a challenge. If you use the WEG skill rating table, with 4D being a typical professional and 6D+ being "best in/on..." real challenges for PCs with skills over 6D are few and far between.
The difference between the heroes of the films and the minor villains in the RPG are so great that I have a hard time figuring out how Luke, Hand and Leia had as much trouble as they did in the films. Or how the stormtroopers managed to dodge as many shots as they did!
2) Energy Missile Weapons are underpowered
In the films, whenever somebody gets shot, they drop, and we don't see them getting back up. Luke and Leia being the only exceptions. Stormtrooper armor doesn't seem to be very effective as stopping blasters in the films. Yet in the RPG, it can be all to easy to soak weapons. Hold out blasters are a joke against anybody with a STR of 3D or more. igh STR humans have a 50% change of shrugging off a shot from a blaster pistol, Wookies are fairly resistant to blaster rifles, and big critters such as Acklay and Rancors are nearly impossible to stop with character scale weaponry.
And there is no difference in the RPG between being shot by a 4D blaster pistol, a 4D slug, a 4D sword, or getting punched by a guy with a 4D STR. As far as the RPG goes it is all 4D lethal damage.
3) Lightsaber Combat
Lightsaber Combat in the RAW is overcomplicated and overpowered. If the Jedi really could pump up their Lightsaber skill so much, there is no way that they would have been challenged by the GAR, let alone defeated. The way the RAW works, a character that gets up a really high parry is safe against an almost limitless number of foes. This become even more of a problem thanks to the universal skill table introduced in 2nd edition. If a die code of 8D is considered one of the best on a planet, a Jedi PC who, thanks to LSC has a Lightsaber skill of 12D, really doesn't have too much to worry about. He should probably be more worried about botching a roll and cutting himself than of any of the NPCs he can expect to run into. At least until he runs into somebody else with a lightsaber.
Also, I think that the lightsaber should have a higher damage rating, and that Control shouldn't make the weapon do more damage, but that Jedi should boost their damage the same way other character can boost damage with weapon (i.e. by some option like in SpecForces/ROE or in the D Legend system where a good attack roll means good damage). In the RPG there are several times when a Lightsaber can't cut through something becuase 5D damage can't beat a vehicle's Hull or Body code. I just don't see a lightsaber bouncing off the hull of a ship or AT-AT.
4) A slight advantage goes too far.
It is part of the genre for the PCs to confront and defeat villains who are more powerful than they are. Yet the D system is strongly biased towards the character with the highest skill. Somebody with a 1D skill advantage can pretty much hold his own against two foes thanks to multiple actions and because a parry or dodge works against an unlimited number of foes.
5) Combined Actions
WEG came out with at least 3 difference methods, and all have problems. In the films the Jedi drop to the combined fire of lots of battle droids or Clone Troopers. Yet in the RPG, especially in 2R&E that just isn't going to happen. Yet by 2R&E in order for the mooks to be able to get past a Jedi7s parry, they would need to be commanded by somebody with more command dice than the best generals in the Galaxy.
6) Sequencing
In the films the Jedi can draw and swing with thier weapons right away. By the RAW it takes several actions just to get lightsaber combat up, and probably another to draw and activate the blade. Obi-wan's fight scene in the Catina is pretty much impossible according to the RAW. Okay, maybe it is possible if Obi-wan was walking around with Lightsaber Combat and Danger Sense up, but then the MAPs would have reduced his PER so much that it is doubtful they he could have spotted Luke at the bar. Alternating turns migght be good for a game, but it doesn't match the films. In the films one guy often snaps off multiple shots or makes a couple of lightsaber swings in a row.
7) Lightsaber Duels
In the films the duels are dramatic with lots of flashing swordplay. It (usually) takes several rounds for one opponent to beat down another's defenses. Yet in the RAW the duels are very quick and anti-climatic. Within a round or two somebody gets a hit and kills the opponent outright. There is no maneuver, give and take, or even time for good banter.
9) Force Points
Force points are supposed to give the PCs a edge, allow them to face great odds and tough obstacles like heroes, let the Jedi draw their strength from the Force (and be even more heroic), and make the Dark Side villians a cut above the run of the mill bad guys.
Unfortunately, thats to the cumulative effects of points 1, 2, 3,4, 5 and 7, Force oints cause more problems that they solve. In a common fight, "doubling up" via Force points turns what might have been an exciting fight into a boring lopsided slaughter. The effect of just one FP can and often will throw the outcome of any contest between any two characters who are a reasonable challenge for one another. That the FP doubles every one of a character's die codes just makes it all the worse. That tough villain can become impossible. And fights between Jedi and Dark Siders often turn into a contest of Force Point attrition. If one character doubles up and the other doesn't, the contest is usually decided.
This is boring, anticlimactic, and practically the opposite of what FPs were intended to do.
10) Danger Sense
In the films Jedi often (but not always) get a premonition that they are about to be attacked. Yet by the RAW, Danger Sense, if activated, always works, and can actually prevent opponents from being able to attack a character due to the requirement to declare a round in advance. A Jedi in a tunnel or maze could maneuver in a way that prevents his opponents from ever being able to declare an attack.
11) Scaling
Doesn't work. One of the problems is that scale doesn't seem to factor in for the actual speed and maneuverability of a vehicle. For instance,a fast and agile A-Wing is easier to hit that an slow, cumbersome AT-AT,simply because Starfighter is the next scale up. And a slow moving vehicle becomes great a dodging a larger craft simply due to scale.
I think scaling dice or capping them, just doesn't work right. Wither something gets turned into a brick so that it can be tough, or do good damage, or something gets wimped up sot hat it can be nimble. The films give no indication that T-47s are more maneuverable than an X-Wing. Certainyl not 3-4D more maneuverable.
Scaling also makes climatic fights with starfighters facing captial ships a lot less fun. The all or nothing approach that D6 uses for damage, means that most starfighter weapons are ineffective against big ships. By the RAW, Luke wouldn't have been able to blow up the Death Star becuase of the 18D scaling difference! But in the films, Luke wasn't trying to attack the whole Death Star, just one weak point.
12) The Wild Die
This is just too flukey. One of three rolls with either be a one or a six. This is just too random. Professional level (4D) characters fail at moderate and even easy tasks much too often. The films don't give the impression that 1 out of 6 hyperspace jumps turn into mishaps. |
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S-Foil Sub-Lieutenant
Joined: 21 Feb 2011 Posts: 70
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Posted: Tue Jan 03, 2012 5:54 pm Post subject: |
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atgxtg wrote: | Okay, as the risk of getting toasted faster that a Death Star, I can think of lots of things that that WEG got wrong. Now, it's not that I don't like D6, but it is far from perfect. Just looking at the House rules and seeing the topics that keep getting addressed over and over shows the major flaws. |
Here's things I have fixed in my games:
6) I allow players to spend Force Points to get a free round to act before the opponents get any actions. The FP doesn't give any other bonuses when spent this way so if the character wants to draw and fire their Blaster they don't get double their skill points unless they spend another FP. I've found this allows for some heroic/dramatic action but is naturally limited by the number of FPs a character has available.
11) I allow a smaller scale character to attack a piece of a larger scale opponent as if it were the same scale. For instance cutting an AT-AT's hip joint would be considered a character-on-character attack rather than one between scales. I limit this to characters having to convince me the piece they're targeting is actually the same scale as them, they're in the appropriate fire arc, and they have to be at point black range with a base difficulty of Difficult. So Luke being right next to the hip joint in ESB would have totally worked in my game, him trying to shoot at it from his speeder would not have. A starfighter getting in close and attacking a Star Destroyer's engines would be at the same scale. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jan 03, 2012 6:23 pm Post subject: |
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ZzaphodDs ideas wrote: |
1) Overall NPC Competency level.
Generally not a problem in my games..but certain NPC are given a slight boost. I have removed the Stormtrooper Dex penalty and use the old combining rules, which make ST rather more dangerous. Also given them Dex and Str 3D. In general the Average Joe will have 15D attribute dice instead of 12D.
2) Energy Missile Weapons are underpowered
Hard to get around without removing the 'fun' of the game. You could have armour stop more damage and Str less. However this will only result in everyone being armoured up. I have increased some of the weaker weapons (for ex. some hold outs).
3) Lightsaber Combat
Lighsaber Skill + 1 'pip' per full D of Sense skill= Total #of dice used.
Lightsaber damage: 8D+1 'pip' per full D of Control skill.
4) A slight advantage goes too far.
Working on this.
Will use a modified version of Duelling Blades (but with both attack and defence rolls). If you are several combatants vs one opponent you will get a bonus to the attack roll.
5) Combined Actions
I use the old combined action, dont know which ed exactly but I guess 1st.
5D+5D=5D+5.
This means that 3 ST:s get 4D+8, meaning they quickly become dangerous.
6) Sequencing
At the moment you can have a few powers 'up' for free, depending on your Control Skill. This doesnt take care of the instictive way some powers seemed to be used.
Im thinking of giving either all or some powers the option of being quickened. By rasing the difficulty you can actually activate a power as a 'free action'. Atm Im trying to find a balancing factor to this advantage.
7) Lightsaber Duels
My modified Duelling Blades rules takes care of this. It has a threshold which you must get over to hit your opponent. Also, if you beat the threshold with just a little you will not cause much damage (its just a flesh wound).
9) Force Points
Reworking Force Points atm. They will probably add a Dice Pool to be used for one round instead of 'doubling up'..
10) Danger Sense
Danger Sense works as a kind of Sixth Sense in my games. You dont have to have it 'up' but it cant be relied on to always work. You have to beat a difficulty number with your Sense skill, and on a 1 on the Wild Die you always fail.
11) Scaling
This I mostly handle by the seat of my pants.
12) The Wild Die
Depending on the situation the Wild Die either works as in the raw (high risk situations), with reduced effects or have no effect at all (calm situation, character has plenty of time)
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_________________ My Biggest Beard Retard award goes to: The Admiral of course..
Last edited by ZzaphodD on Tue Jan 03, 2012 6:25 pm; edited 2 times in total |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Tue Jan 03, 2012 6:23 pm Post subject: |
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atgxtg wrote: | Okay, as the risk of getting toasted faster that a Death Star, I can think of lots of things that that WEG got wrong. Now, it's not that I don't like D6, but it is far from perfect. Just looking at the House rules and seeing the topics that keep getting addressed over and over shows the major flaws. |
Some more optional fixes:
1.) While not a perfect solution, check out the NPC collections I've been putting together. It should give you a lot of improved NPCs to work with, including Stormtroopers that are actually dangerous! (All of the NPC collections can be found by following the link in my sig.
4.) I've never had this problem. I think a lot of is is how you approach the situation. Example(s): A "smart" character might have hench-men to sick on the PCs, or try to talk their way out of a situation. Or a "pilot" would avoid a regular fight, but look to engage the PCs in a starship.
By changing the "rules" of engagement can allow almost any kind of character to shine.
12.) Our group spent a couple of years simply not using Wild Dice. Another option would be to only use a 1 as a bad thing if the PC rolls two of them in a row. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Jan 03, 2012 7:01 pm Post subject: |
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Fallon Kell wrote: | jmanski wrote: | Fallon Kell wrote: | Although, there are some instances where a zero chance of failure makes sense, like lifting for example where your strength is measurable and highly predictable in the real world, but where you might fail catastrophically on one turn in D6, and then succeed spectacularly the next. An average human has a one in 36 shot at failing a 10 kg lifting roll, but I could give my 9-year old sister a 10 kg weight and asker to lift it once every hour, 12 hours a day, for a month, and she'd never fail to lift it. |
You can't say never. There would be a time when she would drop it, either out of clumsiness, boredom, or whatever. Humans are not perfect, and cannot yield perfect results. | I had already defined a frequency and a time frame. Humans can be perfect at a limited task for a limited time. For example, our family goes through a lot of milk. It's not uncommon for me to walk in the door with a bag of groceries under one arm and two 1 gallon jugs of milk in the other hand. That's 16 lbs and a penalty for only using the off hand. I have never dropped that milk, and it wouldn't surprise me if I never did. There are just some skills where a greater degree of consistency than D6 provides could be warranted. In those instances, I think taking a 3 could be appropriate.
I personally just dispense with rolling in instances like that. My player's starfighter mounts a pair of Incom w34-t light turbolasers if he scores a direct hit on a TIE fighter, I just tell him it explodes, because that's what a TIE/ln hit by twin turbolaser blasts does. |
Erm, you did say never. You said she'd NEVER fail to lift it. And no, humans can't be perfect, even for short periods of time. They can be good enough, but not perfect.
I'm not saying that you shouldn't give auto-success, just that there should be a chance of failure sometimes. _________________ Blasted rules. Why can't they just be perfect? |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Tue Jan 03, 2012 8:16 pm Post subject: |
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Quote: |
11) Scaling
Doesn't work. One of the problems is that scale doesn't seem to factor in for the actual speed and maneuverability of a vehicle. For instance,a fast and agile A-Wing is easier to hit that an slow, cumbersome AT-AT,simply because Starfighter is the next scale up. And a slow moving vehicle becomes great a dodging a larger craft simply due to scale.
I think scaling dice or capping them, just doesn't work right. Wither something gets turned into a brick so that it can be tough, or do good damage, or something gets wimped up sot hat it can be nimble. The films give no indication that T-47s are more maneuverable than an X-Wing. Certainyl not 3-4D more maneuverable.
Scaling also makes climatic fights with starfighters facing captial ships a lot less fun. The all or nothing approach that D6 uses for damage, means that most starfighter weapons are ineffective against big ships. By the RAW, Luke wouldn't have been able to blow up the Death Star becuase of the 18D scaling difference! But in the films, Luke wasn't trying to attack the whole Death Star, just one weak point.
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Scaling shoudn't take into account speed. Scaling should be used for size, durability, and power. There should be separate rules for the speed of an object being targetted. That would take into account the speeding A-Wing or plodding AT-AT or stationary gun emplacement.
If I remember correctly, you were promoting a system with no scales, just ever inflated die rolls. If that works for you, that's great. Not exactly an optimum choice for those of us who don't like rolling a massive number of dice, though.
Overall, yes, scaling does need some work, but it's not really as broken as some might believe. |
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MacRauri Ensign
Joined: 26 Nov 2011 Posts: 47 Location: Twin Cities MN
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Posted: Tue Jan 03, 2012 8:29 pm Post subject: |
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Of course I would like to see Force Powers in general revamped, but in particular I want boundaries or at least clarifications on Affect Mind.
Some of the uses my gaming groups came up with for Affect Mind were utterly ridiculous and once you start going there you always gotta out do yourself. In particular this was at the VD end of the ALTER scale which your victim is just as likely to resist as something at the VE end because they're rolling their Perception (awesome attribute--other thread) against your SENSE.
Obi-wan said "The Force can have a strong influence on the weak-minded"
But in our experience a Jedi who has come into their own can use Affect Mind to have a strong influence over virtually anyone who isn't also a Jedi! Is that Obi-wan's definition of weak-minded? Non-force sensitive?! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 03, 2012 8:36 pm Post subject: |
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atgxtg wrote: | 1) Overall NPC Competency level.
PG makes initial PCs very good in comparison to the NPCs, so that players can have fun doing the sorts of things the Luke, Han and Leia do. The problem is that PCs quickly reach a point where most NPCs aren't much of a challenge. If you use the WEG skill rating table, with 4D being a typical professional and 6D+ being "best in/on..." real challenges for PCs with skills over 6D are few and far between.
The difference between the heroes of the films and the minor villains in the RPG are so great that I have a hard time figuring out how Luke, Hand and Leia had as much trouble as they did in the films. Or how the stormtroopers managed to dodge as many shots as they did! |
Agreed. Everyone seem's to think that starting characters should be as good as the HEROES of the films.. when realistically they should be more like the HEROES side kicks or secondary characters.. and WORK up to that hero status.
atgxtg wrote: | 2) Energy Missile Weapons are underpowered
In the films, whenever somebody gets shot, they drop, and we don't see them getting back up. Luke and Leia being the only exceptions. Stormtrooper armor doesn't seem to be very effective as stopping blasters in the films. Yet in the RPG, it can be all to easy to soak weapons. Hold out blasters are a joke against anybody with a STR of 3D or more. igh STR humans have a 50% change of shrugging off a shot from a blaster pistol, Wookies are fairly resistant to blaster rifles, and big critters such as Acklay and Rancors are nearly impossible to stop with character scale weaponry.
And there is no difference in the RPG between being shot by a 4D blaster pistol, a 4D slug, a 4D sword, or getting punched by a guy with a 4D STR. As far as the RPG goes it is all 4D lethal damage. |
Perhaps damage should be more of
If weapon base damage is more than STR resistance (+ armor), then just roll the remainder against the wound chart.
atgxtg wrote: | 4) A slight advantage goes too far.
It is part of the genre for the PCs to confront and defeat villains who are more powerful than they are. Yet the D system is strongly biased towards the character with the highest skill. Somebody with a 1D skill advantage can pretty much hold his own against two foes thanks to multiple actions and because a parry or dodge works against an unlimited number of foes |
best work around i have seen there, is say i shoot you with a blaster.. 1 dodge. Someone else shoots you with a bowcaster, that's another dodge. Someone else with a Flux disintergrator, that's another dodge.. Firearm, another dodge... Toss a grenade, another dodge...
atgxtg wrote: | 5) Combined Actions
WEG came out with at least 3 difference methods, and all have problems. In the films the Jedi drop to the combined fire of lots of battle droids or Clone Troopers. Yet in the RPG, especially in 2R&E that just isn't going to happen. Yet by 2R&E in order for the mooks to be able to get past a Jedi7s parry, they would need to be commanded by somebody with more command dice than the best generals in the Galaxy. |
Can't rememeber the passage, but i do know it says somewhere that those who are experienced and trained enough do NOT need command rolls to co-ordinate, and well trained troops can be commanded more than the D for command skill would imply.
Personally i feel the command skill should NOT be based on your D for # of troops, but on how well you roll.
atgxtg wrote: | 6) Sequencing
In the films the Jedi can draw and swing with thier weapons right away. By the RAW it takes several actions just to get lightsaber combat up, and probably another to draw and activate the blade. Obi-wan's fight scene in the Catina is pretty much impossible according to the RAW. Okay, maybe it is possible if Obi-wan was walking around with Lightsaber Combat and Danger Sense up, but then the MAPs would have reduced his PER so much that it is doubtful they he could have spotted Luke at the bar. Alternating turns migght be good for a game, but it doesn't match the films. In the films one guy often snaps off multiple shots or makes a couple of lightsaber swings in a row. |
Cause if we went by the film, then some pc's would get hosed and more likely than not, killed before they even get to act. _________________ Confucious sayeth, don't wash cat while drunk!
Last edited by garhkal on Wed Jan 04, 2012 3:07 am; edited 1 time in total |
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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Tue Jan 03, 2012 9:20 pm Post subject: |
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One thing I do was adjust the difficult levels for when pcs get really high end like 10D above.
Heroic now has Unreal, Impossible, Legendary, and Godly above it. I had to look at what would be consider that stuff but it seems to work out well.
As for adjusting enemies I just make them real smart. Squads will target together for combine actions, or on the fly I might make a hit really hurt. The group tends to dislike people just "shrugging off" blaster bolts. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Tue Jan 03, 2012 10:49 pm Post subject: |
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Azai wrote: | One thing I do was adjust the difficult levels for when pcs get really high end like 10D above.
Heroic now has Unreal, Impossible, Legendary, and Godly above it. I had to look at what would be consider that stuff but it seems to work out well.
As for adjusting enemies I just make them real smart. Squads will target together for combine actions, or on the fly I might make a hit really hurt. The group tends to dislike people just "shrugging off" blaster bolts. |
Thats pretty much what I've always done as well. Adjusting the difficulty a little or creating more difficult situations is easy and can be really subtle so the players never even know the difference. |
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S-Foil Sub-Lieutenant
Joined: 21 Feb 2011 Posts: 70
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Posted: Wed Jan 04, 2012 4:53 am Post subject: |
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garhkal wrote: | Can't rememeber the passage, but i do know it says somewhere that those who are experienced and trained enough do NOT need command rolls to co-ordinate, and well trained troops can be commanded more than the D for command skill would imply.
Personally i feel the command skill should NOT be based on your D for # of troops, but on how well you roll. |
If you stick to the Command dice determining the number of people commanded than a squad commander would need at least 7D in command just to coordinate their squad. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Wed Jan 04, 2012 7:55 am Post subject: |
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atgxtg wrote: |
12) The Wild Die
This is just too flukey. One of three rolls with either be a one or a six. This is just too random. Professional level (4D) characters fail at moderate and even easy tasks much too often. The films don't give the impression that 1 out of 6 hyperspace jumps turn into mishaps. |
Do you really run a 1 as an automatic failure? There are a several ways of running the Wild Die, and the instant failure has to be my least favorite. I most often run it as a complication, though a complication doesn't necessarily mean failure. Yes, there may be complications, but a complication doesn't necessarily mean that they fail. For example, someone in a recent game had made a really high disguise roll, but they had a 1 on the Wild Die. I said that they still had a good disguise, but they only disguise they could assemble on short notice was that of an elderly woman. The icing on the cake was that he had to do the voice in character to keep all IC comments from blowing his cover. Now THAT was a good roleplaying session. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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