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Rollenspiel Sub-Lieutenant
Joined: 13 May 2011 Posts: 54 Location: NGC 4826
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Posted: Sat Aug 24, 2013 4:25 am Post subject: Speed Dice vs. Static Speed Stat |
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I've only got 2E R&E, but I've heard that 1st ed. had speed dice (I assume a variable instead of a constant). Is there a table of data that lines up the 1E dice with equivalent 2E move rates? |
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DB 2.0 Lieutenant Commander
Joined: 03 Sep 2012 Posts: 208
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Posted: Sat Aug 24, 2013 5:10 am Post subject: |
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in the 2nd ed core book their is a conversion table, very liner basically every two pips was worth 1 space speed, except 7, 9, 11 & 12 where worth 1 pip each. Air & ground vehicles where a touch trickier to convert, for that you need two tables and the progression isn't excataly liner.
Edit I think one of the supplements released just after the "Heir to the Empire" sourcebook had the conversions in it as well. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Aug 24, 2013 7:00 pm Post subject: |
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Yeah, basically cut the space in half to get the speed dice (IE an X-Wing with space 8 has 4d speed). _________________ Blasted rules. Why can't they just be perfect? |
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Rollenspiel Sub-Lieutenant
Joined: 13 May 2011 Posts: 54 Location: NGC 4826
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Posted: Sun Aug 25, 2013 5:49 am Post subject: |
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Many sincere thanks, mates!
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Darth_Hilarious Lieutenant Commander
Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Sun Aug 25, 2013 3:47 pm Post subject: |
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Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?
sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field. |
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thedemonapostle Commander
Joined: 02 Aug 2011 Posts: 257 Location: Texas
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Aug 26, 2013 12:34 pm Post subject: |
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Darth_Hilarious wrote: | Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?
sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field. |
I'm pretty sure that was never stated, but that sounds like an interesting house rule... _________________ Blasted rules. Why can't they just be perfect? |
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Rollenspiel Sub-Lieutenant
Joined: 13 May 2011 Posts: 54 Location: NGC 4826
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Posted: Tue Aug 27, 2013 4:11 am Post subject: |
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Darth_Hilarious wrote: | Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?
sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field. |
Now that is an idea I can get behind.
Well I looked over the Starship conversion table in 2E and made the following observations:
If Speed Code = nD+0, then Move Rate = 2* Speed Code
Speed Codes {0D, 0D+1, 0D+2} = 1 Move
Speed Code nD+1 = Move Rate for nD+0
Speed Code nD+2 = Move Rate for (nD+0) + 1 Move |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Aug 27, 2013 1:30 pm Post subject: |
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You could also combine the two different methods using the static value method described in D6 Space, where instead of a static value or a dice roll you use one or two dice, plus a static bonus. For example, an A-Wing with a Space of 6D or 12 depending on the rule edition, would have a Space of 1D+10 or 2D+8. _________________ "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.
The CRMcNeill Stat/Rule Index
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Sep 05, 2013 1:56 pm Post subject: |
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Darth_Hilarious wrote: | Does this mean that you could subtract pips temporarily from speed and add them to your maneuvering dice?
sounds like that might be a handy thing to do when in a tricky piloting situation like traversing an asteroid field. |
No you couldn't move dice from Speed to Maneuver, and that was a good thing. Generally speaking the faster vehicle has a larger turning radius than a slower one.
Unfortunately, 1st edition didn't factor in for speed much when maneuvering. Second edition does somewhat with the difficulties, especially 2E which has MAPs for multiple moves.
Our group has been using the following houserule that might help in your asteroid situation:
-Ships/Vehicles going an cautious speed reduce the difficulty by one level
-Ships going at high speed increase the difficulty by one level
-Ships/vehicles going all-out increase the difficulty by two levels. |
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