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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Fri Oct 04, 2013 11:08 pm Post subject: How do you handle children characters? |
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How do you guys handle children in a game?
The first SW D6 game I ever played in one of the players was a kid and he had the highest strength in game. This led to some interesting situations. I remember arguing at the time that kids would never be in Star Wars. This was right before Episode 1. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Oct 04, 2013 11:42 pm Post subject: |
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To me there should be some sort of 'cap' for attributes, whether in what is initially assigned, or what can be max in any stat (pref both) for kids.. but some will argue what is a kid..
IMO those of a young status (Ie 10 and under for humans) should be limited to the same 12d starting as NPCs get. 11-16 or so i can see being at 15d. Then as they hit 17 they graduate to 'full adult hood' and the 18d.
2d+2 max in any attribute for those 10 and under, 3d for those at 11-16, and racial max for adults.
Now all we need to do is figure what would be a good break along those lines for all other races. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Oct 05, 2013 12:12 am Post subject: |
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Well, the Force-sensitive Chosen One who grows up destroy the Sith and bring balance to the Force is the central film character and really no basis for comparison to a PC-level Kid.
ATM I can't remember ever having any Kid PCs in my game. I do remember having a couple 19-year-old PCs. It is a stretch to imagine a kid with 18D attributes and the same starting skills as everyone else, but on the other end a starting-level Retired Imperial Captain PC only starts out with the same 7D in skills as everyone else. Since for me it is important for all PCs to start out equal, I don't weaken or strengthen characters based on experience-level of the PC's background.
The way I look at it, an 18D/7D Kid is especially extraordinary for a kid (and also an average human for that matter) and could become a very skilled adult (perhaps even with the potential to become movie-caliber character in the future beyond the campaign). And with the aged characters it could be a combination of them starting out life as closer to an average joe and didn't work their way up until much later in life, and also perhaps some of their skills have even lessened over time. So no matter how long or short each character's background is, when the PCs come together they all just happen to be at a point in each of their lives where they are roughly equal in overall ability. For the sake of game balance you just accept it and move on.
I'm not a fan of the character concept, but I do have 2 Kid templates available, just in case a player really wants to play one. One is based on 2E and R&E Kid templates with the twist that they have spent some time in a swoop gang, and the minimum character age is 13. I call this template Street Punk. The other one is based on the PC template in the Imperial Double-Cross solitaire adventure book with a minimum character age of 15, and I call this one Extraordinary Kid.
And for the record, in my game an average Human has 2D+1 for all attributes and a PC has a max of 4D+1. So a 2D in Knowledge is slightly below average, and 2D+1 attributes are exactly average instead of slightly above average. That scale helps with making the kid PCs seem not quite so outrageous. _________________ *
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sat Oct 05, 2013 9:24 am Post subject: Re: How do you handle children characters? |
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garhkal wrote: | Thing is i like there to be some diversity in relation to what you get for what your age is. Giving everyone the same 18d/7d whether they are 12 or 72 is imo DUMB of Sw to have done. |
On the whole, I disagree. I see nothing inherently wrong and/or DUMB with giving characters the same amount of dice/character points to build with regardless of age.
I'm of the school of thought that player characters are supposed to be exceptional people, heroes - or at least potential heroes. Maybe not literally head and shoulders above the common man, but at least noticably above average. This is true regardless of their age.
At most, I would maybe institute limits on how high a starting atribute could be made (for humans, STR for kids younger then about 16, STR, DEX and maybe MECH for seniors older than about 60). I would not change the total build points they get, not by default at least. The only situation I would find at all problematic, suspension-of-disbelief-wise, would be the child, like 14 or younger, having very high STR. Everything else is fine with me.
I could be convinced to vary the point total of characters at different "realistic" levels of age and experience, but how difficult said convincing would be would strongly depend on the player, their exact character concept, and how ok the rest of the players would be with said imbalance.
Whill wrote: | The way I look at it, an 18D/7D Kid is especially extraordinary for a kid (and also an average human for that matter) and could become a very skilled adult (perhaps even with the potential to become movie-caliber character in the future beyond the campaign). And with the aged characters it could be a combination of them starting out life as closer to an average joe and didn't work their way up until much later in life, and also perhaps some of their skills have even lessened over time. So no matter how long or short each character's background is, when the PCs come together they all just happen to be at a point in each of their lives where they are roughly equal in overall ability. For the sake of game balance you just accept it and move on. |
So, generally agree with this. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 05, 2013 10:00 am Post subject: |
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SO you don't think it's dumb a 70 yr old human gets the same starting scores as a 15 yr old human? _________________ Confucious sayeth, don't wash cat while drunk! |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sat Oct 05, 2013 11:17 am Post subject: |
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garhkal wrote: | SO you don't think it's dumb a 70 yr old human gets the same starting scores as a 15 yr old human? |
No. Didn't I just say exactly that?
It would be a little different if they're NPCs, but if they're both Player Characters, that overrides all else, generally, for me. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Oct 05, 2013 1:32 pm Post subject: |
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I can see both sides of the argument here. Kid character should probably be restricted to lower STR and KNO scores, at least, but we also want the character to be heroic, fun to play, and useful to the group.
D6 SW also has a bit of an additional hurdle with the 2D "average: stat also being the minimum allowable stat for a Human PC.
And it's not like the kids get many game benefits for being a kid, either. They probably should be harder to hit, and find it easier to hide, but that is up to the GM. |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Sat Oct 05, 2013 3:42 pm Post subject: |
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it is generally accepted that a starting pc is a character of low skill - regardless of age.
the stats however are another matter entirely - we do think that full stat die to the kid template isn't right. nor correct to an aged failed jedi either.
as a kid more to -3 to stats die and -1d to kno, str, and attr maximums.
as the aged characters we flip all physical stats toward mental by 1-2 pips. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Sat Oct 05, 2013 3:47 pm Post subject: |
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We've just introduced a new kid character, and - though we haven't spelled out all the details yet - I think she's going to be around 14 years old and will have stats be a bit lower. Whatever amount she's low (compared to the other PCs) will just be some dice she'll get down the road (as she matures).
I kind of like the idea of balancing things, though, so perhaps - to offset the negative that she'll be starting with - I'll suggest some of atgxtg's thoughts (perhaps a temporary bonus to Dodge and Hide). _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Oct 05, 2013 4:32 pm Post subject: |
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How's about this.
Kid characters
Starting out kid characters have the same basic die allocation as does a standard NPC for that race (12d unless the race has more/less than 18d). This is offset somewhat by A) gaining 3d to allocate once they hit mid teens for what their race is, and then the remaining 3d once they hit adulthood for their race, and B) by gaining a temp +1 to both sneaking and dodging skills. While a kid, their Str, Int and Tech skills are limited to 2d max, 2d+1 for mech, and their per/dex are not limited.
Aged characters.
As a pc of any race hits their 'species' old age category (what that is though can be DM decided), they lose 2 pips from their max strength and dex attributes and 1 from all str/dex related skills. Their int also suffers but its a flat -1 period. To offset this though they do get wiser, gaining +1 to per, and +1d to willpower. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Oct 05, 2013 4:44 pm Post subject: |
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tetsuoh wrote: | it is generally accepted that a starting pc is a character of low skill - regardless of age.. |
No it isn't. In fact, quite the opposite.
An average professional is considered to have a 4D die code in their profession. Most PCs typically have at least 4D in their best skills, and often 5D, 6D or even 7D (with specialization). Far from being low skilled. |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sat Oct 05, 2013 5:16 pm Post subject: |
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atgxtg wrote: | An average professional is considered to have a 4D die code in their profession. |
Which is the thing I have trouble with wrapping my brain around.
At 4D, barrying Wild Die shennanigans, which can go either way, you only have 25% chance to hit difficulty 15, and 2% chance to hit difficulty 20.
Either me and the authors have a very different idea of what "average" and "difficult" and/or "professional" mean, and of what difficulty tasks should be asigned in general, or else the assertion of "4D = professional" is just a load of bull with no reflection in the actual system. Because those chances in no way say anything close to "professional" to me.
5D, with 70% and 22% chance to hit 15 and 20 respectively, is a lot closer to what I would regard as such. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Oct 05, 2013 5:35 pm Post subject: |
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Actually, its 5.4% to hit 20 or better with 4d (70 out of 1296 outcomes), 44.3% to hit 15 or better (565 out of 1296 outcomes).
5d is 77.85% for 15+ (6054 out of 1296) and 30.5% for 20+ (1273 out of 7776)
But your point is valid: a professional should be better than hitting a 20 difficulty 5% of the time. Heck, moderate, at 15, is less than half the time.
Oh well.
Edited to add 5d in. _________________ Blasted rules. Why can't they just be perfect? |
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Tupteq Commander
Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Sat Oct 05, 2013 9:47 pm Post subject: |
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jmanski wrote: | Actually, its 5.4% to hit 20 or better with 4d (70 out of 1296 outcomes), 44.3% to hit 15 or better (565 out of 1296 outcomes).
5d is 77.85% for 15+ (6054 out of 1296) and 30.5% for 20+ (1273 out of 7776) |
Actual probabilities are slightly higher due to Wild Die, assuming that 1 on Wild Die is added normally: for 4D 48% (15) and 12% (20), for 5D 79% (15) and 35% (20). And for 1 and highest subtracted when 1 on Wild: 45% and 12%, 70% and 34%.
But, back to main question - I never had a kid PC in SW, but I'd use following rules:
- Young character has reduced attribute dice to 15-17D (depending on age). STR, KNO and TECH are most appropriate. I called the difference between current dice and standard dice number (18D) a Missing Value "MV", e.g. if player has 15D instead of 18D, then MV is 3 (18-15=3).
- Attribute minimums are reduced (-1D sounds sensible, but GM has a final word in this case).
- Player has to to spend MV skill dice (from standard pool, not in addition to) for skills appropriate for kid (acrobatics, video games, streetwise: neighborhood, repulsorlift operation: hoverboard, etc.).
- A kid has an advantage: Kid - add MV to all difficulties to hit you (not only to dodge, in both close and ranged combat), add MV to all sneak rolls, add MV to con and persuasion in appropriate situations (playing child lost in supermarket, begging for mercy etc.). Note, MV is a static value, not dice, for example for human (18D normally) kid having 15D in attributes, MV bonus is just +3 (not +3D).
- After the game session, GM may decide that character grew up a bit and allow player to add 1 pip to an attribute and to MOVE a pip from one skill to another (this way a player may replace typical kid skills by more useful ones, skill at level 2D or more above attribute can't be raised this way). Instead of 1 pip of skill, 3 pips of specializations may be moved. During skill pip moving 3 specialization pips may be joined into 1 skill pip and 1 skill pip may split to 3 specialization pips.
- After each 3 pips of raised attributes, value of MV drops by one (which effectively reduces bonuses of "Kid" advantage).
- When kid's attribute dice reach nominal value, the character becomes an adult and "Kid" advantage is removed. From that point character is treated normally and none of kid rules apply to him anymore.
- After growing process ends, the character should meet his race attribute value ranges (minimum and maximum), so GM should keep track on it and prohibit player's actions that would preclude this. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Oct 06, 2013 10:42 am Post subject: |
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Didn't think of con or persuasion for their mods.. good call. _________________ Confucious sayeth, don't wash cat while drunk! |
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