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Most overlooked rule?
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garhkal
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PostPosted: Thu Jan 29, 2015 4:10 am    Post subject: Most overlooked rule? Reply with quote

For all our Dms out there, what do you find is the most overlooked rule in the game?

One i often fail to catch myself forgetting is the missile/torp speed mods from how fast targets are going.
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Raven Redstar
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PostPosted: Thu Jan 29, 2015 7:07 pm    Post subject: Reply with quote

I don't know if it's an overlooked rule per say, or more of an abuse on the part of GMs, and that's inflating difficulty numbers for people with high skill levels.

I remember playing in a game back in the day, where if you didn't roll heroic on everything, you failed your rolls. That was because the GM decided to ramp up difficulties even on routine stuff, so that we as players felt the need to continue to dump points into raising skills to ridiculous levels just to be able to pull of heroic rolls all the time. It was very frustrating.

A moderate roll should be a moderate roll, not bloated because the person rolling has 8D+ in a skill.
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Barrataria
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PostPosted: Thu Jan 29, 2015 8:29 pm    Post subject: Reply with quote

How about the one that says the GM can ignore the Wild Die result? Every message board discussion about d6 seems to end up with some story of a jerk GM that misused the Wild Die.
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cheshire
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PostPosted: Fri Jan 30, 2015 9:26 am    Post subject: Reply with quote

Barrataria wrote:
How about the one that says the GM can ignore the Wild Die result? Every message board discussion about d6 seems to end up with some story of a jerk GM that misused the Wild Die.


Verily. I even did an article for D6 Magazine on the Wild Die. Especially with how often the description changed between rule sets, it's inexcusable for a GM to punk someone because of a 1. It's a dynamic story tool, and yes, it gives you a chance for failure even at high levels. But the wild die is often abused.
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Kytross
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PostPosted: Fri Jan 30, 2015 9:58 am    Post subject: Reply with quote

In regards to the wild die:

Just as a six always explodes and you alway give me the total, I always have my players subtract highest and lowest on a one and give me the total. I let the dice choose an epic fail or an epic success.

If, because of the wild die, you roll a 25 on four dice, so be it. I describe the results of a Very Difficult total for what should have been a moderate total.

If, because of the wild die, you roll a 3 on four dice, so be it. I describe the results of a Very Easy total for what should have been a moderate total.

Yes, when you're rolling 8D it's usually less of a hit to roll a one, but it's also less of a bonus to roll a six.
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PostPosted: Fri Jan 30, 2015 10:04 am    Post subject: Reply with quote

Weapon ranges. Especially in vehicles. And relative velocity modifiers.

I guess mostly details that slow down combat and make it more about the numbers than having a good time.
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Zarm R'keeg
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PostPosted: Fri Jan 30, 2015 10:32 am    Post subject: Reply with quote

Kytross wrote:
Weapon ranges. Especially in vehicles. And relative velocity modifiers.

I guess mostly details that slow down combat and make it more about the numbers than having a good time.


Seconded. Smile
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garhkal
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PostPosted: Fri Jan 30, 2015 5:21 pm    Post subject: Reply with quote

cheshire wrote:
Barrataria wrote:
How about the one that says the GM can ignore the Wild Die result? Every message board discussion about d6 seems to end up with some story of a jerk GM that misused the Wild Die.


Verily. I even did an article for D6 Magazine on the Wild Die. Especially with how often the description changed between rule sets, it's inexcusable for a GM to punk someone because of a 1. It's a dynamic story tool, and yes, it gives you a chance for failure even at high levels. But the wild die is often abused.


Basing it on my experiences conventioning, i'd say roughly one in 10 wild die 1's is an actual complication. The other 9 in 10 are the standard 'remove the wild and the highest other die'.
So i am not seeing where everyone says its being a jerk.. Unless people only hear about those complications, not all the other stuff.
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PostPosted: Fri Jan 30, 2015 9:07 pm    Post subject: Reply with quote

Barrataria wrote:
How about the one that says the GM can ignore the Wild Die result? Every message board discussion about d6 seems to end up with some story of a jerk GM that misused the Wild Die.


At a convention running an official session, I went without having GMed in a good while (not a good idea).

One of the players got several Wild Die 1's for her initiative rolls and just wanting to move things along without giving it too much thought, I said it was an automatic lost initiative.

She lamented that it meant she'd lose initiative once every 6 turns.

She had a point so I'll have to do better about a Wild Die 1 on an Initiative roll.

In my experience, coming up with a dramatic, story driving complication is difficult to do.
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atgxtg
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PostPosted: Sat Jan 31, 2015 11:54 am    Post subject: Reply with quote

What we should do is make the player come up with the complication. If it sounds good enough to the GM he gets the complication and avoids losing the dice.

Something like:

GM: A one on the wild die! Hmm, if you drop the wild die and the higest die Luke is going to blow his piloting roll and sideswipe that gun tower.

Player: I don't like that! Hey, what idf that stupid stabilizer thing breaks loose again and I suffer 1D penalty to piloting and gunnery until it gets fixed?

GM: That sounds good, okay.

Player: "R2, that's stabilizer's broken loose again! See what you can do to fix it."
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PostPosted: Sat Jan 31, 2015 12:15 pm    Post subject: Reply with quote

atgxtg, I like the idea of that. I already do things like having players create their own NPC contacts, and sometimes roleplaying their PC's droid in addition to their PC. I encourage players add to the narration of the story and add continuity like creating their own food and drink menu items, improvising live as they roleplay, etc.

As long as player complication suggestions don't slow down the game, I think it can be a good thing.
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Barrataria
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PostPosted: Sat Jan 31, 2015 7:05 pm    Post subject: Reply with quote

Yeah, I think that's not a bad idea but of course it depends on the player(s) and how much they've played d6 before.

garhkal wrote:
Basing it on my experiences conventioning, i'd say roughly one in 10 wild die 1's is an actual complication. The other 9 in 10 are the standard 'remove the wild and the highest other die'. So i am not seeing where everyone says its being a jerk.. Unless people only hear about those complications, not all the other stuff.


That's good to hear, I was mostly talking about nerdboards like rpg.net or Dragonsfoot, pretty much every time the system is mentioned within 5 posts someone comes along with "every time a 1 is rolled your blaster blows up" or somesuch nonsense. It makes sense that at cons the GMs are judicious in their refereeing.

I probably come to more like 30% but I try to really make it a complication and not necessarily a negative complication. I also try to be guided by the rest of the result; if the roll is over the target number by 10, it's a positive or humorous complication. I really enjoy the mechanic reminding me to throw curve balls (or knuckleballs) once every 10 rolls or so. In fact it's one of my favorite things about d6.
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PostPosted: Sat Feb 07, 2015 3:03 am    Post subject: Reply with quote

Getting the players to participate in the narration is a fantastic tool for drawing the players into the story more.

As for the Wild Die, remember too that it doesn't have to be a complication or a "remove that die and the highest". It can also be just a "add them up normally". I actually do that latter one quite a bit, and often my players then wonder if something is going to bite them down the road (assuming that it might be a complication that's merely lurking now...).
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PostPosted: Sat Feb 07, 2015 4:59 am    Post subject: Reply with quote

I ask my players to narrate quite often. I find that it draws them into the game, they feel as though they contributed to the story and lets be honest, the players already have an idea in their head about how something is going to appear. So something I do it narrate out the bare minimum then pick someone to add to the narration from what their character sees.

Example: Okay guys the blast door open to the dark interior of a cantina. You hear music coming from inside. As your eyes begin to adjust to the darkness you see a devaronian bartender behind the counter serving a herglic. Up on the stage is a twi'lek dance. Nomi, tell me what you see when you walk into the cantina.

This has the added benefit that sometimes the players think of something really cool I did not or would not have thought of. If they do an especially good job at narrating I will award a Character Point.

As for a '1' on the Wild Die. I find that I roll a D6 and: 1-3: add up normally, 4-5: subtract Wild and next highest die, 6: complication. I also allow myself to give a complication if dramatically appropriate. Typically I will ask the player to narrate out their own complication. Others can make suggestions as well. If I find the complication especially clever I will some times award a Character Point for a great narrative.

I also do this with Spectacular Successes and Epic Failures. I will have them narrate it out.
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garhkal
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PostPosted: Sat Feb 07, 2015 6:53 pm    Post subject: Reply with quote

Barrataria wrote:
Yeah, I think that's not a bad idea but of course it depends on the player(s) and how much they've played d6 before.

garhkal wrote:
Basing it on my experiences conventioning, i'd say roughly one in 10 wild die 1's is an actual complication. The other 9 in 10 are the standard 'remove the wild and the highest other die'. So i am not seeing where everyone says its being a jerk.. Unless people only hear about those complications, not all the other stuff.


That's good to hear, I was mostly talking about nerdboards like rpg.net or Dragonsfoot, pretty much every time the system is mentioned within 5 posts someone comes along with "every time a 1 is rolled your blaster blows up" or somesuch nonsense. It makes sense that at cons the GMs are judicious in their refereeing.


Perhaps that viewpoint might be seen as 'prevalent' cause people here MORE of when someone does get a complication, vice the normal times they just lost 2 dice cause of the wild being a one..

Barrataria wrote:
I probably come to more like 30% but I try to really make it a complication and not necessarily a negative complication. I also try to be guided by the rest of the result; if the roll is over the target number by 10, it's a positive or humorous complication. I really enjoy the mechanic reminding me to throw curve balls (or knuckleballs) once every 10 rolls or so. In fact it's one of my favorite things about d6.


Its one of the reasons i much prefer 2e to 1e WEG as well.. That wild die can make things all sorts of interesting.
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