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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Sun Feb 08, 2015 11:25 am Post subject: |
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Zarm R'keeg wrote: | 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. |
Speaking of overlooking them. Where are the velocity modifiers for missiles? _________________ __________________________________
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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Feb 08, 2015 3:27 pm Post subject: |
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Missiles, Bombs and Proton Torpedoes. Missiles,
bombs and proton torpedoes are physical weapons
which deliver awesome firepower. However, they're
difficult to target. Their difficulty numbers are modified
by how fast the target is moving:
Increase Difficulty / Space / Move (Atmosphere)
+5 / 3 / 100-150
+10 / 4 / 151-200
+15 / 5 / 201-250
+20 / 6+ / 251 +
Page 127 under starship weapons. _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Sun Feb 08, 2015 3:44 pm Post subject: |
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That rule always seemed silly to me because missiles and torpedoes already had such short ranges, which in turn was a legitimate representation of effective range (i.e. how far out can you fire this thing and reasonably expect to hit something). Not that having speed affect targeting difficulty is a bad thing; it just should be applied to all weapons, not just bombs and missiles. _________________ "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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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Mon Feb 16, 2015 12:44 pm Post subject: |
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I see three rules overlooked again and again:
Stunned p.97
"A stun no longer penalizes a character after the second round, but is still 'affecting' him ... If a character is being 'affected' by a number of stuns equal to the number before the 'D' for the characters Strength, the character is knocked unconscious for 2D minutes."
Spectacular Success/Failure p.79 Interpreting Rolls
+/-15 of difficulty number.
Character Movement p.101 Cautious Movement
"In Very, Easy and Moderate terrains, cautious movement is a 'free action': it's not considered an action and the character doesn't have to roll her running skill."
Granted I have modified this in my games to allow a half Move 'free action' at any time during play, but it does count as your movement action. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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TheDoctor Lieutenant Commander
Joined: 27 Dec 2007 Posts: 150 Location: San Francisco
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Posted: Mon Feb 16, 2015 2:07 pm Post subject: |
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garhkal wrote: | 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. |
I tried something different with the Wild Die at a convention this year.
Before the game, while explaining the the Wild Die rule, I told them that in the event of a "1", I may ask the players "Okay, what horrible thing happens to him/her?" The player with my favorite idea gets a Character Point.
It worked okay, but the theory being that a complication would be more palatable if players had input as to what it would be and also give players an extra opportunity to earn Character Points. _________________ "We attack under cover of daylight. Yes it's the last thing they'll be expecting, a daylight charge over the minefield." - Arnold Judas Rimmer, BSC SSC |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Feb 16, 2015 6:16 pm Post subject: |
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shootingwomprats wrote: | I see three rules overlooked again and again:
Stunned p.97
"A stun no longer penalizes a character after the second round, but is still 'affecting' him ... If a character is being 'affected' by a number of stuns equal to the number before the 'D' for the characters Strength, the character is knocked unconscious for 2D minutes.". |
I thnk part of the reason for that is it doesn't explain how long after the 2 rounds of penalties, you are still affected by that stun, is why most gloss over it. _________________ Confucious sayeth, don't wash cat while drunk! |
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shootingwomprats Rear Admiral
Joined: 11 Sep 2013 Posts: 2690 Location: Online
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Posted: Mon Feb 16, 2015 7:01 pm Post subject: |
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garhkal wrote: | I thnk part of the reason for that is it doesn't explain how long after the 2 rounds of penalties, you are still affected by that stun, is why most gloss over it. |
R&E p.97 ""A stun no longer penalizes a character after the second round, but it is still 'affecting' him for half an hour unless the character rests for one minute."
I normally make it count until the end of the scene. I have thought about allowing a character to "reset" this during combat by taking an entire round to "shake it off." He does nothing else while attempting this. At the beginning of the next round he rolls a Moderate stamina or Strength skill roll.
This is similar to characters resetting initiative. By spending an entire round assessing the situation as the battle ensues, at the beginning of the next round they roll a Moderate tactics or Knowledge attribute roll. If successful they may re-roll their Perception. It it turns out lower than what they had they have assessed the situation incorrectly, tough break kid. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Tue Feb 17, 2015 3:01 pm Post subject: |
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I knew of (and use) two of the ones you mentioned, SWR, but have to admit I didn't remember the bit about 15 over (or under) being in the rules. I still do this, generally (reward really good rolls with spectacular successes and the like), but didn't remember that actually being in there.
I also really like your idea of 'resetting' initiative. Great idea! 8) _________________ 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: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 17, 2015 6:53 pm Post subject: |
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shootingwomprats wrote: | garhkal wrote: | I thnk part of the reason for that is it doesn't explain how long after the 2 rounds of penalties, you are still affected by that stun, is why most gloss over it. |
R&E p.97 ""A stun no longer penalizes a character after the second round, but it is still 'affecting' him for half an hour unless the character rests for one minute."
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I seem to always overlook that page.. Thanks for catching it. _________________ Confucious sayeth, don't wash cat while drunk! |
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Barrataria Commander
Joined: 28 Dec 2005 Posts: 295 Location: Republic of California
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Posted: Wed Feb 18, 2015 8:53 pm Post subject: |
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garhkal wrote: | shootingwomprats wrote: | garhkal wrote: | I thnk part of the reason for that is it doesn't explain how long after the 2 rounds of penalties, you are still affected by that stun, is why most gloss over it. |
R&E p.97 ""A stun no longer penalizes a character after the second round, but it is still 'affecting' him for half an hour unless the character rests for one minute."
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I seem to always overlook that page.. Thanks for catching it. |
I'm working on d6 Fantasy and having to go through wound levels in various editions, and was surprised by that one in R&E just a few weeks ago. I don't think it's on the GM screen I use, but I could be wrong. _________________ "A special effect without a story is a pretty boring thing"- George Lucas |
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