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1st edition rulebook
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klhaviation
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Joined: 19 Aug 2014
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PostPosted: Sun Apr 12, 2015 3:22 pm    Post subject: 1st edition rulebook Reply with quote

I won't go into all the boring details... but that is the plan for now.

Last edited by klhaviation on Tue May 05, 2015 8:04 pm; edited 1 time in total
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cheshire
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PostPosted: Mon Apr 13, 2015 8:33 am    Post subject: Reply with quote

Thanks for the heads up. It sounds like an interesting project.
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Teazia
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PostPosted: Wed Apr 22, 2015 2:33 am    Post subject: Reply with quote

This sounds great. As an (unexperienced) 1e enthusiast, I must say bravo.
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Mojomoe
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PostPosted: Fri Apr 24, 2015 11:55 am    Post subject: Reply with quote

This is pretty awesome.

What's your thinking behind approaching this? It's a pretty cool idea. Just something new, or do you have a special affinity for 1E?
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klhaviation
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PostPosted: Fri Apr 24, 2015 7:23 pm    Post subject: Reply with quote

l

Last edited by klhaviation on Tue May 05, 2015 8:05 pm; edited 2 times in total
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Whill
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Joined: 14 Apr 2008
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PostPosted: Fri Apr 24, 2015 7:47 pm    Post subject: Reply with quote

Inspired by IAG, for my SW D6 game I combined Communications and Sensors into one skill called Com-Scan (which actually is a film canon term).

klhaviation wrote:
There is a 1st edition I am working on, but that is a very low key project, while it will receive a cool old school design and layout treatment, it will not be in the 500 page scope of REUP.. nor is it associated with REUP as far as compatibility or design... won't be done till fall or later.

I'm really looking forward to this too. Are you going to go totally retro and make it mostly black and white like the original 1e book? If not, I may print it in black and white except the cover anyway and it will save on my printer cartridges).
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CRMcNeill
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PostPosted: Fri Apr 24, 2015 9:07 pm    Post subject: Reply with quote

So, by 2ed Scale rules, are you talking about dice-capping or the 2r&e dice bonuses?
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klhaviation
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PostPosted: Fri Apr 24, 2015 11:16 pm    Post subject: Reply with quote

Whill wrote:
Inspired by IAG, for my SW D6 game I combined Communications and Sensors into one skill called Com-Scan (which actually is a film canon term).

klhaviation wrote:
There is a 1st edition I am working on, but that is a very low key project, while it will receive a cool old school design and layout treatment, it will not be in the 500 page scope of REUP.. nor is it associated with REUP as far as compatibility or design... won't be done till fall or later.

I'm really looking forward to this too. Are you going to go totally retro and make it mostly black and white like the original 1e book? If not, I may print it in black and white except the cover anyway and it will save on my printer cartridges).


The design is planned for full color.... but inspired by the 1st ed layout. Black headers and footers... full bleed McQuarrie art for chapter openers... stills from the origional trilogy and concept art from those films will fill the rest. There will be no digital art at all... from a design standpoint we wanted to make it look like it was made in the late 80s.

That being said, the interior is designed with black and white printing in mind too Via lulu... which is generally cheaper than home printing... A black and white hardcover will run around 20 to 25 dollars while a color book will run 45 to 60 dollars depending on final page count.

The game will be focused on the Rebellion era... This is not a statesent about the EU or prequel, rather a design choice to focus the play on Rebels, and to conveniently make the Force rules Simplier. Of couse you could play any era of play with the rules.
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klhaviation
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PostPosted: Fri Apr 24, 2015 11:24 pm    Post subject: Reply with quote

crmcneill wrote:
So, by 2ed Scale rules, are you talking about dice-capping or the 2r&e dice bonuses?


Dice bonuses....

Die capping is the most reliable method I think... but we wanted to make this game as simple as possible... keeping the action going is more important that statistical stability... die codes are much quicker to work with and easier for gms to memorize so we went with that approach.

We have been very reticent about changing much of the game. We do not want a collection of our house rules, rather a 1st ed book for 1st ed gamers to use at their table which is recogonizable. There are, however, blaring issues and common sense fixes. the changes listed above are our attempts to address some issues we have had over the years.... our fixes are all WEG designed rules, and not personal house rules...

Some may disagree with a few approaches... but we are trying really hard to trim the rough edges off 1st edition while keeping it recogonizable and true to its origins.

REUP is a cool book but it became a bloated glut of rules and fluff... don't get me wrong it is very useful a d a great book... It is just too much for new gamers... I hope to make this game far more accessible to both the new player/gm. but still usefull to the old pro who wants a new 1st ed book.
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CRMcNeill
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PostPosted: Fri Apr 24, 2015 11:51 pm    Post subject: Reply with quote

I understand. I use my own version of the dice bonus scale system, but it may not be everyone's cup of tea. If you're interested, I have an ongoing topic for it here on the forum.
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The CRMcNeill Stat/Rule Index
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klhaviation
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PostPosted: Sat Apr 25, 2015 12:26 am    Post subject: Reply with quote

crmcneill wrote:
I understand. I use my own version of the dice bonus scale system, but it may not be everyone's cup of tea. If you're interested, I have an ongoing topic for it here on the forum.


Sure I would be interested. And you are right... dice bonuses are not everyone's cup of tea. That is a risk that we take when making a change to an established ruleset...

We all felt that the 1st edition RAW did not hold up very well. We wanted to use a System that was used in other WEG Publications and that kept things simple. The die cap method was my first proposal.... but Some other guys on the project convinced me that while die cap is a superior metbod, it requires some time to make the adjustments. Die bonus is quick and easy... It keeps the action going.

The opposition to Die bonuses have good points, we just are trying to use a system thatmost closely resembles the spirit of the 1st edition. It is a game of fuzzy math. The pulp action nature of the genra should explain away the mathematical improbablities...

We do recognize that die bonus can make some things nearly impenetrable... that is something we are working to resolve .

But as always we are open to suggestions... There are plenty of things we may be overlooking.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Apr 25, 2015 12:37 am    Post subject: Reply with quote

Here's the link to the topic

As it currently stands, my system looks like this:
    Character 0D
    Cycle +2D
    Speeder +4D
    Starfighter +6D
    Starship +7D*
    Walker +8D
    Capital Ship +10D
    Dreadnought +14D
    Death Star +24D

    *I'm thinking strongly about removing this one and keeping all the space transports at Starfighter Scale, if only for the sake of ease-of-gameplay.


One of the biggest points of confusion on my original list was over what qualified as a Starship, as some people felt that it should also include the Starfighter-Scale Space Transports. In the end, it seems simpler to continue applying the label Capital Ships since that is a term we all understand.

As such, what was once Starship Scale is once again Capital Ship Scale, what was once Capital Ship Scale is now Dreadnought Scale (covering anything Victory Star Destroyer sized and up), and I have found a new place for Starship scale. Some people have argued that space transports should be at a higher scale level than starfighters, and I can't help but feel they are both right and wrong. As such, I have split the difference and introduced Starship scale, which covers pretty much anything that is starfighter scale but is not a starfighter. It is only 1D higher than Starfighter, and in the interests of simplicity, I'm going to assume that all of the ship's weapons stay Starfighter scale. The only thing this changes is that Starships (when compared to Starfighters) now have a 1D bonus to resist damage and a 1D penalty to Maneuver.

To clarify, here is the revised list of what-goes-where:

Dreadnought:
-Super Star Destroyer
-Imperial Star Destroyer
-Victory Star Destroyer
-Torpedo Sphere
-Mon Calamari Cruiser

Capital Ship:
-Dreadnaught-Class Cruiser
-Alliance Assault Cruiser
-Interdictor
-Strike Cruiser
-Escort Carrier
-Carrack Light Cruiser
-Alliance Bulk Carrier
-Star Galleon
-Nebulon B Frigate
-Lancer-Class Frigate
-Corellian Corvette
-Corellian Gunship
-System Patrol Craft
-Assault Shuttle
-Blastboat
-Luxury Liner
-Container Ship
-Bulk Transport
-Medium Transport

Walker:
-AT-AT
-AT-ST (possibly moved down to Speeder-Scale with bonus dice to Hull)
-Juggernaut
-Mobile Command Base
-Chariot Command Speeder (possible)
-Hoverscout
-Alliance Freerunner
-Heavy Tracker
-Speeder Truck
-Sail Barge

Starship:
-Light Freighters
-Space Barges

Starfighter:
-All starfighter types
-Cloud Cars

Speeder:
-Landspeeders
-Airspeeders
-Compact Assault Vehicle
-ULAV
-Tramp Shuttle
-Skiff

Cycle:
-Speeder Bikes
-Swoops
-Repulsor Sled
_________________
"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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klhaviation
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Joined: 19 Aug 2014
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PostPosted: Sat Apr 25, 2015 12:37 am    Post subject: Reply with quote

Wow... I read through the scale thread. Very interesting And well thought out stuff... A lot to think about. there may me some room to tweak the scales a bit... we have been batting around the idea of rolling walker and star fighter scale together and boosting the bonus for speeder... I will definitely mull this over.
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