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garhkal
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PostPosted: Wed Aug 12, 2015 9:38 pm    Post subject: Reply with quote

Whill wrote:
I remember one player complained that his PC always recharges/reloads at every opportunity and there was no way he could possibly be out of ammo in the first encounter of the adventure. I said, fine, the ammo pack has a manufacturer defect and began leaking blaster gas after the last shot. Same immediate effect, but the pack can't be recharged later so must be tossed. That complication gave him an idea and the next round his threw the blaster over the cover the goons were shooting from behind and told the sharpshooter PC to shoot this in the air. It was such a cool idea and they made some good rolls so I ruled that it worked - The shot was close enough to the blaster to ignite the blaster gas and blow the ammo back - The blaster exploded over the heads of the enemies. The goons remaining conscious were wounded and retreated, and the PC just had to borrow a blaster for the rest of the adventure.


Just tell him the power pack doesn't recharge fully just like Batteries don't if you recharge them too early. They get Memory effect
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Whill
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PostPosted: Wed Aug 12, 2015 10:21 pm    Post subject: Reply with quote

garhkal wrote:
Whill wrote:
I remember one player complained that his PC always recharges/reloads at every opportunity and there was no way he could possibly be out of ammo in the first encounter of the adventure. I said, fine, the ammo pack has a manufacturer defect and began leaking blaster gas after the last shot. Same immediate effect, but the pack can't be recharged later so must be tossed. That complication gave him an idea and the next round his threw the blaster over the cover the goons were shooting from behind and told the sharpshooter PC to shoot this in the air. It was such a cool idea and they made some good rolls so I ruled that it worked - The shot was close enough to the blaster to ignite the blaster gas and blow the ammo back - The blaster exploded over the heads of the enemies. The goons remaining conscious were wounded and retreated, and the PC just had to borrow a blaster for the rest of the adventure.


Just tell him the power pack doesn't recharge fully just like Batteries don't if you recharge them too early. They get Memory effect

Recharging is done during down time. A blaster pack with a reduced ammo capacity is meaningless if you don't mess with blaster ammo accounting, so using that would mean I would have to do ammo accounting for it to actually be a complication. And the PC would just replace it with a fully functional blaster pack at the earliest opportunity which would just equal tossing the defective one.
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garhkal
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PostPosted: Wed Aug 12, 2015 11:08 pm    Post subject: Reply with quote

But that's the thing. If they are not fully discharging power packs, before placing them on the charger during that down time, they Will get a memory. And that will lead to less charge eventually getting in them. Not just one.
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Whill
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PostPosted: Thu Aug 13, 2015 9:27 am    Post subject: Reply with quote

garhkal wrote:
But that's the thing. If they are not fully discharging power packs, before placing them on the charger during that down time, they Will get a memory. And that will lead to less charge eventually getting in them. Not just one.

No, that would only be the case if a GM ruled that blaster pack technology suffered a memory effect like real world batteries. They are very different technologies. Applying battery memory effect to SW blaster ammo wouldn't make sense for a GM who doesn't nickel and dime blaster shots/ammo accounting.

Besides, blaster technology has been around in some form for over 25,000 years before the films, so they've had plenty of time to solve that problem (if it ever existed in the first place). But hey, if you want blaster ammo to work like real world modern batteries in your SWU, then knock yourself out.
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Jonos
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PostPosted: Thu Aug 13, 2015 1:28 pm    Post subject: Reply with quote

I think I have hit upon a solution. We can always assume that there isn't any way to know, with 100% accuracy, the exact number of shots left.

As is, you have power + gas and there could easily be any number of variables, such as climate, mechanical condition of the blaster, quality of the blaster itself, quality of the gas, the phase of the moon, the color of your wookie's fur...

So, it is very easy to simply say that the numbers are all approximates. That way you can use whatever system you like be it a wild die result or whatever without feeling like a bean counter.
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Pel
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PostPosted: Thu Aug 13, 2015 8:50 pm    Post subject: Reply with quote

A simple and elegant solution in keeping with the space opera spirit. *tips hat*
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Whill
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PostPosted: Thu Aug 13, 2015 11:05 pm    Post subject: Reply with quote

Jonos wrote:
I think I have hit upon a solution. We can always assume that there isn't any way to know, with 100% accuracy, the exact number of shots left.

As is, you have power + gas and there could easily be any number of variables, such as climate, mechanical condition of the blaster, quality of the blaster itself, quality of the gas, the phase of the moon, the color of your wookie's fur...

So, it is very easy to simply say that the numbers are all approximates. That way you can use whatever system you like be it a wild die result or whatever without feeling like a bean counter.

I like it!
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Dredwulf60
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PostPosted: Sat Jan 09, 2016 2:25 pm    Post subject: Reply with quote

Jonos wrote:
I think I have hit upon a solution. We can always assume that there isn't any way to know, with 100% accuracy, the exact number of shots left.

As is, you have power + gas and there could easily be any number of variables, such as climate, mechanical condition of the blaster, quality of the blaster itself, quality of the gas, the phase of the moon, the color of your wookie's fur...

So, it is very easy to simply say that the numbers are all approximates. That way you can use whatever system you like be it a wild die result or whatever without feeling like a bean counter.


I go with the same rationale.

I also give every blaster a die type to represent how often it runs dry.

D4: runs out very often.
D6: runs out often
D8: Average
D10: Long lasting
D12: Very long lasting.

When the player rolls a '1' on the wild die while shooting, they get that shot off, but then roll the assigned die. If it comes up a '1' then the pack has been depleted.

Gives the players a reason to carry a spare weapon and/or a spare pack.

It also lets the PCs judge the weapon's potential for running dry.
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Whill
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PostPosted: Sat Jan 09, 2016 7:14 pm    Post subject: Reply with quote

Dredwulf60 wrote:
I also give every blaster a die type to represent how often it runs dry.

D4: runs out very often.
D6: runs out often
D8: Average
D10: Long lasting
D12: Very long lasting.

When the player rolls a '1' on the wild die while shooting, they get that shot off, but then roll the assigned die. If it comes up a '1' then the pack has been depleted.

Well, at least you don't have a d20 up there with your non-D6 dice.
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Dredwulf60
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PostPosted: Sat Jan 09, 2016 9:40 pm    Post subject: Reply with quote

Whill wrote:
Dredwulf60 wrote:
I also give every blaster a die type to represent how often it runs dry.

D4: runs out very often.
D6: runs out often
D8: Average
D10: Long lasting
D12: Very long lasting.

When the player rolls a '1' on the wild die while shooting, they get that shot off, but then roll the assigned die. If it comes up a '1' then the pack has been depleted.

Well, at least you don't have a d20 up there with your non-D6 dice.


Oh.

Sorry; I know the base game RAW is all D6, but I use all tools available in my game so that it works the way I want it.

Does this breach the forum's etiquette?

If I had to go with pure D6...I'd do what Jonos suggested:

Quote:
When a 1 is rolled on the wild dice while making an attack with a weapon, the player must roll a variable number of dice depending upon the capacity of his power pack. If any of the dice rolled come up 1- 3, the pack is depleted and must be replaced.


Last edited by Dredwulf60 on Sat Jan 09, 2016 9:43 pm; edited 1 time in total
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CRMcNeill
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PostPosted: Sat Jan 09, 2016 9:42 pm    Post subject: Reply with quote

Dredwulf60 wrote:
Sorry; I know the base game RAW is all D6, but I use all tools available in my game so that it works the way I want it.

Does this breach the forum's etiquette?

Not at all, but you do get looked at funny for a moment.

Wink

Personally, I'd have gone with a 1D, 2D, 3D, etc. progression, as opposed to D4, D6, D8, etc.
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Dredwulf60
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PostPosted: Sat Jan 09, 2016 9:46 pm    Post subject: Reply with quote

crmcneill wrote:
Dredwulf60 wrote:
Sorry; I know the base game RAW is all D6, but I use all tools available in my game so that it works the way I want it.

Does this breach the forum's etiquette?

Not at all, but you do get looked at funny for a moment.

Wink

Personally, I'd have gone with a 1D, 2D, 3D, etc. progression, as opposed to D4, D6, D8, etc.


Right.

But there's something elegant about '1' being the bad roll...

"Please don't roll a '1'...please don't roll a '1'..."
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Whill
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PostPosted: Sat Jan 09, 2016 10:33 pm    Post subject: Reply with quote

Dredwulf60 wrote:
Whill wrote:
Dredwulf60 wrote:
D4: runs out very often.
D6: runs out often
D8: Average
D10: Long lasting
D12: Very long lasting.

Well, at least you don't have a d20 up there with your non-D6 dice.
Oh.

Sorry; I know the base game RAW is all D6, but I use all tools available in my game so that it works the way I want it.

Does this breach the forum's etiquette?

If I had to go with pure D6...I'd do what Jonos suggested
crmcneill wrote:
Not at all, but you do get looked at funny for a moment.

Right!

You're fine, Dredwulf. You're a tinkerer GM (like a lot of us here) and I really like that about you. Something that annoys me are GMs that are so married to RAW that they think it has some kind of inherent superiority just because it is what was officially published. I respect that the game's authors were published professional writers, but they are just gamers like us who happened to get approved to write something officially and got paid for it. For me, that doesn't automatically mean RAW has more authority that each of us have for our own games. D6 is my favorite game system and Star Wars is my favorite game, but each GM should make the game what they want for their game. And I think the tinkerers benefit greatly from interacting with each other here. I feel D6 is inherently malleable, and that is one of its greatest strengths.

And I am a mathematician with an appreciation for statistics and probability so I can (grudgingly) respect the nuances that using other dice provide in general.

I've been a RPGamer since 1980 (elementary school) and started being GM (which I have always preferred over being a player) in 1982. But I'm an old D6 grognard going back to 1987 (I literally dropped my AD&D campaign in an original world I created when I bought the 1e SW RPG). I am so in love with the D6 system (and dislike games that use more dice like d20 and FFG SW) that I personally am diametrically opposed to using other dice in D6 games. It's not a forum thing. It's just my thing. I usually don't let posts about using non-D6 dice go without making some comment about it. I think it started with one of my favorite users here who always talks about AD&D, uses D&D terms for Star Wars, and occasionally suggests mechanics for SW requiring "D&D dice".

Please, carry on!
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garhkal
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PostPosted: Sun Jan 10, 2016 3:38 pm    Post subject: Reply with quote

Dredwulf60 wrote:

Well, at least you don't have a d20 up there with your non-D6 dice.


Oh.

Sorry; I know the base game RAW is all D6, but I use all tools available in my game so that it works the way I want it.

Does this breach the forum's etiquette?[/quote]

I have had many a game session where i have tossed out d4, d8, d10, d12, d20 and such.. Such as when using my HR Ion cannon damage rules, since the roll is based on the number of systems on the ship, to see how many got knocked off line when you damage it.

EG One of the characters has an X-wing which by my reconing has the following 'systems' that can get affected..
Main power (1)
Life support (2)
Shields (3)
Maneuvering thrusters (4)
Ion drive (sublight) (5)
Droid interface (6)
Main computer (includes comms) (7)
Repulsor lift (8)
Weapon 1 Lasers (9)
Weapon 2 Torpedo launcher (10)

The # in ( ) is indicating what system gets knocked off line when the D10 roll gets made.

If i was to be using my own PC's ship from our Sparks game it has a whapping 15 systems that can get damaged by those Ion cannons, so has 2d8-1 for the D roll to see which system gets knocked out.

I have also used d4, and d8's before to see which pc gets shot when baddies are randomizing who they shoot (which i often do with bigger weapons).
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CRMcNeill
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PostPosted: Sun Jan 10, 2016 5:45 pm    Post subject: Reply with quote

I'd prefer using a D6 + D6 result, i.e. roll one chart to decide which sub-chart you roll on for the end result, which gives you up to 36 results of equal probability, since you aren't stacking the dice together.
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