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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Apr 30, 2018 12:51 pm Post subject: |
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Mamatried wrote: | MrNexx wrote: | How does a 0D+1 or 0D+2 improve their attribute, since CP costs for attribute improvements are tied to the die code? |
3D to 3D+2 is a 0D+2 increase.
or did I misunderstand your question there? |
Yes. This is in reference to Whill's extremely-low-Technical attribute rules. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
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Mamatried Commodore


Joined: 16 Dec 2017 Posts: 1896 Location: Norway
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Posted: Mon Apr 30, 2018 1:10 pm Post subject: |
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no I was simply saying they should maybe have a little higher strength, than 3D, maybe increase this with 0D+1, to 0D+2 to a 3D+2 max,maybe even 4D or 4D+2 making them stronger than humans( the latter)
It was not directly related to their tech attribute or skills, but a suggestion in case some are doing a complete rewrite of the species stats for ewoks. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14306 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 30, 2018 2:09 pm Post subject: Re: Ewoks |
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Whill wrote: | Sometimes I swear you're trolling me. It's the GM who approves a character's background. What's stopping a GM from saying, "Nope, I already had an Ewok PC that stowed away on a ship. Think of something else."? It's such a simple solution to a non-problem. |
I swear i am not trying to troll you, but i love playing devil's advocate..
MrNexx wrote: | How does a 0D+1 or 0D+2 improve their attribute, since CP costs for attribute improvements are tied to the die code? |
I would still say it would be 10cp base.. _________________ 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: 10493 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Apr 30, 2018 6:24 pm Post subject: |
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Wajeb Deb Kaadeb wrote: | garhkal wrote: | Its not the DM who comes up with the player's character backround though. Its the player.. |
In my games, the player is welcome to come up with his own, but in practice, it is usually a joint effort between player and GM. |
Testify! This does give me an idea for a new thread...
Wajeb Deb Kaadeb wrote: |
RAW is not perfect? The hell you say!  |
8)
MrNexx wrote: | How does a 0D+1 or 0D+2 improve their attribute, since CP costs for attribute improvements are tied to the die code? |
That's a fair question. It's a non-issue for my game because I don't allow attributes to be raised after play begins and all PCs of primitive species start out with the background including a galactic acclimation period to get their attributes up to my 2D minimum for PCs. So the 0D Attributes system only applies to primitive NPCs in my game, for species that have less than a 1D minimum in an attribute.
If you are considering using that system for primitive species, but do not even have a 1D minimum attribute for starting PCs and do allow PCs to raise attributes, then I'm afraid I can't really help you much. I would suggest making the cost high because my system defines a 1D attribute as the minimum attribute for galactic acclimation. Now of course that is below average so not very abled, but still leaps and bounds above a primitive character. garhkal says raising 0D attributes should have a 10 cp basis, I guess per pip.
I just can't decide because I feel strongly a character going from relatively primitive to even minimally galactic works best just by the experience of time in the character's background. Since for me the 0D Attributes system is only for NPCs, I don't have to worry about raising them. NPC stats are poofed into existence at whatever die codes I feel they should have at the moment the NPC is created. If the same NPC appears years apart and I feel their attributes should have changed in the mean time, another handwave gets it done. _________________ *
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TauntaunScout Line Captain


Joined: 20 Apr 2015 Posts: 981
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Posted: Wed Oct 10, 2018 8:17 pm Post subject: |
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I never saw a problem with the primitive characters having those stats. One imagines a medieval human architect had a lot more than 1D in Technical and/or Mechanical Aptitude.
An ewok could have a high command skill but it would only work well on other ewoks, presumably. The GM has to make those kinds of calls as the game plays out. Ample use if the "unskilled modifier" too. An ewok's Knowledge stat would presumably get iffy on a lot of subjects.
There's really nothing stopping an ewok from gaining the empirical knowledge behind Repulsorlift Repair. People are very good at figuring out what works, even if they go to their grave never learning why it works. It seems like a waste of dice instead of Melee or Sneak or something though, for an ewok. |
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Pel Line Captain


Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Thu Oct 11, 2018 12:49 pm Post subject: Re: Ewoks |
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Mamatried wrote: | Wajeb Deb Kaadeb wrote: | Mamatried wrote: | I wold however, possibly for all the primitive tech races have a higher cost to learn certain tech and mech skills. |
That's interesting. Like what? It costs 2D to increase a skill by 1D the first time, then it's normal cost after that? |
something like this.
I was more leaning to x2 cost , then later on either negating the penalty, or turning it into a permanent +1 cp cost for the skill.
Ytou thought here of double cost on creation is cool, not what I was thinking, but I think maybe better |
I lean toward this view in my own campaigns. Ewoks displayed engineering aptitude with their gliders and arboreal villages, and could understand basic physics concepts so I wouldn't penalize them for situations involving those. Now, they would need to pay extra to learn "space-level" technology and how to operate it (at first). Also, just because you can operate a device, doesn't mean you know how it works or how to repair it, but that was covered earlier.
Maybe assign a "primitive" species two attribute die codes, one for their level of technology and another for the regular space stuff, or treat any space-level technology or knowledge improvements as an Advanced Skill for a time? _________________ Aha! |
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TauntaunScout Line Captain


Joined: 20 Apr 2015 Posts: 981
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Posted: Sun Oct 14, 2018 12:53 pm Post subject: |
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Yes. They seem to have the native intelligence, the question becomes for any given ewok PC, how high the language and cultural barrier is. I think any GM could just apply the unskilled modifier as they see fit. |
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TauntaunScout Line Captain


Joined: 20 Apr 2015 Posts: 981
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Posted: Wed Oct 17, 2018 3:57 pm Post subject: |
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This whole thread is making me remember my ambition to create an army of Annointed People (old D&D lizardmen minis) and come up scenarios for them. |
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Pel Line Captain


Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Thu Oct 18, 2018 3:06 pm Post subject: |
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TauntaunScout wrote: | ...Annointed People... |
That's a name I've not heard in a long time. A long time.  _________________ Aha! |
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