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theMagius Cadet
Joined: 22 Aug 2006 Posts: 9 Location: Fort Worth, TX
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Posted: Mon Aug 28, 2006 11:55 am Post subject: Taming the Bulletproof Wookie... |
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So, here's the thing. When I've run past SW D6 games, we've come across some logistical problems. The biggest problem, however, remains the Bulletproof Wookie.
Now, things were bad back in the 2nd Edition (Darth Vader cover) days, when the maximum allowable racial strength for a Wookie (or Barabel, etc.) was 5D. It used to be that a slew of Stormtroopers could blast freely at a 5D STR wookie with their 5D blaster rifles, and most of the shots would do no damage whatsoever. Now, with the 'Revised and Expanded' version, a Wookies' strength tops out at a whopping 6D!
Now, tactically, an Imperial Navy officer could used his Command skill to have the Stormtroopers concentrate their firepower on the big, furry guy, and that would've put an end to him in a hurry. But, to be honest, our Wookies tear through lines of Stormtroopers faster than most Navy officers can react.
So, I've decided that, for my newest SW D6 game, I'm going to fix the problem. And I'm here to ask you (knowledgeable) Rancor folks if you would please review my 'fix'.
Ironically, it was West End Games' current D6 implementation that gave me the solution. Someone else there must've realized that there was a problem when health stats equaled weapon damage stats. Anyways, I went to this PDF, and found that the new wound levels have changed a bit:
Code: |
Damage Total ≥
Resistance Total By: Effect
------------------------------------
0 Bruised
1–3 Stunned
4–8 Wounded,
Severely Wounded
9–12 Incapacitated
13–15 Mortally Wounded
16+ Dead |
Now, this 'Bruised' thing sounds really good. If I'm inferring correctly, it means that blaster, bullet, knife, bludgeon, etc. hits actually produce a wound level condition even if the character successfully resists damage.
My question (at long last) is: how many 'Bruised' hits does it take to produce a 'Stunned' condition? And, likewise, how does a 'Bruise' affect someone who is already 'Stunned' or 'Wounded'?
Any suggestions?
Thanks,
-theMagius |
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Darth_rockdawg Cadet
Joined: 26 Sep 2005 Posts: 17 Location: Ohio
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Posted: Mon Aug 28, 2006 1:10 pm Post subject: |
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I am not sure, but I ran into this same problem. I had a group that came up against some low level pirates, and were able to "soak" all damages that thier blaster pistols were doing. (This took place on a small ship.) _________________ Impressive, Most Impressive. |
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PC-032 Lieutenant
Joined: 31 Jul 2006 Posts: 91 Location: Brisbane
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Posted: Mon Aug 28, 2006 6:11 pm Post subject: |
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Although intersting, this could lead to problems down the track with your "Normal" strength scale characters, patctualy whan their Armor gets shot up, my solusion would be to remember the Squad baced heavy weapon and have that guy target the Wookie, or wright adventures where when the Tactical Squad gets taken out in short order, the next responders are the Assualt Squad all Veterens (+1 dice on the Skill Codes) with Light Repeating Blasters _________________ "Remember There Are No Stupid Questions-Just Stupid People." Mr. Morgan Blackhand. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Mon Aug 28, 2006 8:34 pm Post subject: |
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PC-032 wrote: | Although intersting, this could lead to problems down the track with your "Normal" strength scale characters, patctualy whan their Armor gets shot up, my solusion would be to remember the Squad baced heavy weapon and have that guy target the Wookie, or wright adventures where when the Tactical Squad gets taken out in short order, the next responders are the Assualt Squad all Veterens (+1 dice on the Skill Codes) with Light Repeating Blasters |
Does anyone else faintly smell burnt Wookie hair?
PC-032 does have a valid point. Can things be taken care of with GMing rather than new rules? How has the play-test on these new rules gone with more normal characters? |
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beaumont sebos Lieutenant
Joined: 21 Jun 2005 Posts: 97
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Posted: Mon Aug 28, 2006 8:47 pm Post subject: |
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I'm dealing with this myself. And add on top of that wookie rage and wookies are nearly unstoppable by conventional means.
But force skills and other mental attacks are good ways to stop a wookie.
And when in wookie rage, I always have the wookie try to do something that doesn't fall under strength, so he has to take the penalty. Especially running. I LOVE to make him run in wookie rage. Good for a few laughs. _________________ Beaumont Sebos
"Saving the multiverse, one Gamorrean Ale at a time." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Aug 29, 2006 2:57 am Post subject: |
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Quote: | Now, tactically, an Imperial Navy officer could used his Command skill to have the Stormtroopers concentrate their firepower on the big, furry guy, and that would've put an end to him in a hurry. But, to be honest, our Wookies tear through lines of Stormtroopers faster than most Navy officers can react. |
That is why you never put them at close range... have them form up 270 meters away, so the wookie cannot run away upon seeign them (going from a standstill, the most the wookie could get up to is 20 m/rnd or double speed)...
Quote: | Although intersting, this could lead to problems down the track with your "Normal" strength scale characters, patctualy whan their Armor gets shot up, my solusion would be to remember the Squad baced heavy weapon |
Agreed. A standard 10 man squad of STs would be 7 reg troopers, 1 officer, 1 Light repeater carrier and 1 tech/medic..
Quote: | I'm dealing with this myself. And add on top of that wookie rage and wookies are nearly unstoppable by conventional means |
Remember, wookie rage only adds 2d to their DAMAGE from strenght attacks, not 2d to strength period... So they still soak with their normal 5d, and since htey also suffer 2d off all dex related skills, dodge also falls under that.. _________________ Confucious sayeth, don't wash cat while drunk! |
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theMagius Cadet
Joined: 22 Aug 2006 Posts: 9 Location: Fort Worth, TX
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Posted: Tue Aug 29, 2006 11:20 am Post subject: |
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cheshire wrote: | How has the play-test on these new rules gone with more normal characters? |
I haven't play-tested any of this yet.
I'm just trying to gather opinions for now.
Regards,
-theMagius |
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theMagius Cadet
Joined: 22 Aug 2006 Posts: 9 Location: Fort Worth, TX
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Posted: Tue Aug 29, 2006 11:33 am Post subject: |
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garhkal wrote: | That is why you never put them at close range... have them form up 270 meters away, so the wookie cannot run away upon seeign them (going from a standstill, the most the wookie could get up to is 20 m/rnd or double speed)... |
So, is the solution to never have a close-quarters battle?
Quote: | Although intersting, this could lead to problems down the track with your "Normal" strength scale characters, patctualy whan their Armor gets shot up, my solusion would be to remember the Squad baced heavy weapon |
I guess I'm wondering if this would have any effect on the 'normal' strength characters at all.
One can assume that, if Han Solo's blast vest took (say) 3 blaster hits, that he'd be bruised and/or stunned. Or does that seem unreasonable?
Quote: | Remember, wookie rage only adds 2d to their DAMAGE from strenght attacks, not 2d to strength period... So they still soak with their normal 5d, and since htey also suffer 2d off all dex related skills, dodge also falls under that.. |
True. But if Boba Fett is blasting Chewie with a 5D blaster rifle, and Chewie has 6D strength (and is somehow cemented to the ground to prevent running toward Boba), then it may very well be possible for Fett to get off 20-30 shots before anything ever damages Chewie.
Surely, the introduction of another (small) mechanic can be a 'fix' for this?
Respectfully,
-theMagius |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Wed Aug 30, 2006 10:56 pm Post subject: |
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It should be noted that the blue 'Darth Vader Cover' version of the 2nd Edition rules gives Wookiees a strength range of 2D+2/6D. This is confirmed in Alien Encounters. Nothing changed in R&E on that front. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Aug 31, 2006 2:34 am Post subject: |
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Quote: | So, is the solution to never have a close-quarters battle? |
Unless you can get people with a good enough strenght, to punch beyond his range to attack, or get through his strength, then yes...
Remember, the baddies are not stupid. Wookies are well known for their prowese in hand to hand combat, so no enemy should willingly close in to brawl range.. _________________ Confucious sayeth, don't wash cat while drunk! |
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theMagius Cadet
Joined: 22 Aug 2006 Posts: 9 Location: Fort Worth, TX
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Posted: Thu Aug 31, 2006 8:41 am Post subject: |
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Kayle Skolaris wrote: | It should be noted that the blue 'Darth Vader Cover' version of the 2nd Edition rules gives Wookiees a strength range of 2D+2/6D. This is confirmed in Alien Encounters. Nothing changed in R&E on that front. |
Ack!
For some reason, I thought that the DV Cover book had the wookies capped at 5D.
You've piqued my curiosity. I'm gonna have to take a look through all of my books (to see where I got 5D from) when I get home, or it'll drive me crazy all day long.
Thanks for the correction,
-theMagius |
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Camero Commander
Joined: 03 Feb 2006 Posts: 448
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Posted: Thu Aug 31, 2006 10:29 am Post subject: |
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Try this out
Another possible solution is the use of modified high-powered stun weapons. Based on the official R&E stun rules (which many do not like) if you hit your target with a stun blast and roll anything larger than a stun result then the character is automatically unconsious for 2d6 minutes! There is a stun weapon in Gry's Weapons Stats called the Deck Sweeper that does 6d stun damage and I am sure it can be modified to do more stun damage since Dengar the Bounty Hunter had a modified stun weapon doing 8d stun. (oh, one way to compensate for the seemingly over powerful stun rules is to include the d20 star wars stun rule that stun only works within 5 meters, or something - that way people don't go around only using stun but tough Wookies who run in for the battle can get nabbed)
Throw a couple instances of getting knocked unconcious by stun weapons - and then waking up with Wuzzy Wookie shaved in their chest fur - and they may learn some humility _________________ "What a wonderful smell you've discovered" |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Thu Aug 31, 2006 12:18 pm Post subject: |
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well, as i kinda said with the hi level fights, you can have it so people target the wookie. one person yells their "command" and yells "KILL THE WOOKIE, KILL THE WOOKIE", and it would be a very easy task to do. as most smaller creatures are afraid of thoes who are bigger then them. so sure the wookie has higher strenght, but he also attracts blasterfire more often.
for every advantage there is a disadvantage. |
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Kayle Skolaris Lieutenant Commander
Joined: 10 Mar 2006 Posts: 224 Location: Brandon, MS
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Posted: Thu Aug 31, 2006 12:19 pm Post subject: |
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There's a Riot Gun in the Star Wars Sourcebook that does 8D stun... |
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Krayt Captain
Joined: 20 Aug 2006 Posts: 729 Location: North Carolina
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Posted: Thu Aug 31, 2006 12:33 pm Post subject: |
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I've used roit guns on wookies before. Although it didn't work so well. Our resident wookie got stunned into unconsciousness and was knocked prone... right off a clif into a spike pit. It just came to me that everyone in our group seems to die horribly and gruesomly . But yes, stun guns and riot guns work nicley against wookies, and so do thermal detonators... _________________ "Your lack of faith disturbs me." - Vader |
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