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2nd RE or D6 ?
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CRMcNeill
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PostPosted: Mon Jan 10, 2011 3:03 am    Post subject: Reply with quote

Rimmer wrote:
The main things I was interested in is the Scale rules and the Metaphysics rules, especially around the (using SW terminolgy here) "Force" now being n Attribute, and Control, Sense, Alter being skills under this.


I like the Metaphysics rule (obviously). I just couldn't quite remember what it's called. I think their Scale system is a little too complicated to translate over, as you would have to generate a specific scale rating for every ship in the SWU, which might take quite a while. I've been working on an alternate scale system, with a 4D gap between each step, walkers and starfighters in the same scale, and three separate scales for capital ships; Starship for corvettes, frigates and cruisers, Capital Ship for the bigger cruisers and star destroyers, and Dreadnought for the huge star cruisers like the Executor and the Eclipse. Using the 2R&E model, the scale would look something like this:

Character 0D
Speeder 4D
Starfighter/Walker* 8D
Starship 12D
Capital Ship 16D
Dreadnought 20D
Death Star 24D

*I'm thinking that, to differentiate between Starfighter and Walker, I'll allow Starfighters to add their Speed value to their roll to avoid enemy fire, and provide a +2D bonus to Walkers to resist damage.
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cheshire
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PostPosted: Mon Jan 10, 2011 9:16 am    Post subject: Reply with quote

Rimmer wrote:
The main things I was interested in is the Scale rules and the Metaphysics rules, especially around the (using SW terminolgy here) "Force" now being n Attribute, and Control, Sense, Alter being skills under this.


That captured my attention as well. I've wondered how well that would work in a Star Wars game. I know that I'm going to take heat for saying this, but I was also wondering how it would work using body points in addition to the wound levels. I'd done it in a Fantasy game, and it made larger numbers of lower powered enemies more dangerous. It is sometimes difficult to have one moderate or higher powered NPC to be a real threat to a party in combat without walking the fine line of making them so powerful that they kill your PCs. (I don't take PC death lightly.)
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Rerun941
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PostPosted: Mon Jan 10, 2011 10:17 am    Post subject: Reply with quote

crmcneill wrote:
I think their Scale system is a little too complicated to translate over, as you would have to generate a specific scale rating for every ship in the SWU, which might take quite a while. I've been working on an alternate scale system, with a 4D gap between each step, walkers and starfighters in the same scale, and three separate scales for capital ships; Starship for corvettes, frigates and cruisers, Capital Ship for the bigger cruisers and star destroyers, and Dreadnought for the huge star cruisers like the Executor and the Eclipse. Using the 2R&E model, the scale would look something like this:

Character 0D
Speeder 4D
Starfighter/Walker* 8D
Starship 12D
Capital Ship 16D
Dreadnought 20D
Death Star 24D

*I'm thinking that, to differentiate between Starfighter and Walker, I'll allow Starfighters to add their Speed value to their roll to avoid enemy fire, and provide a +2D bonus to Walkers to resist damage.


The only real difference in the scale systems is that D6 Space uses a straight modifier rather than a die code. All you'd really need to do is assign a fixed value for each scale and go from there.

example scale values
Character +0
Speeder +10
Walker +20
Starfighter +30
Starship +40
Capital +50
Dreadnought +60
Death Star +70

Just use the scale modifier the same way you add the dice in the R&E scale system. Using a fixed value tends to reduce the randomness that can happen between the R&E scales.
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Random Numbers
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Joined: 12 Jan 2010
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Location: Gladsheim

PostPosted: Mon Jan 10, 2011 10:39 am    Post subject: Reply with quote

crmcneill wrote:
Random Numbers wrote:
How would the "Force Sensitive" stat apply to the Force Skills in 2e?


It gives you a Force rating in dice, as an attribute, that you build your skills on top of, like normal skills. It would be more indicative of how things are in the films, that some beings are more sensitive than others, rather than the WEG rules, where you either are or you aren't.


I like this. It would also be easily incorporated into normal sw 2e I assume. Pcs would have the range of 1-3d in the force sensitive attribute. I also think it's a great idea to have cyberware lower the attribute.
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Rimmer
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PostPosted: Mon Jan 10, 2011 2:16 pm    Post subject: Reply with quote

Do you we have any D6 Space people here who could give us the run down on the Metaphysics rules ?

1. Does "Metas" attribute come from your original allotment of 18D ?
2. Is it considered an Attribute for say increasing purposes ?
3. If control sense alter (or whatever they are called) are now skills do they increase the same way ? can you specialise ?
4. How would our favourite Lightsaber combat work ?

There are probibly a few more but these are the ones on the top of my head for now.

EDIT: just realises I could actually read the darn thing myself couldn't I Embarassed
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ZzaphodD
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PostPosted: Mon Jan 10, 2011 3:26 pm    Post subject: Reply with quote

Random Numbers wrote:
crmcneill wrote:
Random Numbers wrote:
How would the "Force Sensitive" stat apply to the Force Skills in 2e?


It gives you a Force rating in dice, as an attribute, that you build your skills on top of, like normal skills. It would be more indicative of how things are in the films, that some beings are more sensitive than others, rather than the WEG rules, where you either are or you aren't.


I like this. It would also be easily incorporated into normal sw 2e I assume. Pcs would have the range of 1-3d in the force sensitive attribute. I also think it's a great idea to have cyberware lower the attribute.


I was playing with a similar idea, but would keep Control, Sense, Alter. They would work as abilities though. On top of the different force abilities dice you would put skill dice in the specific force powers.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 10, 2011 8:06 pm    Post subject: Reply with quote

Rerun941 wrote:
Just use the scale modifier the same way you add the dice in the R&E scale system. Using a fixed value tends to reduce the randomness that can happen between the R&E scales.


Personally, I enjoy the randomness, because it more closely resembles real life. Any soldier will tell you that Murphy's Law is fully in effect in any combat situation, and anything that can go wrong, will go wrong. Using dice values instead of fixed scale numbers means that it's entirely possible for the right combination of rolls to give you the lucky shot that takes out the star destroyer, or to survive an attack that should've killed you on the spot.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16320
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 10, 2011 8:36 pm    Post subject: Reply with quote

Rimmer wrote:
Do you we have any D6 Space people here who could give us the run down on the Metaphysics rules ?

1. Does "Metas" attribute come from your original allotment of 18D ?
2. Is it considered an Attribute for say increasing purposes ?
3. If control sense alter (or whatever they are called) are now skills do they increase the same way ? can you specialise ?
4. How would our favourite Lightsaber combat work ?

There are probibly a few more but these are the ones on the top of my head for now.


1. Personally, I would factor this in as part of the advantages / disadvantages system. There is no canon evidence to suggest that force sensitives are any less capable in the non-Force categories. IMO, selecting a high Force Sensitive attribute should be accompanied by an equally high penalty from the disadvantages table.

2. Pretty sure it is, since it is listed in with all the other skills and attributes. It would make sense, after all, since there are incidents in the official material of characters with minimal Force sensitivity increasing that ability over time.

3. The Metaphysics skills in D6 use different names, but they are essentially still control, sense and alter. You can improve them at twice the normal cost in character points.

4. Lightsaber Combat would be as normal. Only the manner one would arrive at the dice total used would change.
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cheshire
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PostPosted: Tue Jan 11, 2011 8:30 am    Post subject: Reply with quote

crmcneill wrote:

4. Lightsaber Combat would be as normal. Only the manner one would arrive at the dice total used would change.


Well... sorta. You'll notice that the powers/spells/whatever never use more than one skill at a time. (At least not in the core book. I haven't examined Vade Mecum of Magic.) You could either stick with the power system in the R&E or try to invent something closer to Open D6 Metaphysics.
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