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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Apr 26, 2014 11:20 am Post subject: |
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I see.
And with anything, especially Star Wars, there should be a "fudge factor" to keep everything as balanced as possible. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Apr 26, 2014 11:25 am Post subject: |
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jmanski wrote: | I see.
And with anything, especially Star Wars, there should be a "fudge factor" to keep everything as balanced as possible. |
Well, since the Scale Number came out after 2R7E and we don't have actually ship tonnages there are bound to be a few ships that might end up with an odd scale number. But it's not hard to tweak. Not having an actual tonnage means that we can ship the number a little without problems. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Apr 26, 2014 11:25 am Post subject: |
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Very true. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Apr 26, 2014 11:53 am Post subject: |
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jmanski wrote: | Very true. |
The bad part is having to do up a scale number for each vehicle, and starship.
But, I'd just make a spreadsheet with all the ships and plug in the formula to automate it. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Sat Apr 26, 2014 12:01 pm Post subject: |
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atgxtg wrote: | jmanski wrote: | Very true. |
The bad part is having to do up a scale number for each vehicle, and starship.
But, I'd just make a spreadsheet with all the ships and plug in the formula to automate it. |
I'm so bad. When I am doing something for my D6 Fantasy game, I usually have to make up a scale number on the fly. Of course, half the time it's because the players run off the beaten path and do things I never expect anyway. I try to use the Open D6 chart for reference as best I can, but a lot of time you can taste the rich chocolatey goodness of all the things I fudge. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 26, 2014 1:24 pm Post subject: |
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atgxtg wrote: | The bad part is having to do up a scale number for each vehicle, and starship. |
Exactly, I'd rather expand the existing scale system by a few categories to shift things around than generate new numbers for every stat. _________________ "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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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Apr 26, 2014 2:52 pm Post subject: |
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crmcneill wrote: | atgxtg wrote: | The bad part is having to do up a scale number for each vehicle, and starship. |
Exactly, I'd rather expand the existing scale system by a few categories to shift things around than generate new numbers for every stat. |
Just 1 new number for every vehicle. A little more work for a bit more granularity. It's a trade off. Plus the scale number works faster in play. You get a constant modifier instead of a variable one. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Apr 26, 2014 3:35 pm Post subject: |
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crmcneill wrote: | atgxtg wrote: | The bad part is having to do up a scale number for each vehicle, and starship. |
Exactly, I'd rather expand the existing scale system by a few categories to shift things around than generate new numbers for every stat. |
True.. There really should have been 2 maybe even 3 more classes of scales between fighter and cap ships.
Freighter, escorts and dreadnoughts (the ssd stuff!) _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 26, 2014 4:16 pm Post subject: |
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That's what I did with my scale system. _________________ "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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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Sat Apr 26, 2014 5:58 pm Post subject: |
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So... it seems like most people here have house-ruled the scaling system. Am I reading that correctly?
Also, are most people in agreement with the notion that 2ed. scaling system is more balanced (whatever that means), and R&E is easier to use? |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat Apr 26, 2014 8:30 pm Post subject: |
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I suppose my support for 2E scale rules is a known factor. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Apr 27, 2014 10:54 am Post subject: |
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Mikael Hasselstein wrote: | So... it seems like most people here have house-ruled the scaling system. Am I reading that correctly?
Also, are most people in agreement with the notion that 2ed. scaling system is more balanced (whatever that means), and R&E is easier to use? |
I don't know about most people, but I'd say a lot of us think that the scaling rules from 2E (or even the scaling rules from 1E) better reflect the relative capabilities of the vehicles. And yes, 2R&E is easier to implement. In part because you don't have to refer to a chart.
Personally, I wish we didn't have a scaling system, per say, but instead had gone with the multiplier idea that was used in 1E. I think the problem lies with the crummy stats that were given in the Star Wars Sourcebook. A scaling system was needed to make the stats presented playable. But we kinda stuck with it now. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Apr 27, 2014 5:14 pm Post subject: |
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Very true. Though i do strongly feel a new scale system is needed, if we DO go that route, a whole lotta ships need to be edited. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Apr 27, 2014 5:31 pm Post subject: |
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garhkal wrote: | Very true. Though i do strongly feel a new scale system is needed, if we DO go that route, a whole lotta ships need to be edited. |
Well, maybe. Maybe not. If we used a multiplier system for scale, then a lot of ships could keep the same stats but we just add a multiplier. But this would basically be the same as what we do now with scaling.
If we redid all the stats, then yeah, that would be a big undertaking, but we'd probably only have to stat up about 20 ships to get the bulk of what gets used in most campaigns.
And if we wanted to go with a Scale stat like D6 Space, then we could automate it all by ripping the data out of the Compiled stats book, plugging it into a database and having it crunch the numbers for a thousand ships or so in one go. Then look it over and see which ships need Scale tweaking. |
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Mikael Hasselstein Line Captain
Joined: 20 Jul 2011 Posts: 810 Location: Sweden
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Posted: Sun Apr 27, 2014 6:48 pm Post subject: |
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atgxtg wrote: | I don't know about most people, but I'd say a lot of us think that the scaling rules from 2E (or even the scaling rules from 1E) better reflect the relative capabilities of the vehicles. |
I have no doubt that those of you who do feel that 2nd has a more proper balance have good reasons for doing so. How does that balance differ? Does it make the different scales more or less far apart, or is there some other issue? |
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