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MA-3PO Lieutenant Commander


Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Mon May 23, 2005 10:53 pm Post subject: |
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RedFox wrote: | The problem with the Rebellion version is that it breaks a basic assumption of the D6 system, which is that bonuses are expressed in terms of Die Codes, which cannot exceed +2 without going to a new die.
A "proper" bonus would be +1D+2 instead of +5. |
There are exceptions of course. If I had a character with Str of 4D+2 and he was wielding a vibroblade with damage Str+2D+1 this would come out to be 6D+3 damage.
Of course a straight +5 is a little excessive...hmm  |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Mon May 23, 2005 11:02 pm Post subject: |
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Uh, actually no. Correct me if I'm wrong, but I do believe you would end up with 7D. At least that's how we play it. |
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MA-3PO Lieutenant Commander


Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Mon May 23, 2005 11:15 pm Post subject: |
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Play your game how you want, but according to Eric S. Trautmann's ISB Intercepts on page 80 of SWAJ #15 this is how the rule works. |
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RedFox Lieutenant Commander


Joined: 26 Jul 2004 Posts: 196 Location: El Centro, CA
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Posted: Mon May 23, 2005 11:17 pm Post subject: |
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MA-3PO wrote: | Play your game how you want, but according to Eric S. Trautmann's ISB Intercepts on page 80 of SWAJ #15 this is how the rule works. |
Well I don't know about all that, but in the R&E corebook, there does not exist a modifier higher than +2. The counter resets at the next pip, which creates a whole new die. Progression is thus:
+1...+2...1D...1D+1...1D+2...2D...2D+1...2D+2...3D...
...and so on. _________________ Ooo, a droid! Can I fix it?
I have Star Wars stuff! |
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MA-3PO Lieutenant Commander


Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Mon May 23, 2005 11:22 pm Post subject: |
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RedFox wrote: | MA-3PO wrote: | Play your game how you want, but according to Eric S. Trautmann's ISB Intercepts on page 80 of SWAJ #15 this is how the rule works. |
Well I don't know about all that, but in the R&E corebook, there does not exist a modifier higher than +2. The counter resets at the next pip, which creates a whole new die. Progression is thus:
+1...+2...1D...1D+1...1D+2...2D...2D+1...2D+2...3D...
...and so on. |
That is how it works generally, but when you add together two different codes, Str+weapon damage for example, the pips add instead of going up to the next die. |
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RedFox Lieutenant Commander


Joined: 26 Jul 2004 Posts: 196 Location: El Centro, CA
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Posted: Mon May 23, 2005 11:26 pm Post subject: |
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MA-3PO wrote: | That is how it works generally, but when you add together two different codes, Str+weapon damage for example, the pips add instead of going up to the next die. |
That strikes me as very odd. I'm not dismissing it out of hand, mind you, but it sounds very non-standard. I'm going to have to check my corebook to see if that sort of thing shows up or not. _________________ Ooo, a droid! Can I fix it?
I have Star Wars stuff! |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Mon May 23, 2005 11:58 pm Post subject: |
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So if you have Starfighter Piloting at 3D+2, on a fighter with 1D+2 maneuverability, and you're combining that action with 2 other people (+2 bonus), then you would roll 4D+6 ?! That just sounds wrong to me... |
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MA-3PO Lieutenant Commander


Joined: 17 Apr 2005 Posts: 236 Location: Olathe, Kansas
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Posted: Tue May 24, 2005 12:18 am Post subject: |
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It's up to you if you want to use the rule that way but since Eric S. Trautmann was a designer it is technically "official". If you want something else by him to think about see my new post in the "Using character-scale weapons against vehicles" thread.
http://www.rancorpit.com/forums/viewtopic.php?t=24&postdays=0&postorder=asc&start=15
Edit: I've been looking for something talking specifically about pips in the R&ECR but I can't find anything except that which talks about improving skills and attributes. Does anyone else see anything? |
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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Tue May 24, 2005 3:12 pm Post subject: |
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Bonus-to-dice translation is kind of a personal preference, IMHO. You can do it either way. To me, however, it makes more sense to not translate every +3 into an additional die...you can get rolls a lot higher than they should be sometimes.
Gry Sarth wrote: | So if you have Starfighter Piloting at 3D+2, on a fighter with 1D+2 maneuverability, and you're combining that action with 2 other people (+2 bonus), then you would roll 4D+6 ?! That just sounds wrong to me... |
Notwithstanding the wild die, the range on 4D+6 would be from 10-30, with an average of 20. With 6D, as it would translate, the range would be 6-36 with an average of 21. The range is a bit bigger, and the average a tad higher. It all depends on whether or not you like to allow the chance for heroics all the time.
Anyway, back to lightsabers. Ardrikk, you say that the problem with a dual lightsaber specialization is that it would cost half as much to improve as the standard lightsaber skill. I've been thinking about this, because it's a valid point...but I still think it makes sense. Is it unfair that a character can specialize in, say, blaster rifles? That also costs half as much to improve...but the idea is that he's using them so much that he gets constant training with the weapon and thus needs to spend less CPs on improvement.
On the flipside, I do see your point. Why should a character who uses two blades improve faster than someone who uses only one, if both characters spend an equal amount of time using their lightsabers? There needs to be compensation for this disparity in the form of either a bonus for a single blade, or more likely, a detriment to dual-wielders that evens the playing field a little more. Perhaps instead of only injuring oneself with a lightsaber if the difficulty is missed by 10, make it 7 or 8.
I still think, however, that any parry bonuses/attack bonuses should only be conferred by a force power. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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Ardrikk Cadet

Joined: 16 May 2005 Posts: 14
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Posted: Tue May 24, 2005 3:39 pm Post subject: |
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Error wrote: |
I still think, however, that any parry bonuses/attack bonuses should only be conferred by a force power. |
But then how would you handle two blasters, which ought to really use the same system? Commander Cody, as seen in the Clone Wars cartoon series, used two blaster pistols and he certainly didn't have any Force Powers.
I'm trying to come up with a system that works equally well for *any* kind of two weapon or dual-bladed fighting and involving an actual Force Power doesn't allow for that. |
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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Tue May 24, 2005 3:50 pm Post subject: |
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Ardrikk wrote: | Error wrote: |
I still think, however, that any parry bonuses/attack bonuses should only be conferred by a force power. |
But then how would you handle two blasters, which ought to really use the same system? Commander Cody, as seen in the Clone Wars cartoon series, used two blaster pistols and he certainly didn't have any Force Powers.
I'm trying to come up with a system that works equally well for *any* kind of two weapon or dual-bladed fighting and involving an actual Force Power doesn't allow for that. |
Well, how could double blasters (or double weapons of any kind) confer a bonus in game terms? According to the original rules, if you fire with your right and left hands simultaneously, you'd get -1D to your main hand and -2D to your off hand. A dual wielding specialization or skill could perhaps eliminate the off hand penalty, but I don't see any other bonuses as making sense as an inherent aspect of game mechanics. You're not more likely to hit merely because you're using two weapons; you just get two chances to do so. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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Ardrikk Cadet

Joined: 16 May 2005 Posts: 14
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Posted: Tue May 24, 2005 4:10 pm Post subject: |
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The way I'll be running it is that all 3 ways (2 lightsabers [or any melee weapons, actually], dual-bladed lightsaber, and 2 blasters) give you one free action before mutli-action dice penalties kick in. That one action does have to be used for something related to that skill, though. So it would have to be an attack or parry for a lightsaber and an attack with a blaster.
And, of course, you have to have the skill to actually gain this extra action. If you're untrained and try to just pick up a second weapon and use it, you not only wouldn't get the extra action, but you'd suffer that extra -1D to your offhand action. |
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Gry Sarth Jedi

Joined: 25 May 2004 Posts: 5304 Location: Sao Paulo - Brazil
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Posted: Tue May 24, 2005 5:13 pm Post subject: |
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Where's that -1D penalty for the off-hand come from? I don't remember ever reading about it and I did look for it. Is it something from 1st edition? I always thought a bit weird that there were no off-hand penalties in SW. Is this penalty a house-rule? |
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Ardrikk Cadet

Joined: 16 May 2005 Posts: 14
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Posted: Tue May 24, 2005 5:37 pm Post subject: |
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Actually, I was wondering that as well, Gry. I haven't read through the R&E rulebook yet, though, so I thought it might be in there.
Regardless, I like it. It seems to be a reasonable penalty for attempting something like that. |
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Error Captain


Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Wed May 25, 2005 4:26 pm Post subject: |
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If characters were allowed to specialize in Lightsaber: single lightsaber, it might make some sense. _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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