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Cowboy Hat Lieutenant Commander
Joined: 26 Feb 2010 Posts: 107 Location: St Ives, Cambridgeshire
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Posted: Mon Apr 12, 2010 11:47 am Post subject: Playing RAW |
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I have found from my experience that the general consensus is that the best edition of Star Wars D6 is 2nd Revised and Expanded. However I've also found that most GM's run the game with house rules - especially when it comes to initiative, reaction skills and the force - and to a lesser extent scaling.
My question is, who plays/has played the game exactly as it's written and what are your experiences of doing it, both for good and bad? (considering the amount that people feel certain aspects require house ruling).
-for the purposes of this question I mean "full change of rules as written" as opposed to a different interpretation of the rules from say another GM's perspective. _________________ "The Force will be with you. Sometimes." |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Mon Apr 12, 2010 12:38 pm Post subject: |
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I wouldnt say I play any system RAW... Im always modifying things for the better... but for D6 I play mostly RAW.
My general theory of Role Playing is that it follows the Pirates Code "More like guidelines, then actual rules"
That being said, I think the only think I modify is the Initiative, and I only modify it to roll once per combat, instead of every round. this only saves time rolling, then any actual power issue I was trying to resolve.
to cut off my rabmling, I think that D6 did a good job with its ruleset as long as your players arent rules lawyers looking for loopholes. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Mon Apr 12, 2010 12:47 pm Post subject: |
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I actually prefer 2e over R&E, though some of the revisions were good ones. Like Vong, I pretty much play RAW, though I've mix and matched versions or RAW, and use rules as guidelines rather than hard and fast rules. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Cowboy Hat Lieutenant Commander
Joined: 26 Feb 2010 Posts: 107 Location: St Ives, Cambridgeshire
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Posted: Mon Apr 12, 2010 1:55 pm Post subject: |
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thanks for your replies so far.
Although this will derail the question and is probably a little off topic:
In combat, RAW your "side" goes as one rather than alternating between high-low initiative irrespective of side (which is seen in most games).
Apart from the obvious book keeping reduction this has, what other benefits does this have over the more traditional rpg initiative? _________________ "The Force will be with you. Sometimes." |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Apr 12, 2010 3:05 pm Post subject: |
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I cant remember playing ANY game by the RAW ever...
I 'inherited' Star Wars from an earlier GM which had several house rules that we used (I was a player in that campaign). That was 1st ed SW IIRC.
What comes to mind.
-We have 'move actions' instead of 'move speed'. One action = One move up to move stat. Max 4 actions.
-Force skills do not cost as many MAPs to 'keep up'. This depends on your skill level in Control. Also, '3 skill force powers' counts as 2 actions to activate if you have 5D+ in all three skills.
-Before just recently you had to make one parry action per attack you wanted to parry. Now you only do one parry action, but several opponents get +1D to hit per opponent after the first.
-Im thinking of removing the physical/energy damage types and go back to 1st ed armor values and damage ratings.
Man, I cant play anything by the RAW.. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue Apr 13, 2010 8:34 am Post subject: |
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I'll hit the original topic again before making other commentary; generally when I'm first playing a system, I play it by RAW. I'll usually keep this up for several sessions before we really get a feel for how the rules are interacting and where the limitations are... and get a sense of how a rule alteration might interact with the rest of the ruleset.
I've been playing Pathfinder (Paizo publishing) for the past year and a half or so (since the Alpha release), and we've been pretty much playing it RAW version to version (Alpha -> BETA -> Commercial release). All in all, it's been working pretty well.
With d6 Star Wars, it was the first RPG I played... it was also the first RPG for the rest of my gaming group, so some of our deviations from RAW are built upon having been complete newbs when we started... we misinterpreted some of the rules, and some of those misinterpretations just stuck with us after we learned our errors
Cowboy Hat wrote: | In combat, RAW your "side" goes as one rather than alternating between high-low initiative irrespective of side (which is seen in most games).
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Regarding the benefit of the initiative aspect, yeah, it's purely pacing and bookkeeping. D6 is supposed to be fast paced and cuts some corners where other systems don't, this is just one of them. I suppose it also lets each group work more as a "team" than as separate entities?? Might be a bit of a stretch
ZzaphodD wrote: | -We have 'move actions' instead of 'move speed'. One action = One move up to move stat. Max 4 actions. |
This is 2e RAW, actually. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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mdlake Sub-Lieutenant
Joined: 21 May 2009 Posts: 65 Location: Montclair, NJ
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Posted: Tue Apr 13, 2010 9:26 am Post subject: |
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I haven't run a game without house rules in decades, when I was young and ignorant and scarcely anything but D&D existed.
As for what else, besides ease of play, that might be gained from a my-side/your-side initiative system...not much. It is easier to employ combination tactics, e.g., player A immobilizes a foe, and B hits the foe with a heavy attack that is unlikely to hit a dodging target. It's correspondingly harder to interrupt enemy combos, and to employ tactics that rely on the enemy exposing or committing himself in some fashion first.
Hm. Also, it's hard to quantify, but taking turns by side makes it easier for me as GM to keep track of what the NPCs are doing, and why.
But hey, don't give streamlined play short shrift. The best system is the one that does what you need it to do with the least intrusion possible. "Easy to use" is so important to RPGs that every game claims to be easy to use, even when it's a bare-faced lie. Most games I've seen go side-by-side for that very reason. That's changing as rules-lite systems become more popular and individual sequencing becomes more manageable, but side-by-side remains the norm. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Fri May 21, 2010 8:36 pm Post subject: |
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Like Ankhanu, I usually start playing RAW and then houserule after playing the game for a bit. Unless I come across something that is easily identified as an error but which the correct answer is not obvious (like, if the STR stat for Ewoks nad been listed as 40D/44D).
How much house ruling I do depends on how bad things look after playing, and if I need to deal with something new that wasn't in the original rules.
Cowboy Hat wrote: | In combat, RAW your "side" goes as one rather than alternating between high-low initiative irrespective of side (which is seen in most games).
Apart from the obvious book keeping reduction this has, what other benefits does this have over the more traditional rpg initiative? |
1) Speed: The "we go, they go" method resolves faster than most other methods,including the go by initiative count.
2) Delayed actions: don't cause any headaches by altering the order.
3) It gives the PCs an edge. Since the PCs typically have better stats than their foes, they tend the win the initiative and go first. That makes it much more likely that they will incapacitate some foes before they can act, or that they can get out of range before the enemy gets a chance to shoot. It can also help then in terms of sequencing thier actions. Like letting your side shoot before the pilot lies his craft out of range.
4) Fewer Errors: People are less likely to jump the order and go out of turn if there are only two sides taking turns.
5) It usually ends up that way, anyway: Often in D20 the DM rolls one initiative roll for a group of bad guys, or maybe one for the each leader and one roll for the mooks. The end result is that you get the NPCs acting, then all the PCs act, then the NPCs act again, and so on. |
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