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Tiggerman Cadet
Joined: 29 Aug 2004 Posts: 4 Location: Kansas
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Posted: Sun Aug 29, 2004 8:11 pm Post subject: |
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Hi,
I'm new to Star Wars D6. I first played it at GenCon 2004. It was Sparks but very fun. As a mater of fact it was so fun I will be starting a group in the Topeka, Kansas area. Our GM is the only exp. person besides me. Not sure if you can call me experienced when I only played 1 FULL day at GenCon. So far we have 4 players and 1 GM. I can't wait for this to kick off. I am really looking forward to it.
I do have some questions tho. When creating a character. Is it better to use the template or from scratch. I have looked at all the templetes but if I played on of those. I might want to change the race. If I do change the Race, do I add any race specific traits to the template?
Thanks for any input on this. |
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Crell Damar Line Captain
Joined: 31 Jul 2003 Posts: 845
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Posted: Sun Aug 29, 2004 10:11 pm Post subject: |
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Hi tiggerman,
Welcome!
You should direct your character creating questions in the Character section. Or the official rules, but I'll explain.
If, when using a template, you decide to change the race: you first need to find the species whereever it is, and first look at it's average attribute dice.
Once you find out that number (usually between 11 and 13) and you add 6 (this extra 6 sets you above average for your chosen species.). then when you look at the alien's attributes on the form, you'll notice that it has a minimum and maximum for each attribute. Divide up your attribute dice (average attribute + 6) using the concept of 1D = 3 pips, I trust you're familliar with that, right? Adding into each attribute until you're satisfied and each of the attributes is between the minimums and maximums for the species selected. Also, if your species has any special abilities, write those in on your sheet in the special abilities area. And then create your character normally.
As per whether it is better to use a template or to make your own template, that depends on what you want to do. Usually, when first starting, it's easier to stick to the templates. Because they have equipment already done and an appropriate selection of skills and such.
But if you're not feeling any of the templates, then there's no problem with making your own. It's usually a better idea to work with your GM from the start with this approach, because if they know where you're coming from with skill selection and such, it should be cool. But, you can also change any existing template. (with your GM's consent of course) If you really think your character should have some skill that wasn't listed in the template, but it's really important for your character's background. Remember that a template is only the foundation.
Anyway, I hope that this has helped you out.
Feel free to PM me or post up any other questions you've got. _________________ "For over a thousand generations, the Jedi Knights were the guardians of peace and justice in the Old Republic. Before the dark times... before the Empire. "
Obi-Wan Kenobi |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Sun Aug 29, 2004 10:51 pm Post subject: |
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Just figured I'd add this link for Triggerman concerning finding alien species for what was said above. With Wizards of the Coast holding the liscence it can sometimes be difficult to find the West End Games books unless you know where to look. I've found sites like The Rancor Pit and Rebel Roleplayers Alliance a big help in getting West End Games material since I only managed to get a few items before the bankrupcy made it difficult to get new material. _________________ FLUFFY for President!!!!
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Tiggerman Cadet
Joined: 29 Aug 2004 Posts: 4 Location: Kansas
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Posted: Sun Aug 29, 2004 11:07 pm Post subject: |
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Thank you very much.
I found Rebel Roleplayers Alliance website as well. Both Rancor Pits and Rebel Roleplayers Alliance are great sites. I have been reading like mad these last few days and I like what I see so far. Thanks alot for the help.
Tiggerman |
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