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WillTasker Lieutenant Commander
Joined: 25 Jan 2017 Posts: 115
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Posted: Thu Feb 16, 2017 11:30 am Post subject: Tactics Skill |
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This was a skill that was in First Ed, oddly dropped in 2nd and returned to in 2nd Ed, R&E. My group never got around to using it but we struggled when a Thrawn-like character made an appearance through out a campaign.
How did you go about using it? The whole "GM rolled a higher dice so he wins this round" seemed kinda ... odd for a skill like this |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu Feb 16, 2017 12:36 pm Post subject: |
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One way I can see it being used is to guess at what the other group is doin.
In a space battle, using Tactics lets you guess at the other side's plans and what they're likely to do next... and, if you know that they're going to attack your left flank, you can shift resources to deal with that.
In planning, tactics can also let you craft plans and contingencies. "Ok, Imperial protocol is it do THIS. They will probably respond to X with Y, so we need to do Z."
I would not say "The GM rolled higher, so he won", but "The GM rolled higher so it will be harder." _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Thu Feb 16, 2017 2:31 pm Post subject: |
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How about that if you won the roll, the other side needs to declare their actions first and execute last? That should give a significant advantage to whomever has the highest tactics skill. Or, perhaps moderate that a bit and just force the other side to declare their actions first but use whatever initiative system you already have in place to resolve the actions? |
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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu Feb 16, 2017 2:52 pm Post subject: |
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Zarn wrote: | How about that if you won the roll, the other side needs to declare their actions first and execute last? That should give a significant advantage to whomever has the highest tactics skill. Or, perhaps moderate that a bit and just force the other side to declare their actions first but use whatever initiative system you already have in place to resolve the actions? |
I'd go with "first declare, act by initiative", myself... otherwise, Knowledge can completely replace Perception in initiative. Your "declare second" can still let you manipulate this... if Chuck always goes last, you have Chuck do things that can work when you go last. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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WillTasker Lieutenant Commander
Joined: 25 Jan 2017 Posts: 115
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Posted: Fri Feb 17, 2017 11:16 am Post subject: |
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Hot damn, thank you for this! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14214 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 17, 2017 5:26 pm Post subject: |
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Glad to help... _________________ 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 Feb 18, 2017 9:19 pm Post subject: |
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In the past, I proposed an idea where a character rolling a Knowledge skill received a bonus to practical skills based on how well he succeeded. The bonus was based on a +1 bonus / 3 points of Success formula, converting pips to dice where necessary.
It gets a little complicated when trying to convey that bonus to others using the Command skill, but if you are inclined, I would suggest stacking the bonus from a good Tactics roll with the bonus from a good Command roll, with each character applying the bonus to whatever task they are going to be performing in the following round. _________________ "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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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Tue Apr 18, 2017 5:57 pm Post subject: |
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I agree that tactics is a lame skill as written. It assumes the GM is, or has access to a giant repositoy of tactical knowledge or experience. I think it puts undue burden on the GM who doesnt necessarily understand tactics.
That said, I DO allow for it to be used as written. But I feel it also needs some tangible benefits. Here are some situationally dependent suggestions:
Tactical approach/Element of suprise: for the first round of combat, the leader's tactics roll replaces all allies' initiative roll to carry out a predetermined course of action. Next round, initiative reverts to normal.
Battlefield surveillance: roll tactics instead of search to identify ambushes/sniper hides, etc. This skill can either oppose the enemy's sneak/hide roll or his tactics roll.
Tactical expertise: when using a specialization of tactics, roll that skill instead of command to coordinate the actions of your allies. Alternatively, this ability can be used to provide a +1, +2, or +1D bonus to a particular suite of skills determined by the GM to be relevent and necessary to the task at hand. For example, providing a bonus to blaster, search, and blaster repair when coordinating the actions of multiple crew-served weapons teams. The bonus is determined by the success of the tactics specialization roll. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Apr 18, 2017 6:54 pm Post subject: Re: Tactics Skill |
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WillTasker wrote: | This was a skill that was in First Ed, oddly dropped in 2nd and returned to in 2nd Ed, R&E. |
It first appeared in the first adventure module, Tatooine Manhunt, in Adar Tallon's stats as a Mechanical skill and no explanation for using it (so it was effectively fluff at that point). Later they clarified it is a Knowledge skill but no, it never was explained in any detail.
WillTasker wrote: | The whole "GM rolled a higher dice so he wins this round" seemed kinda ... odd for a skill like this |
No, Tactics can provide advantages but don't necessarily "win this round".
WillTasker wrote: | How did you go about using it? |
There are some good insights here for handling Tactics. Thanks, guys. _________________ *
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WillTasker Lieutenant Commander
Joined: 25 Jan 2017 Posts: 115
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Posted: Thu Apr 20, 2017 10:17 am Post subject: |
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I have only one vague memory of using Tactics that "worked" - in that it was a supplement to an actual large engagement.
Uninteresting story, very short: my old character fell to the Dark Side, was eventually given command of a small Imperial battlefleet (3, maybe 4 Star Destroyers and some frigates?) and had to lay waste to a Rebel base (which was controlled by the other players/characters).
Though I came up with how to defeat my friends on my own, the GM suggested everyone check for "weaknesses" by skill-checking with Tactics rolls. (Ex: I arrived at the planet, see the rebel forces, suggest how the starfighters should engage - then rolled Tactics to see if there was any weaknesses in the Rebel line. Depending on how high the roll was, I would get very vague or very detailed suggestions.)
And for the record, I totally out-maneuvered the other players at every opportunity. I only wish that story arc kept going, it was fun to play "versus". |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Thu Apr 20, 2017 5:09 pm Post subject: |
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Interesting story, but I'm not sure that a fleet consisting of 3 or 4 Star destroyers can be considered "small." Depending on the priority of the sector, that could be a significant chunk of the entire Sector Fleet.
(Then again, it's small when you take the entire Imperial Starfleet into account...) _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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WillTasker Lieutenant Commander
Joined: 25 Jan 2017 Posts: 115
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Posted: Fri Apr 21, 2017 12:11 pm Post subject: |
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Sutehp wrote: | Interesting story, but I'm not sure that a fleet consisting of 3 or 4 Star destroyers can be considered "small." Depending on the priority of the sector, that could be a significant chunk of the entire Sector Fleet.
(Then again, it's small when you take the entire Imperial Starfleet into account...) |
Well, when I said "Fleet", I didn't want you to think I was showing up with 30 Dreadnoughts, 20 battle wagons, etc.
"Destroyer Squardon" might've been a better description |
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Sutehp Commodore
Joined: 01 Nov 2016 Posts: 1797 Location: Washington, DC (AKA Inside the Beltway)
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Posted: Fri Apr 21, 2017 7:19 pm Post subject: |
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Wait, wait, wait, is a "battle wagon" actually a thing in Star Wars?
YOU CAN'T FLY THROUGH SPACE WITH WHEELS!!! _________________ Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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