Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1854 Location: Norway
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Posted: Fri Sep 27, 2019 11:37 am Post subject: Customizing Exisiting Templates(long read) |
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Zeison Sha Initiate
Dexterity 3D
Knowledge 2D+2
Mechanical 2D
Perception 3D+1
Strength 3D+2
Technical 2D+1
Alter 1D
Alter: Telekinesis
Zeison Sha Initiate(Customized)
Dexterity 3D+2
Knowledge 2D+2
Mechanical 2D
Perception 3D+1
Strength 3D
Technical 2D+1
Alter 1D
Alter: Telekinesis
Zeison Sha Initiate(customized 2)
Dexterity 4D
Knowledge 2D+1
Mechanical 2D
Perception 3D+1
Strength 3D
Technical 2D+1
Alter 1D
Alter: Telekinesis
This way you can emulate backgrounds similar to what is described in books, like Del Meeko who
was a former stomtrooper-shoretrooper before he joined inferno squad.
He was a competent pilot, i would argue the whole team were well trained in piloting, maybe to
an extent where they would be above 4D.
With customizing templates I think this can be emulated to a degree, as I can not for the life of me
see how every single TIE pilot, Zeison Sha (since I used this above) and Bountyhunter are all identical
in attibutes, however I do feel some attributes should have a minimum level and thus I would only allow a
customization of pips, moving them around, even reducing some attributes, though not below the initial D
In this case as see above the pips are moved around, they can even rise a attribute to the next full D
as seen witth the DEX in the example above.
or like these TIE pilots, one could later be or have been a "commando", another was a techie
and the latter was a pilot's pilot.
TIE Fighter Pilot(original)
Dexterity 3D+1
Knowledge 2D+1
Mechanical 4D
Perception 3D
Strength 3D
Technical 2D+1
TIE Fighter Pilot(commando)
Dexterity 3D+2
Knowledge 2D
Mechanical 4D
Perception 3D+1
Strength 3D
Technical 2D
TIE Fighter Pilot(Techie)
Dexterity 3D
Knowledge 2D
Mechanical 4D
Perception 3D
Strength 3D
Technical 3D
it can even be argued that to be a qualified pilot you have to be able to roll a certain minimum, and
if we look to NPC stats from modules (though not always made by RAW) we see things as "ace" TIE pilots
with "only" 3D+2 and even 3D+1 in their mechanical attribute.
However to me a "trained" and qualified pilot should be at no less than 3D+2
and military pilots i think should have a minimum 4D to their mechanical skill, maybe it can be argued a 3D+2
(here is a write up of the commando TIE pilot but allowing a 3D+2 to mechanical as his minimum)TIE Fighter Pilot(commando)
Dexterity 4D
Knowledge 2D
Mechanical 3D+2
Perception 3D+1
Strength 3D
Technical 2D
Does anyone else allow template pips to moved around to customize? |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Fri Sep 27, 2019 2:47 pm Post subject: |
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We used templates at the very beginning of our exploration of D6. Once we read the character creation rules, we stopped using templates all together, TBH.
I'm don't think I'd "require" a minimum attribute value for a particular concept (such as 3D or better for a "pilot"), but in my experience, most players will prioritize the attributes which contain the most important skills to their concept.
But to answer your question, I don't see any problem with customizing templates. To me, it's well within the spirit of RPGing to make unique and interesting characters.
I once made a Jedi character who was unusually skilled with grenades, for example. It was a blast to play. |
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