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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Thu Jan 09, 2020 12:09 pm Post subject: Beginning above base speed |
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So, someone comes to you and says they want to have their starting character begin above the base speed for their species.
How do you set them up with that? What cost do you put on a point of Move? _________________ "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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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 09, 2020 1:17 pm Post subject: |
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Well, absent any guidance from WEG (which there doesn't appear to be), the closest thing to precedent I can think of is in the 1E->2E Conversion rules, where 1D of Speed Dice for ships translated into a +2 to Space (and 2 pips = +1 to Space). As such, for a starting human character, if the PC wanted to have a Move of 11, it would cost 2 pips from their starting Attribute dice, or a full 1D if they wanted a Move of 12.
Also, if the character really wants to maximize how much distance they can cover in a round, my Agility skill includes a rule that rewards high skill rolls with extra distance covered. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jan 09, 2020 2:51 pm Post subject: Re: Beginning above base speed |
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MrNexx wrote: | So, someone comes to you and says they want to have their starting character begin above the base speed for their species.
How do you set them up with that? What cost do you put on a point of Move? |
Well since as per the 'character advancement' section, it costs 1cp per move you have, to up it one point, we'd have to figure out how many 'pips' that would equate to.. So since it costs 10cp to shift a human from 10 to 11move, i could easily see that being 2d of his starting 7d. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Jan 10, 2020 12:05 am Post subject: |
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MrNexx wrote: | So, someone comes to you and says they want to have their starting character begin above the base speed for their species.
How do you set them up with that? What cost do you put on a point of Move? |
For a starting Move +1, CRMcNeill is 2 attribute pips, and garhkal is 2D in skills. I'm 1D of starting skill dice, with a prerequisite of Dexterity 3D and Strength 3D.
I came to that cost considering that after char gen, raising the Move stat costs the number of skill points equal to the current Move. The average starting Move for PC species is probably very close to 10 (maybe 9.something because shorter species tend to have a lesser Move). The average PC attribute is 3D, and adding 1D in starting skill dice in char gen to a skill on a 3D attribute would cost 9 CPs in RAW, thus about the same CPs as increasing the Move stat after char gen. Thus Move +1 is approximately equal to 1D in starting skill dice.
If you still think that is too small of a cost, consider that the same 1D in starting skill dice can also raise that 4D skill (that you already put 1D into) to 5D, so the average value of 1D is skill dice is actually higher than 9 when you consider that you can put 2D of skill in any skill and that second 1D is actually more valuable than the first 1D, compared to costs to improve after char gen. So making the cost 1D of starting skills to increase Move in char gen is actually a bit overpriced on average.
And in my game, 1D in starting skill dice is even slightly more valuable because I have tweaked the improvement rules slightly. In my game, the per-pip cost to improve skills is actual equal to the number in front of the D of die code you are raising it to, not the die code that it is currently. So after char gen, raising a skill from 3D to 4D actually costs 10 CPs in my game. _________________ *
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