If someone is intrested... New fan-made edition of the old Star Wars D6. It's called "Star Wars Roleplaying Game Revised, Expanded, and Updated" also known as REUP.
Full PDF:
If someone is intrested... New fan-made edition of the old Star Wars D6. It's called "Star Wars Roleplaying Game Revised, Expanded, and Updated" also known as REUP.
Full PDF:
New? Like brand new? I know one's been floating around for a while.
I love the hell out of the D6 system - always will. I played it for years and years long after the demise of WEG, long after the last books came out - but the "Fail but Something Awesome" aspect of FFG has won me over so completely that I cant imagine going back to it.
Plus, you know, fresh and new books.
How has everyone found this? I've heard a lot about it, but nothing from players who've actually USED it in session.
New? Like brand new? I know one's been floating around for a while.
I jumped to conclusions, but its new to me ![]()
If someone is intrested... New fan-made edition of the old Star Wars D6. It's called "Star Wars Roleplaying Game Revised, Expanded, and Updated" also known as REUP.
Full PDF:
There are no new mechanics, just an update with new content. It's still WEG, which means it suffers from the D6 critical flaws.
So, using the Fantasy Flight forum to promote an older, inferior, and highly overated system? Very poor taste.
If someone is intrested... New fan-made edition of the old Star Wars D6. It's called "Star Wars Roleplaying Game Revised, Expanded, and Updated" also known as REUP.
There are no new mechanics, just an update with new content. It's still WEG, which means it suffers from the D6 critical flaws.
What do you consider its flaws?
It looks although someone's worked hard on it, true. But there's a few cheeky bits, like the logo and the art.
I played a lot in the early 90's, but it's not something I would ever go back to.
The overpowered Jedi and their treatment of the Dark Side for a start.
And things like 'Mechanical' and 'Technical' for inherent statistics, when they should clearly be skills, never sat well with me.
It looks although someone's worked hard on it, true. But there's a few cheeky bits, like the logo and the art.
I played a lot in the early 90's, but it's not something I would ever go back to.
The overpowered Jedi and their treatment of the Dark Side for a start.
And things like 'Mechanical' and 'Technical' for inherent statistics, when they should clearly be skills, never sat well with me.
Mechanical and Technical were more like one's Aptitudes, just like the rest of the stats. It also helped break up the skills so that you didn't end up with a ton of skills all sitting under just one stat, like we have with most other systems (all or nearly all weapons under Dex/Agi/Coordination/whatever name is given to body movement in system X). So, Blasters and grenades were under Dex, but piloting and such were under other Aptitudes. Makes sense as flying in Star Wars is more about the button pushing, switch flipping, etc... and less about the direct flying with ones knuckles and a mechanical yoke.
Yeah, I see what they were trying to do with the Mech and Tech - trying to avoid dumping a bunch of skills under one attribute. It's a bit cludgy, but it more or less worked.
So I wonder, just as an exercise in game design, if it is possible to turn the wild die into the Success/Despair - Fail/Triumph axis somehow. Not that I intend on going back, but it might be interesting to try. I shall have to ponder over lunch.
What do you consider its flaws?
Bucket-o-dice. The game did not scale well once you started throwing around 7D and up, especially where Jedi were concerned. We had a Old Republic era game that ran for 10-ish years, but we were very careful to make sure the characters diversified and just didn't dump all their points into the three force dice. Plus we had the house rule that your Willpower had to be as high as the highest Force.
It worked, for the most part - but it took a concerted effort on everyone's part to keep it that way.
It'll be interesting to see how FFG handles a Jedi heavy game with our new campaign. 3/4th of the table is Force Users of some stripe or another. Do things skew out of balance when you hit 600+ points?
Edited by DesslokYeah, I see what they were trying to do with the Mech and Tech - trying to avoid dumping a bunch of skills under one attribute. It's a bit cludgy, but it more or less worked.
So I wonder, just as an exercise in game design, if it is possible to turn the wild die into the Success/Despair - Fail/Triumph axis somehow. Not that I intend on going back, but it might be interesting to try. I shall have to ponder over lunch.
What do you consider its flaws?
Bucket-o-dice. The game did not scale well once you started throwing around 7D and up. Especially where Jedi were concerned. We had a Old Republic era game that ran for 10-ish years, but we were very careful to make sure the characters diversified and just didn't dump all their points into the three force dice. Plus we had the house rule that your Willpower had to be as high as the highest Force.
It'll be interesting to see how FFG handles a Jedi heavy game with our new campaign. 3/4th of the table is Force Users of some stripe or another. Do things skew out of balance when you hit 600+ points?
In some ways it worked like Threat does now. You roll a 1, you can choose to keep it, but the result now becomes either "Success, but..." or "Fail, And" or you remove the 1 and your highest single die and go with the final result from that.
There are no new mechanics, just an update with new content. It's still WEG, which means it suffers from the D6 critical flaws.
What do you consider its flaws?
I didn't have a lot of experience with it, but the main one was you basically end up with 3 tiers of ability: 1- terrible and suck for a long time; 2 - you're decent, and sometimes pull rabbits out of hats for a brief time; 3 - you are god.
This is just an artifact of the randomization mechanic they choose, and the problem that once you start getting large pools of dice, you almost always end up with an "average result" and there's less and less statistical room for surprises. Basically, as you add dice, the peak of the bell curve just gets fatter and fatter, while the outliers get thinner.
I admit that I grew up with d20 Star Wars original (I wasn't a massive fan or RCRB or Saga) and WEG, so I have a special place for them; but FFG's system is amazing, and I don't think I'll be going back to either of the aforementioned any time soon.
So, using the Fantasy Flight forum to promote an older, inferior, and highly overated system? Very poor taste.
I wasn't going to agree with you until i scrolled through the document a bit and found some FFG art on page 7.
In some ways it worked like Threat does now. You roll a 1, you can choose to keep it, but the result now becomes either "Success, but..." or "Fail, And" or you remove the 1 and your highest single die and go with the final result from that.
So yeah, perhaps instead of adding six every time you got a 6 on the wild die, count that as a trimphuh (and a six) and the despair would be the one. It's just a matter of figuring out a mechanic of adding more than one wild die to the mix, so you could get multiple despairs and triumphs to the one roll.
Threat and advantage would be harder without dice - and the GM just handing out -2 or +1 would seem arbitrary. I like the "I had 4 black dice in my pool and they all came up blank!" randomness.
It'll be interesting to see how FFG handles a Jedi heavy game with our new campaign. 3/4th of the table is Force Users of some stripe or another. Do things skew out of balance when you hit 600+ points?
Not that I've noticed especially. You can so some pretty crazy things with the Force in this game, and at that level, the Force types start to pull away a bit from the mundanes.
But even if you have several talent trees and Force powers, you can still only do one action and manoeuver a round, and you're not any more durable than the next guy. Probably less durable, in fact, seeing as how he's put more XP into skills and talents.
It'll be interesting to see how FFG handles a Jedi heavy game with our new campaign. 3/4th of the table is Force Users of some stripe or another. Do things skew out of balance when you hit 600+ points?
Not that I've noticed especially. You can so some pretty crazy things with the Force in this game, and at that level, the Force types start to pull away a bit from the mundanes.
But even if you have several talent trees and Force powers, you can still only do one action and manoeuver a round, and you're not any more durable than the next guy. Probably less durable, in fact, seeing as how he's put more XP into skills and talents.
Plenty of options to vex even advanced Force users. Concussion grenades stand out as a good weapon. Crowds and innocent by standers all over the place help as well. Lots of "stand down or the blind orphan gets it, you Jedi wanna be" plots as well.
Edited by 2P51Edited by rowdyoctopusYeah, I see what they were trying to do with the Mech and Tech - trying to avoid dumping a bunch of skills under one attribute. It's a bit cludgy, but it more or less worked.
So I wonder, just as an exercise in game design, if it is possible to turn the wild die into the Success/Despair - Fail/Triumph axis somehow. Not that I intend on going back, but it might be interesting to try. I shall have to ponder over lunch.
What do you consider its flaws?
Bucket-o-dice. The game did not scale well once you started throwing around 7D and up, especially where Jedi were concerned. We had a Old Republic era game that ran for 10-ish years, but we were very careful to make sure the characters diversified and just didn't dump all their points into the three force dice. Plus we had the house rule that your Willpower had to be as high as the highest Force.
It worked, for the most part - but it took a concerted effort on everyone's part to keep it that way.
It'll be interesting to see how FFG handles a Jedi heavy game with our new campaign. 3/4th of the table is Force Users of some stripe or another. Do things skew out of balance when you hit 600+ points?
While WEG has some flaws, it also has a few areas where it sits well above the FFG system. The most significant of them is the scaling system. In WEG you can hurt a speeder with a heavy repeating blaster, and the same weapon won't automatically kill any person with one shot (although it is likely to do so).
The most significant of them is the scaling system.
Very true. I would have liked to see something like it for this game.
Has anyone houseruled up a set of scaling rules? If not, we should put together our collective creativity and bash some out!
I was thinking the same. What is the scaling system and could we graft it?
It wouldn't be simple though, the scaling is gradual and affects dice pools...so a Star Destroyer with 4D turbo lasers is far more potent than a CR-90 with 4D turbo lasers. So every ship would have to be reassessed.
Edit: Page 95 of the download has the scales: Character, Speeder, Walker, Straighter, Capital, Death Star. The dice modifiers are 0, 2D, 4D, 6D, 12D, 24D. This basically works in two directions: it's harder for big objects to hit smaller ones, so the difficulty is scaled in reverse for trying to hit; but it's easier for big objects to do more damage. So a Character shooting at the Death Star modifies their dice by 24D to hit, but the Death Star adds 24D to resist the hit.
Some of this is already accounted for in EotE with the Silhouette size differences, but there are only two scale elements, not six.
Edited by whafrogAnd being complicated is pretty much the antithesis of this engine. That should be one of the prime goals of our house rules - K.I.S.S.
Hmmm, I'll go dig up my old book and re-read the scale rules tonight, refresh myself with them and see if I can brainstorm some ideas. . . .
What is the scaling system and could we graft it?
Well, roughly in a nutshell, there was a chart that ranged from Human to Vehicle to Starfighter to Capital Ship to Death Star scale, and that you threw out numbers above what you rolled when comparing two scales.
For example, if the TIE fighter shot at your Human sized person, they had a die cap of 4 (a number pulled out of the air since I don't remember the exact rules - but it will do for an example). Lets say that the GM rolls four dice and gets a 2, a 3 and two 6es. The 6s are turned into 4s, so instead of a total of 17, they'd have a total of 13.
As far as resisting, the reverse applied - the Human threw out everything they rolled on their strength above that cap. So my 4D wookiee rolls a 2, 2, 6, and a 1 he gets a 9 to resist whatever the TIE rolled.
Whoops - I forgot they overhauled the scaling system in one of the later editions. That was the original version I was thinking of (which was always more elegant in my book anyway).
So - and this is just brainstorming at work off the top of my head inbetween emails - for FFG, every step on the scale adds +5 fails to hit and adds +5 to the damage? Human vs TIE gets a +10, Human versus Capital gets a +15 and so on?
Edited by Desslok