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d6 System! (WEG Star Wars et al)

Started by S'mon, February 12, 2020, 02:29:16 AM

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S'mon

Quote from: GeekyBugle;1123031So Pulp but the movie version. Got you, gonna study your changes.

Yes. Highly consistent with the way REH wrote Conan - battles are swift brutal and deadly - rather than eg RA Salvatore's long battles of attrition as Driz'zt & Entreri ablate each others' hp. :D
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Slipshot762

Quote from: S'mon;1122864Re wound levels, I wonder if rather than more WLs, big monsters just need them spread out more? Eg add Scale to the number of points between each WL. It ought to be hard to oneshot a Scale +4D dragon I'd think, and doubling each WL would help with that while not being fiddly/increasing book keeping.

Damage over Might:

+2D
Stun 0-5 Wound 6-12 Incapacitate 13-18

+4D
Stun 0-7 Wound 8-16 Incapacitate 17-24

this is excellent, might steal for myself.

S'mon

Quote from: Slipshot762;1123081this is excellent, might steal for myself.

Thanks - I'm finding Mini Six is quite inspiring re design work!
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SavageSchemer

Quote from: S'mon;1123025In other Mini Six news, my copies of Mighty Six (Mini Six 4 color supers) and Breachworld (Mini Six not-Rifts) arrived today, both look interesting. Also waiting for Twilight Fall, another post-apocalypse Mini Six game. And I'm thinking of doing a blog where I convert Dark Conspiracy 1e to Mini Six...

Edit: Postie just delivered Twilight Fall! :cool:

You and I must be on a similar kick. I just bought Breachworld myself (about a week ago). And my copy of D6 Star Wars 30th Anniversary just arrived today.

My own "conversion" I've been kicking around but haven't written down (anywhere) is statting up Stargate SG-1, as is my own personal tradition. For once, it really shouldn't require much effort at all.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
From "Play worlds, not rules"

Bren

Quote from: S'mon;1122985The Scale penalty should apply to enemies trying to block or parry a huge monster, while their Dodge vs its melee attacks should be unchanged I think.
Based on the Star Wars rules it is easier for a lower scale target to dodge the attack of a higher scale attacker.
QuoteThe higher scale attacker rolls its normal attack roll; the
lower scale target adds the "adjusted modifier" to its
dodge roll.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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Slipshot762

i just can't picture a knight parrying a giants swing and scale penalty for such would seem reasonable. unless mistaken in older d6 star wars dodge skill was for ranged attacks only, forcing you to use melee parry or brawling parry for non-ranged, if one followed this in D6 fantasy for example and included the scale mod as a penalty to the smaller guys parry roll it would be somewhat brutal for the poor knight. however i think D6 fantasy does not discriminate with its use of dodge.

S'mon

Quote from: Bren;1123134Based on the Star Wars rules it is easier for a lower scale target to dodge the attack of a higher scale attacker.

That only makes sense for missile attacks, eg death star turbolasers vs snub fighters.  Not for melee.
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S'mon

Quote from: Slipshot762;1123137i just can't picture a knight parrying a giants swing and scale penalty for such would seem reasonable. unless mistaken in older d6 star wars dodge skill was for ranged attacks only, forcing you to use melee parry or brawling parry for non-ranged, if one followed this in D6 fantasy for example and included the scale mod as a penalty to the smaller guys parry roll it would be somewhat brutal for the poor knight. however i think D6 fantasy does not discriminate with its use of dodge.

Yeah I think knight should be -12 to parry dragon, whereas the roguish chap can dodge it without a penalty  - but is mincemeat if hit. The knight with might 4D and 9 point plate is soaking 21 vs dragon bite 8d6 avg 27 so his armour is some use, turning kill to wound. Although I think dragon fangs should be +1D weapons at least.
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Bren

Quote from: S'mon;1123173That only makes sense for missile attacks, eg death star turbolasers vs snub fighters.  Not for melee.
That's the way it applied in the RAW for Star Wars. And according to the rules, dodge cannot be used against melee attacks.

Quote from: S'mon;1123174Yeah I think knight should be -12 to parry dragon, whereas the roguish chap can dodge it without a penalty  - but is mincemeat if hit.
It doesn't make sense that he can't get his shield or sword in the way of a massive dragon paw or a giant's club. So I'd let the knight parry. Even if he succeeds the damage is going to shatter his weapon or shield, probably with enough left over to still knock him clear across the room and stun or damage him. And it doesn't make sense to me that the knight can't move his shield in the way of a massive blow, but the thief can move his entire body out of the way.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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I have a gold medal from Ravenswing and Gronan owes me bee

S'mon

Quote from: Bren;1123482It doesn't make sense that he can't get his shield or sword in the way of a massive dragon paw or a giant's club. So I'd let the knight parry. Even if he succeeds the damage is going to shatter his weapon or shield, probably with enough left over to still knock him clear across the room and stun or damage him.

That's what my Scale penalty to Parry reflects. Since a successful Parry means no damage, which is unlikely. You could have Parry add to Soak instead if you want to do exactly what you are describing.
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S'mon

Quote from: Bren;1123482That's the way it applied in the RAW for Star Wars. And according to the rules, dodge cannot be used against melee attacks.

Yeah, I know. I'm familiar with D6 Star Wars. I'm discussing Mini Six where Dodge can be used vs melee attacks.
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Bren

Quote from: S'mon;1123514That's what my Scale penalty to Parry reflects. Since a successful Parry means no damage, which is unlikely. You could have Parry add to Soak instead if you want to do exactly what you are describing.
Adding scales to parry seems needlessly complicated when there is already a solution in the rules. The item used to parry is breakable and cannot parry an enormous amount of damage (unless this is another change in Mini-Six).

Quote from: S'mon;1123515Yeah, I know. I'm familiar with D6 Star Wars. I'm discussing Mini Six where Dodge can be used vs melee attacks.
So unlike D6, Mini Six makes Dodge an uber skill.
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I have a gold medal from Ravenswing and Gronan owes me bee

Slipshot762

Quote from: Bren;1123529Adding scales to parry seems needlessly complicated when there is already a solution in the rules. The item used to parry is breakable and cannot parry an enormous amount of damage (unless this is another change in Mini-Six).

So unlike D6, Mini Six makes Dodge an uber skill.

The reason for the no dodging melee in star wars, and this is just intuition mind you, is the same reason as that driving the plethora of seemingly redundant skills, melee combat/melee parry etc; and that is skill pip bloat. I think the designers made it that way so people would not simply pump dodge and melee combat alone, forcing them to spread points among melee parry and other skills too. Thus they made dodge only work for ranged attacks to keep the players from dumping everything into dodge and blaster alone. Still, how many times have we had a player roll dodge against being stepped on by an at/st? many in my case, though by strict rule reading that would perhaps be melee parry or brawling parry.

Any man sized sucker trying to parry a giant or dragons swing is likely going to get knocked across the room by smaug's massive paw. you could do the parry as normal if feeling gracious but follow it with opposed strength/physique roll adjusted for scale in the larger critters favor, with result point difference being how far across the battle mat the successful parrying knight gets hurled as a result, and i would even award a free stun for that and advise him to dodge next time.

The beauty of D6 is you can use different stats from critter to critter and different resolution methods from encounter to encounter or even from round to round or roll to roll, and it just flows smooth and quick and keeps the players in action hero zone.

S'mon

Quote from: Bren;1123529So unlike D6, Mini Six makes Dodge an uber skill.

Yes, one thing I didn't mention is that in Mini Six unlike D6 Star Wars, armour does not impose penalties. So for M6 I have armour penalise Dodge, Stealth etc. And I have shields add to Block & Parry but not to Dodge. Plus per M6 RAW a character's Parry or Block derives from their weapon or brawl skill & doesn't need separate investment.
The net result is that a heavy armoured characters likely have high Parry but low Dodge, and investing in Dodge is a choice.
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S'mon

Quote from: Slipshot762;1123535The beauty of D6 is you can use different stats from critter to critter and different resolution methods from encounter to encounter or even from round to round or roll to roll, and it just flows smooth and quick and keeps the players in action hero zone.

Yes indeed, this is very noticeable in play! :cool:
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