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Author Topic: D6 Star Wars vs. FFG  (Read 3247 times)


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Re: D6 Star Wars vs. FFG
« Reply #90 on: November 05, 2020, 10:51:18 am »
... the FFG system models that scene pretty easy. Just sayin.

In FFG - that would have been two rounds tops. The group of Troopers are just minions in a 5-man group. Luke opens up and blasts, gets enough successes and kills three of them. They return fire with 2-dice (since half their squad got killed) and miss. Han fires cover, gives Luke a booster for the help, and then bails up the ramp. MAYBE he spent a Force Point? Depends on his dice-pool. But he might have been able to pull it off. I'd have to look at basic Stormtrooper stats.

Round 2 - Luke shoots the door and runs. /shrug
Killing 3 stormtroopers with a blaster rifle (or carbine) requires 21 damage, or less with Triumphs. That would require Luke to roll 12 uncancelled successes, -5 successes per Triumph. I suppose it might be possible for him to get 2 uncancelled successes and 2 Triumphs, but that's a pretty lucky roll for a beginner.

Yeah. But I've seen it happen more than once. I'm not disagreeing it's a freaky roll, but it's happened in my games. It's one of the things I actually like about the system - it fits the improbability that the movies actually show.

To the degree it mirrors scenes from a movie, which is a fun exercise but I don't think it's necessarily indicative of anything other than showing what a system can do (like my 300 thread with Savage Worlds) - you could also say that Han gave Luke a booster dice by shouting a warning! The Luke player clearly could/did spend a Force point etc. It's not like rolling 3 natural 20's levels of crazy, it certainly could have been just a very very good roll.

I mean a farmboy unloading with a blaster vs. Stormtroopers less than two-generations out from the Clone Wars (I've *never* liked the idea that Stormtroopers are bumbling idiots - and FFG's Star Wars doesn't treat them like that, thankfully) seems a little lop-sided. The system allows it for dramatic action and makes it work.
I actually have to adjust what I said. You can't spend a second Triumph to get a second critical (and thus eliminate another trooper) because you can only generate 1 critical per hit (with additional Advantages and Triumphs just add a bonus to the critical roll, which doesn't matter with minions). So, this means Luke would have needed 7 uncancelled successes and a Triumph to down 3 stormtroopers with one attack. That's well beyond being lucky.


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Re: D6 Star Wars vs. FFG
« Reply #91 on: November 05, 2020, 02:14:45 pm »
Well it also depends on what you'd stat Luke as. I generally agree it's a crazy roll - for Luke at that stage of his character development.

But you know... we're just trying to fit a peg into a hole of varying shapes/sizes using the tools of choice.

When I run D6 Star Wars, it feels much more gritty and dangerous than FFG. And I *like* that. But when I run FFG Star Wars... it feels more "cinematic" like the movies. I also find it mechanically easier to run and faster paced. I don't really do the meta-mechanics so it's pretty straightforward - Destiny points not withstanding, but even then there are limits.


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Re: D6 Star Wars vs. FFG
« Reply #92 on: November 05, 2020, 03:10:24 pm »
"Luke's pissed!" -> Spend Force point to upgrade attack.
"Han used a spare advantage on his attack to give a bonus to the next person." -> Add one boost die.
"Luke isn't going to move or get cover, so he'll spend his maneuver to aim." -> Add another boost die.

With those buffs, taking down three troopers with one triumph and a lot of successes is still really lucky, but not impossibly so.  Plus you could say that Luke at this point already had the Sense power to add Force dice to his attack rolls, given that he proceeded to do exactly that like one day later, so if you add in a Force die that could be another couple successes.


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Re: D6 Star Wars vs. FFG
« Reply #93 on: November 10, 2020, 08:42:26 pm »
Run d6 for my normal group, and d20 Saga for my kids (they're experience is D&D and Pathfinder, so it transitions better).
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Mechanical character builds remind me of something like picking the shoe in monopoly, it isn't what I play rpg's for.


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Re: D6 Star Wars vs. FFG
« Reply #94 on: November 14, 2020, 08:47:11 am »
I have played all versions of D6 and grok it. My goto for SW. But I have also played SW SAGA and grokked that as well. It took me a while to get used to the funny dice in FFG but when I did, I grokked that. Now that either means they are 3 excellent rpgs, or the Star Wars theme just caps system.. I have a feeling it's both.. they are all 3 very good rpgs, and the setting is evocative, well supported and deep in our geek brains.

What would I run, d6 Star Wars 2nd edition.. well you know, the WOMP RAT version..