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Author Topic: Star Wars RPG Jedi used in Tiny D6 rules  (Read 1414 times)

weirdguy564

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Star Wars RPG Jedi used in Tiny D6 rules
« on: June 30, 2022, 10:39:10 PM »
So I want to play a super hero RPG with my wife and son.  Specifically, Tiny-D6 Supers. 

When asked what super hero he wanted to be, he said, “Jedi Knight!”  Far be it from me to say no to that. 

Now, as proud as I am about that nerdy choice, I’m left with a problem.  The blocking shots using a lightsaber. 

But, I figured out long ago that there is an easy way to make any game have lightsaber blocking.  A Jedi using the Force just means the lightsaber is used as cover.  While everyone else ducks behind trees, rocks, pillars, and door jams, the Jedi can stand in the open, safe (mostly) behind their saber. 

Most games have some sort of cover mechanic, so just use that.  Interestingly, Tiny Supers doesn’t, but all the other Tiny D6 games do.  Not a big deal.  I just have to come up with 3 tiers of what that Precognition power. 

Or maybe we should switch to Star Adventurer?   That might be too much for a kid who can’t do math, even simple addition and subtraction. 

I’m glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you’ve never heard of.

weirdguy564

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #1 on: July 01, 2022, 08:27:12 AM »
So, a quick play test revealed that cover mechanics in Tiny-D6 aren’t great.  It’s a 1D6 roll, and you’re hit on a 5 or 6, aka 33% chance.  Granted, this is still better than a 2D6 or 3D6, aka 55%, or 70% chance to be hit by a proficient or mastered shooting skill enemy. 

The Jedi is getting hit every third shot.  But, those are the same odds that the rest of the players put up with, so is that unfair. 

I think it might be. This is supposed to be one of that characters super power choices, so it should be better than normal. 

Has anybody run Tiny D6 Star Wars?   What did you do?
« Last Edit: July 01, 2022, 10:07:58 AM by weirdguy564 »
I’m glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you’ve never heard of.

Chris24601

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #2 on: July 01, 2022, 08:33:53 AM »
I’d suggest taking a look at WEG Star Wars and it’s Force powers as the TinyD6 system sort of grew out if it initially.

The gist as I recall (it’s been awhile and I don’t have the rules handy) was that you got to add your Sense score (Jedi had three Force skills; Control, Sense and Alter) to your lightsaber skill as part of a parry action and if you rolled well enough you could redirect the blaster bolt.

weirdguy564

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #3 on: July 01, 2022, 10:36:35 AM »
I’m honestly considering it, but remember that I’m running the game for a child who can’t read or do math. He is only 4.  That’s why games like Tiny D6 or Hero Kids are what I’m trying to use.  Both have issues.

I’m think of inventing my own super powers for a Jedi, mainly precognition, in three tiers like other super powers in Tiny D6 Supers. 

Tier-1.  Block shots as an action:  enemies attack with disadvantage (roll only a 1D6), and also only hit on a 6.   

Tier-2.  If the attacker rolls a 1, the shot is deflected back and hits the shooter. 

Tier-3.  Blocking no longer requires an action and is now a passive power.  If you are hit, aka the attacker rolled a 6, you can evade as an action by rolling a 5 or 6 on a 1D6. 
I’m glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you’ve never heard of.

Shawn Driscoll

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #4 on: July 01, 2022, 03:07:18 PM »
So, a quick play test revealed that cover mechanics in Tiny-D6 aren’t great.  It’s a 1D6 roll, and you’re hit on a 5 or 6, aka 33% chance.  Granted, this is still better than a 2D6 or 3D6, aka 55%, or 70% chance to be hit by a proficient or mastered shooting skill enemy. 

The Jedi is getting hit every third shot.  But, those are the same odds that the rest of the players put up with, so is that unfair. 

I think it might be. This is supposed to be one of that characters super power choices, so it should be better than normal. 

Has anybody run Tiny D6 Star Wars?   What did you do?
The guy has a laser sword. How much more OP does he need to be?

King Tyranno

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #5 on: July 04, 2022, 05:40:40 AM »
I’m honestly considering it, but remember that I’m running the game for a child who can’t read or do math. He is only 4.  That’s why games like Tiny D6 or Hero Kids are what I’m trying to use.  Both have issues.

I’m think of inventing my own super powers for a Jedi, mainly precognition, in three tiers like other super powers in Tiny D6 Supers. 

Tier-1.  Block shots as an action:  enemies attack with disadvantage (roll only a 1D6), and also only hit on a 6.   

Tier-2.  If the attacker rolls a 1, the shot is deflected back and hits the shooter. 

Tier-3.  Blocking no longer requires an action and is now a passive power.  If you are hit, aka the attacker rolled a 6, you can evade as an action by rolling a 5 or 6 on a 1D6.

Pathetic. Back in my day we chucked four year olds into the Tomb of Horrors with nary a weapon nor health potion. And we gave them GURPs character sheets even though we played DnD. They weren't real men until they could explain what THAC0 was.

Seriously though I'm running B/X DnD for a group of kids and you'd be surprised how easily they clock onto various things. And Star Wars D6 is way less complicated than B/X. I'd say just have a liggtsaber save. Have him make tgat when attacked at range. Fairly simple for a 4 year old to understand.

Godsmonkey

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #6 on: July 04, 2022, 10:17:24 AM »
I’m honestly considering it, but remember that I’m running the game for a child who can’t read or do math. He is only 4.  That’s why games like Tiny D6 or Hero Kids are what I’m trying to use.  Both have issues.

Take some sage advice straight from the movie, "Let the Wookie win"

He's 4, so dont sweat the rules too much. Maybe on that five or six on a D6, make it a 6 only? Maybe give the light saber a certain amount of damage it will deflect from successful hits before it needs to be recharged? Make it easy on the kid, make sure he has fun, and as he matures and learns math, make it tougher.

I dont know the Tiny D6 rules, nor do I know your son, so take from it what you will.

But whatever you decide, have fun!

HappyDaze

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #7 on: July 04, 2022, 10:58:59 AM »
Back in my day we chucked four year olds into the Tomb of Horrors with nary a weapon nor health potion.
Yes, that paralleled real life child labor of that time too. Now Amazon does the same with twenty-four year olds.

King Tyranno

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Re: Star Wars RPG Jedi used in Tiny D6 rules
« Reply #8 on: July 04, 2022, 03:41:44 PM »
Back in my day we chucked four year olds into the Tomb of Horrors with nary a weapon nor health potion.
Yes, that paralleled real life child labor of that time too. Now Amazon does the same with twenty-four year olds.

The Tomb of Horrors really went downhill fast when Bezos bought it. Capitalism gone mad.