SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

West End Games (WEG) Star Wars (and Mini-6) house rules you use.

Started by weirdguy564, September 25, 2022, 09:57:14 PM

Previous topic - Next topic

weirdguy564

Quote from: King Tyranno on October 01, 2022, 08:32:08 AM
Honestly I just use the fan made Revised, Expanded, Updated version of SWD6. It has a lot of optional house rules and incorporates a lot of rules from other D6 books to create what I would say is the definitive version of the rules. I guess I'm technically using whatever house rules Womp Rat Press came up with.

Ah, the "REUP" version of Star Wars D6.  It could almost be it's own game, but due to licensing that isn't going to happen.
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

I keep reading all the various D6 rulebooks.  I've come to suspect that there never was a version of the rules that solved all of the issues with them.  The combat sequence is done differently like I covered above.  The mystic systems are even more varied. 

If forced to pick I like mini-6 the best of all of them, even if I have to house rule a few things.

Next would be Star Wars 2E Revised and Updated.  Technically Mini-6 and Star Wars 2E:R&U both have the same combat system.  This is called Traditional Open D6 combat.  I like mini-6 Static Defense system the best, personally. 

I do like how D6 Adventure uses Psychics.  You get a 7th attribute, and each psi power is a skill under that attribute.  That makes it more like your other skills.   You could be good at telekinesis, but marginal at mind reading.  It also uses 2E combat, and hit points instead of wound levels, two things I'm not keen on. 

Like I said.  Each game isn't the same.  I suggest everyone download and look over each game for rule variations you can borrow for yourself. 
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

Quote from: Jaeger on September 25, 2022, 11:24:27 PM
I converted the whole shebang to a count successes system. I've just found it to be smoother an easier in play for me and my table. So while I stole much of WEG d6 format; I'm fundamentally running my campaign with an entirely homebrewed system these days.

I actually didn't realize I had this PDF, but there is another version of D6 rules besides Legends that uses successes instead of addition for your dice rolling.  Mythic D6. 

Mythic D6 is mostly a super hero game, but you could probably do about anything with it.

I also includes my favorite thing.  Missile Deflection power.  I do not like how West End Games rules had their lightsaber combat.  I do not like powers that need multiple skill rolls just to make a lightsaber working.  I prefer the much simpler mechanic of using a power to defend against ranged attacks only, and Mythic D6 does that.

Here is the game if anybody is curious.
https://kheperapublishing.com/khepera-publishing-home/mythic-d6/
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.

Aglondir

Quote from: weirdguy564 on October 04, 2022, 10:35:42 PM
If forced to pick I like mini-6 the best of all of them, even if I have to house rule a few things.
Agree with that.

Quote from: weirdguy564 on October 04, 2022, 10:35:42 PM
I do like how D6 Adventure uses Psychics.  You get a 7th attribute, and each psi power is a skill under that attribute.
Agree with that. I like it better than Control/Sense/Alter. 

Quote from: weirdguy564 on October 04, 2022, 10:35:42 PM
Like I said.  Each game isn't the same.  I suggest everyone download and look over each game for rule variations you can borrow for yourself.
Have you seen the "D6 Cookbook?" It's also OGL. It was WEG's attempt to make a D6 toolkit (with mixed results.) Also, you might like stuff in D6 Septimus, which has much different Advantages and Disadvantages than the three OGL books.