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.

Mini-Six Bare Bones --vs-- D6 Star Wars --- rules clarifications.

Started by weirdguy564, November 05, 2020, 03:33:09 PM

Previous topic - Next topic

weirdguy564

So I found Mini-Six Bare Bones Edition about 2 weeks ago.  For such a small document (just 30 pages), it sure changed how I view playing D6 Star Wars rules.

I have never actually played D6 Star Wars as my group at the time couldn't get used to the rules.  We were used to the Palladium Books system.  I've read and re-read the D6 rules over the years just in case I ever did try to do tabletop games again.

Well, now I might want to try Solo RPG playing just to get it out of my system.  If for no other reason than to get the rules down in my head better to be a GM.

The main thing was getting used to picking your own number of actions per turn, along with when and when not to apply dodge/parry/block.

Well, in Mini-Six you have two options for combat.  Traditional D6 rules, although what the official D6 set of rules changes between each RPG book.  West End Games 1st Edition Star Wars, 2nd Edition Star Wars, 2.5 edition upgrade and revised, the 2.75 edition Fan edit (the REUP team/Womp Rat Press), or D6 space, or now Mini-Six.

So, I had a few questions.

1.  Does dodging (or parry or block) as a reaction dodge in the middle of a combat round have a -1D penalty, or a -2D penalty?   That is to say a -1D for another action this round, and a second -1D penalty for it being an unplanned Reaction dodge instead of a declared dodge at the start of the round.

There doesn't seem to be a reason to declare a dodge at the start if all you get is an additional -1D.  You can just wait until you need to and then dodge.  That way your skill rolls before getting shot at can be done without the penalty.

2.  Static Defense combat.  Does your static defense numbers go down from either multiple actions, or from injury. 

At first I assumed Static Defenses would go down from injury.  But, now I think they stay at the same level due to the fact you can't just stop dodging and use the default/baseline 10 to hit at short range when you're shot at.  If you could, there are plenty of NPC's and PC templates who have a dodge that is worse than a 10 to start with.

3.  Some pre-made characters seem to be missing a few things.  The Imperium in Revolt (which is Star Wars, who you kidding).  The Failed Knight character template doesn't list any powers.  Neither does the Grand Inquisitor/Darth Vader.  I assume that the Failed Knight has Combat Sense, and one other ability (probably Charm to hide himself).  Even the Minor Paladin has only 3 abilities.  He is supposed to have 4.

The Magic section says you get 2 spells per each 1D6 you sink into the magic skill.  Minor Paladin has 2D6 sunk into his Magic skill, so he has four powers.  The Failed Paladin has just 1D6 in Magic skill.  He should start with 2 abilities.  Like I said, probably Combat Sense and Charm.  The High Inquisitor/Darth Vader?  He has 5D6+2, giving him 10 powers.

These things are Typos, right?

4.  The ranges for the sci-fi weapons seem to be missing the ranges for the rifle, or rather the plasma pistol range is actually for the Plasma Rifle and BFG, and we need to add a line for the pistol being the same as thrown weapons.

Either way, it would seem you need a copy of D6 Space or Star Wars D6 if you want good stats for blasters and other weapons.

I do like that Lightsabers/plasma swords use your Might attribute like other melee weapons.

Again, a typo it would seem?
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.

Bren

It would be helpful if you indicated which system you want clarifications for. As you noticed, there are some differences between the various rules so it's likely to be confusing if Al responds with Mini-Six, Bob talks about Star Wars D6 1E, Cathy uses SWD6 2E, Dave pulls an example from SWD6 2R&E, Elaine talks about the rules in the fan made Star Wars D6, Frank uses Space D6, and Gary focuses on Fantasy D6. Some of your questions don't apply in some systems and the answers differ in one or more.

re: declaring Dodge. In SWD6 2E you declare a dodge when you want to do a full dodge. You can't take any other actions (aside from some movement). The defender adds their Dodge roll to the existing range difficulty and this is difficulty for all attackers that round who use ranged weapons. If you are making a reaction dodge you don't need to declare it ahead of time, BUT you cannot full dodge. And the dodge roll replaces the range difficulty. So if you roll poorly on your dodge you may make it easier for somebody to hit you. Note too that by the RAW, you use Dodge vs. ranged attacks. Against melee or brawling attacks you must use a parry skill, rather than a dodge.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

S'mon

Quote from: weirdguy564 on November 05, 2020, 03:33:09 PM
2.  Static Defense combat.  Does your static defense numbers go down from either multiple actions, or from injury. 

At first I assumed Static Defenses would go down from injury.  But, now I think they stay at the same level due to the fact you can't just stop dodging and use the default/baseline 10 to hit at short range when you're shot at.  If you could, there are plenty of NPC's and PC templates who have a dodge that is worse than a 10 to start with.

3.  Some pre-made characters seem to be missing a few things.  The Imperium in Revolt (which is Star Wars, who you kidding).  The Failed Knight character template doesn't list any powers.  Neither does the Grand Inquisitor/Darth Vader.  I assume that the Failed Knight has Combat Sense, and one other ability (probably Charm to hide himself).  Even the Minor Paladin has only 3 abilities.  He is supposed to have 4.

The Magic section says you get 2 spells per each 1D6 you sink into the magic skill.  Minor Paladin has 2D6 sunk into his Magic skill, so he has four powers.  The Failed Paladin has just 1D6 in Magic skill.  He should start with 2 abilities.  Like I said, probably Combat Sense and Charm.  The High Inquisitor/Darth Vader?  He has 5D6+2, giving him 10 powers.

Re

#2: There's no indication that injury reduces static defences. Injury reduces the number of dice you have to roll for actions.

#3 The '2 spells per die in magic' rule is for generating PCs. NPCs won't necessarily follow this. Furthermore increasing Magic with CP does not give you more spells. You buy spells with CP - 2 CP for a new spell, or 1 CP if learning it from a spell book or similar source. So there's no reason at all to think the High Inquisitor NPC should have 10 spells/powers. A PC Template for a starting PC with 2D in Magic ought to have 4 spells/powers according to the default character generation rules, though. 

Edit: Looking over Imperium in Revolt, it looks to me that the Minor Paladin & Failed Apprentice templates are missing powers simply because they ran out of space to include them! The layout is extremely tight of course.

S'mon

Quote from: weirdguy564 on November 05, 2020, 03:33:09 PM
4.  The ranges for the sci-fi weapons seem to be missing the ranges for the rifle, or rather the plasma pistol range is actually for the Plasma Rifle and BFG, and we need to add a line for the pistol being the same as thrown weapons.

I don't understand this? My copy of Mini Six lists ranges on page 5, including 'all pistols' 'all rifles and 'bfg', which cover both the modern and sci-fi weapons.  So all pistols have short range 30'; all BFGs (presumably including the plasma bolter of the Kaishee Pilot) have short range 100'.

S'mon

Quote from: weirdguy564 on November 05, 2020, 03:33:09 PM
1.  Does dodging (or parry or block) as a reaction dodge in the middle of a combat round have a -1D penalty, or a -2D penalty?   That is to say a -1D for another action this round, and a second -1D penalty for it being an unplanned Reaction dodge instead of a declared dodge at the start of the round.

It says under Defensive Options page 7 that there is an additional penalty of -1D for undeclared defensive actions. So a reactive block parry or dodge would be at -2D plus however minus dice for however many other actions had already been declared beyond the first.

BTW under Fast Static Combat there's no indication of a base 10 to hit TN; you just use the static defence. I find this works well in play.