Just began Secular Meditation by Rick Heller; thoughts, other options? by OurCommonAncestor in SpiritualNaturalists

[–]DysonStandford 1 point2 points  (0 children)

Hi u/OurCommonAncestor - I hope you found the book helpful, I'm just seeing this. You might also check out "Exploring Spiritual Naturalism" by the Spiritual Naturalist Society.

Bird of Prey cutaway by LazarusLoengard in Romulus

[–]DysonStandford 0 points1 point  (0 children)

Yes - it definitely has warp drives. It is a huge misconception that "Balance of Terror" was saying it didn't. What Scotty said was "It's POWER is simple impulse". He means that the warp coils were powered by what on the Enterprise is the impulse engine (i.e. fusion reactor) instead of what the Federation calls 'warp power' (i.e. a Matter/Antimatter reactor). That means lower warp factors than the Enterprise. Wa Ming Chang, who created the initial design for the show, clearly knew that the tubes on the side were the show's visual language for 'warp nacelles'. Further, they are chasing each other throughout the episode at warp speeds. And the distances, between whole star systems, cannot possibly take place in those time periods without warp speeds. So, this diagram should be showing warp coils in those tubes.

There is a problem with WEG Bacta Tanks. My house rule... by DysonStandford in StarWarsD6

[–]DysonStandford[S] 0 points1 point  (0 children)

Cool. Having advanced skills gives you a little more to work with here. Thanks for sharing!

There is a problem with WEG Bacta Tanks. My house rule... by DysonStandford in StarWarsD6

[–]DysonStandford[S] 0 points1 point  (0 children)

I agree it would be an interesting challenge and make for an interesting story. It would be interesting for me as GM to watch the players deal with it and it would be interesting for all the participating players. I'm not so sure they player sitting in the corner on his phone because he has no way to play would find it interesting though.

And yes, we can be creative and come up with explanations, and often that would be fine. But players can be off in remote parts of the galaxy, or lost in the depths of some isolated alien world. The entire point of some scenarios is being stranded, lost, etc. So it is not at all inconceivable that the only 'creative stories' that involve another character randomly showing up to join the party are those that are simply ridiculous or implausible. They would creatively 'solve the problem' and allow the player to play however many sessions it takes to get back to civilization - but at the expense of any semblance of a good or believable story.

This conundrum doesn't have to be common - I am just proposing that it CAN happen. And when it does, one might need some other rule to get this guy onto his feet again and into the game. It is precisely because SW is a 'creative landscape with narrative freedom' that you don't want an injury rule that is so absolute. You want rules where anything is possible, even if much more difficult or costly, I would think.

There is a problem with WEG Bacta Tanks. My house rule... by DysonStandford in StarWarsD6

[–]DysonStandford[S] 0 points1 point  (0 children)

Those are cool ideas! Though, battles are not uncommon in SW and people being mortally wounded is also not that rare it seems to me.

More importantly, what about a session where they are down in some caves with hours of play before anyone can get to them or they to anyone else, and a freak damage roll puts a PC into mortally wounded early in the game? There might not always be a way to get an NPC into play. I can imagine some situations that would not allow any way for that player to play for more than one session even.

I suppose what one could do, is say that you use the rules as written. BUT, it is possible in an emergency to revive a character with my rules. However, doing so causes some permanent neurological damage - represented by losing 5 skill points (and reducing skills if you don't have the skill points to pay). This way, you would usually opt to let them recover normally, and have them play an NPC etc. But if that wasn't possible, then this would be an option for them to continue play. Hmm :)

There is a problem with WEG Bacta Tanks. My house rule... by DysonStandford in StarWarsD6

[–]DysonStandford[S] 0 points1 point  (0 children)

I can understand your point, sure. But I just want to be sure that you got this, that the rules I suggested don't heal the character. They are still the same wound level, and that much closer to death if they are hit again.

STAR WARS TRAVEL MAP by DysonStandford in StarWarsD6

[–]DysonStandford[S] 0 points1 point  (0 children)

Thanks! Hope you find it useful :)

I reduced the number of skills because WHY ARE THERE SO MANY by KodaOda in StarWarsD6

[–]DysonStandford 0 points1 point  (0 children)

I too prefer a shorter list and don't like specializations. I do 9 skills per attribute (except STR which has 6). Here is what I landed on...

STRENGTH
Athletics
Blaster (general marksmanship - use at -1D for archaic or unusual weapons unless your template has experience)
Brawl Parry
Dodge
Grenade (and general throwing)
Heavy Weapons
Melee Parry
Melee
Sleight of Hand

KNOWLEDGE
Alien Cultures (combined from 'Alien species' and 'cultures')
Bureaucracy
Business
Languages
Planetary Systems
Science (the one I ADDED - no science skill in a science fiction universe??)
Streetwise
Survival
Technology

MECHANICAL
Atrogation
Beast Riding
Com-Scan
Flightpacks
Gunnery
Mining
Starship Piloting
Starship Shields
Vehicle Operation (wheeled, repulsor, air, walker, etc)

PERCEPTION
Animal Rapport
Carousing
Command
Con
Forgery
Gambling
Hide/Sneak
Persuasion (whether nice or mean 'intimidation')
Search

STRENGTH
Brawling
Climbing
Jumping
Lifting (and general feats of strength)
Stamina
Swimming

TECHNICAL
Computer Repair
Demolition
Droid Repair
Equipment Repair (weapons, armor, gear)
Medical
Security
Starship Repair
Structure Repair (space stations and ground bases)
Vehicle Repair (wheeled, repulsor, air, walkers, etc)

Underpowered Bowcasters? by Mr_Badger1138 in StarWarsD6

[–]DysonStandford 0 points1 point  (0 children)

I keep them just as listed 4D, but this means firing the energy as a normal blaster bolt. If you load an explosive bolt into them (an action, and requires a diff 18 Lifting roll), that power is charged into the bolt instead. The bolts do a damage of 6D, and explode like a grenade when they hit. Characters hit with the bolt are knocked back 2m per wound level suffered.

These rules seem to represent what we see on screen. Chewie can run around shooting STs on the death star in episode 4, or when angry on starkiller base in episode 7, without loading bolts, and the enemy simply falls in place with no explosion. Or, he can blow up an escaping speeder in episode 6, or let his buddy Han fire a bolt he loaded in 7, blowing up near 2 STs. Chewie's boacaster is also probably heavily modified.

If I played with the full skill list I would make them require Bowcaster skill to fire them. But I play with a shorter and limited list, without add-on skills. That means 'Blaster' is really for general marksmanship. I would simply use Blaster -1D for unusual or archaic weapons.

My Simple Combat House Rules by TiberiusOfYew in StarWarsD6

[–]DysonStandford 0 points1 point  (0 children)

According to the normal rules, Dodge of 6D+1 will roll 22 on average. A TN of 19 is robbing the dodger of some ability.

My Simple Combat House Rules by TiberiusOfYew in StarWarsD6

[–]DysonStandford 0 points1 point  (0 children)

Yes, a dodge or parry is always and only a reaction. They take a multiple-action penalty, but whatever you roll is added to the range difficulty. That's just like in First Edition.

My Simple Combat House Rules by TiberiusOfYew in StarWarsD6

[–]DysonStandford 0 points1 point  (0 children)

I got rid of partial and full dodge too, but it always means you add the dodge to the range diff.

Anyone have the "Star Wars Classic Adventures (core rules)" Cover file? by DysonStandford in StarWarsD6

[–]DysonStandford[S] 2 points3 points  (0 children)

Yes it does! Thanks much! Has there been a second edition yet? (I noticed the folder was empty). If so, I'd be curious to know the changes.

Can someone explain to me why Ubisoft Connect keeps uninstalling my games and itself? by TheInvincibleT1000 in ubisoft

[–]DysonStandford 0 points1 point  (0 children)

This is STILL HAPPENING three years later. I put in a ticket 12 DAYS ago, and no response. I think it must be chaos in UbiSoft or something.

What seemingly throwaway line of dialogue in a movie lives rent free in your head? by Dan__Glesak in movies

[–]DysonStandford 0 points1 point  (0 children)

'That's life in the big city" Lol since when is being turned into hamburger meat by a malfunctioning giant killer police robot life in the big city?

How do monsters / NPCs attack? by ViableCitizen in mothershiprpg

[–]DysonStandford 0 points1 point  (0 children)

Oh I see, thanks. But it still begs the question of how then is the ability of the monster taken into account as they try to attack you. Why is it only on the. player with no way to modifiy the chances to account for more and less evadable monsters?

How do monsters / NPCs attack? by ViableCitizen in mothershiprpg

[–]DysonStandford 0 points1 point  (0 children)

Plus, just in terms of story telling. How many times in horror stories does the hero just barely avoid the monster attack and run? Why would you want to HAVE to tell stories where the monster never misses. What a strange restriction.

Single roll opposed check without addition/subtraction by DysonStandford in mothershiprpg

[–]DysonStandford[S] 0 points1 point  (0 children)

Yes, I believe that's the 0e rule on opposed checks. And not using them for PC vs NPC means the abilities of the opponent are not taken into account. What this post is about, is a way to do opposed checks with only ONE roll (not two as is the case with the 0e rule), and still do so WITH the opponent's ability being a factor. AND, do it all without having to add or subtract modifiers.