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New Scale System
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 17, 2016 8:02 pm    Post subject: Reply with quote

So, up to this point, my scale system has gone through six different variations. Here's #7, addressing the concerns I mentioned above. It should be the last one. We'll see...
    Fine -8D (-32)
    Minute -6D (-24)
    Tiny -4D (-16)
    Small -2D (-8)
    Character 0D (+0)
    Swoop +2D (+8)
    Speeder +4D (+16)
    Starship +6D (+24)
    Walker +8D (+32)
    Frigate +10D (+40)
    Destroyer +12D (+48)
    Dreadnought +16D (+64)
    Death Star +24D (+96)
So, the explanations are as follows:
    Fine - Objects less than 1 cm in diameter.

    Minute - Small hand-held objects, such as comlinks, a deck of cards, data chips or hold-out blasters.

    Tiny - Large hand-held objects, such as blaster pistols, data pads, and some tools.

    Small - Larger hand-held or carried objects, such as blaster rifles, laptop-type computers or small storage boxes. Also includes living beings much smaller than humans.

    Swoop - Flitter just wasn't working for me, so I decided to change this class to Swoop, including Speeder Bikes, Swoops and Repulsor-Sleds, all of which will now use the Swoop Operations skill.

    Destroyer - The 4D gap between Frigate and Destroyer wasn't working for me, either. The RAW's +6D split between starfighters and capital ships makes the big ships hard enough to damage as it is, so I decided to move Destroyer back to the RAW's modifier of +12D, putting it 6D above starfighters and 2D above Frigate.

    Dreadnought - Because of some other considerations (particularly a House Rule that applied Scale modifiers to the Difficulty of performing Maneuvers, I decided to put Dreadnought-Class back into play for the really big monster ships, like the Executor.

To clarify, here is the revised list of what-goes-where:

Dreadnought:
-Super Star Destroyer

Destroyer:
-Imperial Star Destroyer
-Victory Star Destroyer
-Torpedo Sphere
-Mon Calamari Cruiser

Frigate:
-Dreadnaught-Class Cruiser
-Alliance Assault Cruiser
-Interdictor
-Strike Cruiser
-Escort Carrier
-Carrack Light Cruiser
-Alliance Bulk Carrier
-Star Galleon
-Nebulon B Frigate
-Lancer-Class Frigate
-Corellian Corvette
-Corellian Gunship
-System Patrol Craft
-Assault Shuttle
-Blastboat
-Luxury Liner
-Container Ship
-Bulk Transport
-Medium Transport

Walker:
-AT-AT
-Juggernaut
-Mobile Command Base
-Chariot Command Speeder
-Hoverscout
-Alliance Freerunner
-Heavy Tracker
-Speeder Truck
-Sail Barge

Starship:
-Light Freighters
-Space Barges
-All starfighter types
-Cloud Cars

Speeder:
-AT-ST
-Landspeeders
-Airspeeders
-Compact Assault Vehicle
-ULAV
-Tramp Shuttle
-Skiff

Swoop:
-Speeder Bikes
-Swoops
-Repulsor Sled

EDIT: Added the Dreadnought-Scale class, as discussed on the following page.

EDIT: Added the option of flat scale values, at a rate of 1D=+4

EDIT: Added this rule to the Scale Chart.
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The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Jan 11, 2018 11:03 pm; edited 6 times in total
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Whill
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Joined: 14 Apr 2008
Posts: 10530
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue May 17, 2016 11:49 pm    Post subject: Reply with quote

I like it. Thanks!
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garhkal
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PostPosted: Wed May 18, 2016 4:21 am    Post subject: Reply with quote

Looks nice...

As a q.. Where would most luxury Yachts come in at?
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MrNexx
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Joined: 25 Mar 2016
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PostPosted: Wed May 18, 2016 11:25 am    Post subject: Reply with quote

I really need to carve out time to reread the thread; I have some first principles questions that you've probably already answered.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed May 18, 2016 2:21 pm    Post subject: Reply with quote

garhkal wrote:
Looks nice...

As a q.. Where would most luxury Yachts come in at?

Starship, for the most part. There are a few mega yachts that might be large enough to hit Frigate-Scale, but those are few and far between.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed May 18, 2016 2:22 pm    Post subject: Reply with quote

MrNexx wrote:
I really need to carve out time to reread the thread; I have some first principles questions that you've probably already answered.
Ask away.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed May 18, 2016 2:23 pm    Post subject: Reply with quote

Whill wrote:
I like it. Thanks!


Cool
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Wed Nov 20, 2019 1:08 pm; edited 1 time in total
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Hyfigh
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PostPosted: Thu Jun 16, 2016 12:49 pm    Post subject: Reply with quote

garhkal wrote:
I like this new system... Where would you place air speeders? Keep them as speeder or bump them to walker?

Also, i cannot remember seeing a blast raius for walker's weaponry (other than the grenade launcher on At-Sts/


This makes me think of the rules in WH40K using scatter dice and all... I've always thought that would be a fun rule to play with. The need for scatter dice kind of stinks, though.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jun 19, 2016 7:07 pm    Post subject: Reply with quote

Hyfigh wrote:
This makes me think of the rules in WH40K using scatter dice and all... I've always thought that would be a fun rule to play with. The need for scatter dice kind of stinks, though.

This is probably more appropriate for another topic...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Aug 18, 2016 12:37 am    Post subject: Reply with quote

So I'm still considering bringing back the Dreadnought-Scale class, but at +16D (4D above Destroyer). My main reasoning is that I want to reduce the ridiculous Hull numbers published for the Executor, Eclipse and Sovereign classes. If I do introduce this rule, it will be accompanied by a stat re-write of those three ship classes, reducing their soak by 4D to compensate. However, the Soak is split between Hull and Shields.

So my question is, should I reduce the Hull by 4D, leaving the Shields as is, or should I split the difference, decreasing both Hull and Shields by 2D?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Thu Aug 18, 2016 12:43 am    Post subject: Reply with quote

I'd say 3d hull/1d shields to compensate.
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16414
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Aug 18, 2016 12:57 am    Post subject: Reply with quote

garhkal wrote:
I'd say 3d hull/1d shields to compensate.

So the Executor drops from 10D/8D to 7D/7D, the Eclipse drops from 15D+2/11D+1 to 12D+2/10D+1 and the Sovereign from 11D/8D to 8D/7D. Still pretty high, but not as bad as before, plus it gives some breathing room if I decide to stat out some of the big nasties from fractalsponge, especially the Assertor, Bellator and Impellor.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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garhkal
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PostPosted: Thu Aug 18, 2016 3:44 pm    Post subject: Reply with quote

Sounds like a plan!

Though the Executor having just only 1D hull less than a Sovereign class is a little wacky.. I would think a ship that large, would be at least 2d above..
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Aug 19, 2016 4:52 pm    Post subject: Reply with quote

garhkal wrote:
Though the Executor having just only 1D hull less than a Sovereign class is a little wacky.. I would think a ship that large, would be at least 2d above..

Just because a ship is larger doesn't automatically make it more capable of resisting damage as a whole (which is what Hull Dice represents). A larger ship may have some design flaws or vulnerabilities that make it more susceptible to damage than sheer size would indicate.

Also, for the sake of comparison, here is what the stats would look like using the 2D/2D reduction
    Executor = 8D/6D
    Sovereign = 9D/6D
    Eclipse = 13D+2/9D+1

It's insane, but the Eclipse's Hull under the RAW actually works out to 3D+2 Death Star-Scale...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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garhkal
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PostPosted: Fri Aug 19, 2016 6:16 pm    Post subject: Reply with quote

With how big it is, and its power, that's imo not surprising..
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