The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

2E Scale Charts
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> 2E Scale Charts Goto page Previous  1, 2
View previous topic :: View next topic  
Author Message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Sun Jul 17, 2011 1:06 am    Post subject: Reply with quote

ZzaphodD and Fallon Kell, apparently both of you have accurate memories. From page 241 of the SWRPG 2E RAE:

AT-ST twin light blaster cannon 2D walker scale damage
AT-ST grenade launcher 3D walker scale damage
Back to top
View user's profile Send private message
Grimace
Captain
Captain


Joined: 11 Oct 2004
Posts: 729
Location: Montana; Big Sky Country

PostPosted: Sun Jul 17, 2011 1:35 am    Post subject: Reply with quote

atgxtg wrote:

I think I prefer the other scaling system. I've been learning towards using a fixed Scale Number ala D6 Space.


You'd be better served using the static modifier version of scales in the D6 Space book than using 2nd R&E. The problem R&E created was that, with a high enough die roll, a Character scale weapon could damage a Capital scale ship (or worse, a Death Star scale item). That just doesn't happen with the 2nd edition Die Cap method.

I guess if you're really worried that a starfighter pilot couldn't beat the range difficulty (and if the GM has half a brain, they can decrease the difficulty level for enormously sized objects that aren't dodging) then the Die Cap method might be a little off kilter as far as hitting larger items that don't dodge. But really, the rare time that actually comes into play is probably going to be a lot less than the amount of times when something noticably smaller damages something much larger in R&E.

With my modified scale system I created for D6, I created a combination usage of the D6 core books method (static modifier for scale) and the 2nd edition method (die caps for scale). So I can appreciate the simplicity of the static modifier value, but it does still leave the door open just a bit for noticably smaller items still damaging much larger items. Other than that, it's a marked improvement over the 2nd R&E method (bonus dice for scale).
Back to top
View user's profile Send private message AIM Address
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Sun Jul 17, 2011 1:53 am    Post subject: Reply with quote

Bren wrote:
ZzaphodD and Fallon Kell, apparently both of you have accurate memories. From page 241 of the SWRPG 2E RAE:

AT-ST twin light blaster cannon 2D walker scale damage
AT-ST grenade launcher 3D walker scale damage

I had a traumatic experience involving that worthless grenade launcher once. I doubt I'll be able to scrub it from my mind.
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Sun Jul 17, 2011 2:06 am    Post subject: Reply with quote

Grimace wrote:
I guess if you're really worried that a starfighter pilot couldn't beat the range difficulty...
Or just use the Modifier Guidelines on page 77 of the SWRPG 2RE.
+1-5 .......... Character has only a slight advantage (Shooting at an object one scale larger)
+6-10 ........ Character has a good advantage (shooting at an object 2 scales larger)
+11-15 ...... Character has a decisive advantage (shooting at an object 3 scales larger)
+16+ ......... Character has an overpowering advantage (shooting at an object that is 3 or more scales larger and is unmoving)

The text in () is my guesstimate of a possible bonus. Though I might argue that starfighters in motion are not necessarily easier to hit than slower moving but possibly smaller or lower scale objects.
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Tue Jul 19, 2011 11:46 am    Post subject: Reply with quote

Grimace wrote:


You'd be better served using the static modifier version of scales in the D6 Space book than using 2nd R&E. The problem R&E created was that, with a high enough die roll, a Character scale weapon could damage a Capital scale ship (or worse, a Death Star scale item). That just doesn't happen with the 2nd edition Die Cap method.


I'm less concerned about a character scale weapon taking out a capital scale ship that I am about a character scale weapon taking out a Walker scale vehicle. While the form is statistically possible, the scaling modifier making it a non-occurrence, lightsaber combat excepted. On the other hand, taking out an AT-AT with a holdout blaster is far more likely-and probably just as silly.

I think I like the fixed scale numbers from D6 Space better because the fixed values make the silly results even less likely to occur, AND the scale number gets rid of the "veicle classes". A good many problems with scaling are due to the fact that speeder bikes and repulsorlift-tanks are in the same "scale".

I wouldn't mind a multiplier system like they use in some D6 games, either. But that would probably kick up the starships too much. Although realistically, I doubt anyone could take a hit from a TIE fighter. It would probably be analogous to being shot by a 25mm autocannon.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0