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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 17, 2016 3:08 pm Post subject: |
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Which makes no sense to me. I can maybe understand why someone good at dodging MIGHT also be good at agility athletics (balance beams and the like) but NOT how that would entail him or her being good at running or sprinting.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Feb 17, 2016 3:20 pm Post subject: |
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Yes, that's the point: the running skill, RAW, creates the very problem you're describing (IMO). |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 17, 2016 5:38 pm Post subject: |
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So just remove the whole 'balance' aspect from the running skill. _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Feb 17, 2016 6:00 pm Post subject: |
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Yeah, but, RAW, that's all it does (is balance). |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10500 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Feb 18, 2016 2:47 am Post subject: |
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garhkal, I think you're getting hung up on the name of the skill "Running". Per RAW, the Running skill does not help you run long distance without tiring (that's Stamina). Running also does not help you sprint any faster (that's Move). The Running skill is used to avoid crashing into stuff and wiping out.
Naaman wrote: | Yeah, but, RAW, that's all it does (is balance). |
Naaman's right, garhkal. Take a look at R&E p. 40, and then p. 101.
RAW wrote: | Running is the character's ability to run and keep his balance |
"Running" is actually the character's movement skill with his two feet. You roll the skill to keep your balance and stay on your feet, not wiping out while moving. The more difficult the terrain, the harder it is to do. The faster you go, the harder it is to do. When moving Cautious speed (described as a slow walk) in Difficult, Very Difficult and Heroic terrains, you still roll the character's running skill, but reduce the difficulty one level. So what situations could those be? This would include feats of balance like walking balance beams and tight ropes. You're not technically "running" per se, but you are trying not to lose your balance and fall over while walking slowly. That's right out of RAW.
If you use the Running skill to not fall down when moving very slowly, then why should it suddenly be a separate skill to keep your balance when you stop moving? Based on that logic and the first sentence of the skill description, it makes sense to me that this skill also includes acts of balance when not moving, like not falling of the window ledge of a skyscraper when a sudden gust of wind comes by and you're not holding on to something.
I only changed the name of the skill to Balance/Running to further clarify that it includes what would be considered acts of balance, even though the Running skill really already did in RAW.
garhkal wrote: | So someone great at dodging is also a good long distance runner/sprinter/balance beam alfonso? |
garhkal wrote: | Which makes no sense to me. I can maybe understand why someone good at dodging MIGHT also be good at agility athletics (balance beams and the like) but NOT how that would entail him or her being good at running or sprinting.. |
Your skill at piloting through a dense asteroid field without hitting anything is the same skill used to evade enemy fire. The same with piloting any vehicle, or even Beast Riding. But for some reason, PCs have separate skills for personal movement (Running) and dodging enemy fire (Dodge)? I think the only reason that is the case is because the Dodge skill is from 1e, and whoever created the Running skill from 2e was hung up on the skill names and really didn't think it through that all the other skills for evading are the same skill used to move.
But hey, I'm a combo-skill kind of guy. Even though Hiding and Sneaking are two separate things, I've recombined the skills into one as they were in 1e. I've also combined Communications and Sensors into a single skill called Com/Scan, as in the Adventure Game. To me these skill pairs are more different than Dodge and Running but I still combined them. But then again, I separated Climbing and Jumping into two separate skills, so to each his own. _________________ *
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Feb 18, 2016 6:54 am Post subject: |
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Yeah, I honestly think the game just needs a skill called "athletics" since the point of D6 is "simplicity." |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 18, 2016 4:04 pm Post subject: |
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Why not make a skill then called "shooting s***" that combines blaster, firearms, missile weapons, bows, flame throwers and all other 'hand held weaponry'? _________________ Confucious sayeth, don't wash cat while drunk! |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Feb 18, 2016 6:42 pm Post subject: |
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Because, IMHO, it depends upon how frequently a particular set of skills is used in the universe in general. Running, climbing, jumping, lifting, acrobatics, etc, are all more or less incidental skills. |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10500 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Feb 18, 2016 11:33 pm Post subject: |
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garhkal wrote: | Why not make a skill then called "shooting s***" that combines blaster, firearms, missile weapons, bows, flame throwers and all other 'hand held weaponry'? |
If a GM really wanted to simplify things, they could to that. That's a bit over-consolidated for my tastes. Right now, this is what I've got for range attack skills:
DEXTERITY
Archaic Missile Weapons - includes Archaic Guns, and Firearms, all archaic non-thrown missile weapons
Blaster - This include all hand-held energy range weapons. In my SWU, blaster technology is still what it is, but the term "blaster" has been generalized to a colloquialism referring to all energy weapons. (I just couldn't bring myself to take "Blaster" off the character sheet when I widened the scope of the skill.)
Flamethrowers
Missile Weapons - hand-held modern missile weapons
Primitive Missile Weapons - includes Bows, all primitive non-thrown missile weapons
Throw/Catch - Grenade & Thrown Weapons, plus general throwing and catching
MECHANICAL
Gunnery - non-hand-held Missile Weapons, Blaster Artillery, Vehicle Weapons, Starship Gunnery
ADVANCED SKILLS
Bowcaster
Capital Ship Gunnery
And I guess I should clarify that "archaic" and "modern" are by Star Wars standards, such that even real world modern day firearms are comparatively archaic in Star Wars. Primitive is primitive, but I guess that includes a lot of real world middle ages weaponry. _________________ *
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Feb 20, 2016 4:18 pm Post subject: |
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Considering that the actual weapons in SW are modeled off of real life firearms, I suppose its reasonable to assume that they function in a similar enough way to consolidate all "guns" into a single skill.
Heck, even d20 uses a mechanic that is simpler yet:
Ranged attack or melee attack. Throwing a spear, shoting a crossbow or launching a stone from a sling, its the same chance of hitting. |
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Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
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Posted: Sat Feb 20, 2016 6:10 pm Post subject: |
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But lets be frank;
Part of the reason for dividing the skills is to create separate streams for players to spend their character points.
If you just have a 'ranged attack' skill, then what combat-oriented characrer is not going to sink a seriously significant amount of points into it?
How, as a GM could you reasonably justify most combat-competent NPC not having a 'Ranged Attack' skill of D8 or higher? |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Feb 20, 2016 7:02 pm Post subject: |
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I was actually just playing devil's advocate.
Simplicity is great, but the system and the campaign style will dictate how important individual skills are.
Case in poimt: instead of a basic pilot skill, you have repulsorlifts, starfighters, transports, and capitol ships. It would have been easy enougj to make piloting just like blaster in that you can specialize in a "kind" of blaster. But with piloting you have to specialize in a specific model of ship, rather than a "kind" (such as starfighters). |
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Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
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Posted: Sun Feb 21, 2016 7:05 am Post subject: |
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Dredwulf60 wrote: | But lets be frank;
Part of the reason for dividing the skills is to create separate streams for players to spend their character points.
If you just have a 'ranged attack' skill, then what combat-oriented characrer is not going to sink a seriously significant amount of points into it?
How, as a GM could you reasonably justify most combat-competent NPC not having a 'Ranged Attack' skill of D8 or higher? |
In my games I'm using greatly reduced number of skills (in general, but this also applies to combat skills). For example ranged combat skills are:
Blaster - all kinds of pistols, rifles and carbines including archaic.
Bow - bows and crossbows, including wookiee bowcaster.
Heavy weapons - repeaters, grenade/rocket launchers etc.
And under mechanical:
Artillery - big, multicrew weapon emplacements (generally capital scale).
Gunnery - smaller mounted weapons (generally speeder, walker and starfighter scale).
To balance that I added something called proficiencies. If some exotic weapon is in use (wrist blaster, tensor rifle, flamethrower) then character has -1D (or more) to use it unless he has appropriate proficiency (e.g. wrist weapons). Proficiency itself is an advantage that can be bought for CPs (standard cost from D6 Space, 5CPs/rank, every -1D removed is one rank).
Not too much skills, but I don't remember any player having any of them at 9D or higher. I'm forcing my players to raise many skills, I don't allow them to focus on just one or two, so it's never a problem for me having a PC with all CPs spent on blaster.
Ah, and I'm not disallowing players to focus on one skill, they just know that knowing doing so is very short path leading directly to death  |
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