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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu May 19, 2016 7:12 pm Post subject: |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 19, 2016 7:16 pm Post subject: |
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I made basically the same joke over on G+ when I posted this. _________________ "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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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu May 19, 2016 7:18 pm Post subject: |
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You had to know it was coming!
8) |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu May 19, 2016 7:20 pm Post subject: |
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Naaman wrote: | You had to know it was coming!
8) |
Please! I'd've been disappointed if it hadn't. _________________ "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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LegendaryExGamer Ensign

Joined: 21 Jun 2014 Posts: 34
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Posted: Tue Sep 20, 2016 6:12 pm Post subject: Difficulty Levels |
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This is what we used in our 3rd edition book
5 : Very Easy
10: Easy
15: Moderate
20: Difficult
25: Very Difficult
30: Extremely Difficult
40: Heroic
50: Legendary
60: Epic
90: Impossible
120: Suicide / Utter Futility
However, after reading what you put up... I just revised the scale a bit. Seeing as our system allows certain modifiers to reduce the overall Difficulty Rating (DR), and we are running an epic, long running game, I came up with the following.
5 : Very Easy
10: Easy
15: Moderate
20: Difficult
25: Very Difficult
30: Extremely Difficult
40: Heroic
60: Legendary
90: Epic
120: Supreme
180: Impossible
240: Celestial
360: Godlike
Thank you! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 20, 2016 10:57 pm Post subject: |
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You're welcome.
I posted this over on the G+ Community, as well, and one suggestion there that I never got around to adding was:Simple = Automatic Success
Impossible = Automatic Failure _________________ "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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14315 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Sep 20, 2016 11:23 pm Post subject: |
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Here's one for the current teen crowd.. Uber... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 20, 2016 11:51 pm Post subject: |
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garhkal wrote: | Here's one for the current teen crowd.. Uber... |
No. Just, no. _________________ "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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Raven Redstar Rear Admiral


Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Sep 21, 2016 12:42 am Post subject: |
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garhkal wrote: | Here's one for the current teen crowd.. Uber... |
To be fair, Uber was big in use 15 years ago when I was a teen... _________________ RR
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14315 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Sep 21, 2016 1:58 pm Post subject: |
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What about for the surfer dudes.. Totally tubular. Or Amazing?? _________________ Confucious sayeth, don't wash cat while drunk! |
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LegendaryExGamer Ensign

Joined: 21 Jun 2014 Posts: 34
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Posted: Thu Sep 22, 2016 12:14 am Post subject: |
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CRMcNeill wrote: | You're welcome.
I posted this over on the G+ Community, as well, and one suggestion there that I never got around to adding was:Simple = Automatic Success
Impossible = Automatic Failure |
I completely agree. In our games if people give me a plausible description of their actions I don't even make them roll. They simply succeed.
Impossible = Auto Failure, love it!
You rock! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 22, 2016 3:20 am Post subject: Re: Difficulty Levels |
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LegendaryExGamer wrote: | This is what we used in our 3rd edition book. |
I'm curious why you would need Difficulty numbers as high as that. For example, your Supreme Difficulty (120) is so high that a character with a 20D in a skill would still need to roll 20 simultaneous sixes (a probability of 1 chance in ~3.66 quadrillion) or set a world record for sequential sixes on the Wild Dice to even tie that number.
Even then, 20D is rarified territory even for major characters from the films, like Vader and the Emperor. _________________ "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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LegendaryExGamer Ensign

Joined: 21 Jun 2014 Posts: 34
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Posted: Thu Sep 22, 2016 11:27 am Post subject: Re: Difficulty Levels |
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CRMcNeill wrote: | LegendaryExGamer wrote: | This is what we used in our 3rd edition book. |
I'm curious why you would need Difficulty numbers as high as that. For example, your Supreme Difficulty (120) is so high that a character with a 20D in a skill would still need to roll 20 simultaneous sixes (a probability of 1 chance in ~3.66 quadrillion) or set a world record for sequential sixes on the Wild Dice to even tie that number.
Even then, 20D is rarified territory even for major characters from the films, like Vader and the Emperor. |
If you're anything like our group of guys, you're older. You love D6 and you don't have the kind of time to play that you used to. We don't have the luxury of playing the game more than once every two weeks or sometimes only once per month. We play longer, award more points and characters build faster. I've been running a campaign for a year, and it is set in a "side galaxy" (PITA to develop all the stuff there) that was accessed via a Gree gate. Their people took an exodus fleet there to escape the cycle of galactic warfare. Pretty much the same thing happened there, but with different technologies and new races.
I built that galaxy because people always knew what to do in the typical starwars galaxy. For the first time, in something like 5-10 years I saw the twinkle of excitement you used to get as a kid, in a bunch of adult's eyes. They didn't know their enemy, they didn't have references for stats, they didn't even know what system to jump to beyond a couple in their sector, because everything else was unmapped. Regardless, they re-discovered their sector... managed to wipe out a neighboring sector (long story) by accident/design and they are pretty damn advanced characters. I'm planning on running that campaign for 2-4 more seasons. Some guys are already at 10D skill in their core competencies. I imagine it will get crazy so I was using a bit of forward thinking for a longer style of game. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16388 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Oct 24, 2018 11:36 pm Post subject: |
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I thought I'd give this a bump, as an extension of Whill's suggestion of using dice to generate Difficulty values. I used 1D steps to represent 5 point Difficulty ranges and 2D for the 10 point ranges:Simple (Automatic Success)
Very Easy = 1D
Easy = 2D
Moderate = 3D
Difficult = 4D
Very Difficult = 6D
Heroic = 8D
Spectacular = 10D
Prodigious = 12D
Legendary = 14D
Epic = 16D
Supreme = 18D
Transcendent = 20D
Inconceivable = 24D
Impossible (Automatic Failure) _________________ "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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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 Oct 25, 2018 11:03 am Post subject: |
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CRMcNeill wrote: | I thought I'd give this a bump, as an extension of Whill's suggestion of using dice to generate Difficulty values. |
I wasn't suggesting random difficulties. That's already an optional rule in RAW on R&E p.76:
Quote: | (very) Random Difficulties (Optional)
....Difficulty .Random Difficulty
....Very Easy ....1D
...........Easy ....2D
.....Moderate. 3D-4D
.......Difficult. 5D-6D
Very Difficult. 7D-8D
.........Heroic ...9D+ |
RAW's flat difficulty number range system is based on fives and tens, but each die rolled has an average roll of 3.5. What I did was make a modified flat difficulty range chart based on the above random difficulty chart (thus based on 3.5 and 7):
DIFFICULTY NUMBERS
....1-3. Very Easy (1D)
....4-7. Easy (2D)
. 8-14. Moderate (3D-4D)
15-21. Difficult (5D-6D)
22-28. Very Difficult (7D-8D)
29-35. Heroic (9D-10D)
36-42. Heroic+7 (11D-12D)
The die codes here are just corresponding die codes for GM planning, to balance challenge levels of characters and tasks in adventures, because IMO the difficulty number system should directly correspond to the dice you roll to beat it. Assuming the wild die is 2-5, the average roll of the die codes will defeat the difficulty for VE and E. For the levels above 2D, the average roll of the first (odd) die code will beat the bottom half of the difficulty range, and the average roll of the top (even) die code will beat the top half of the range.
My redefined difficulty ranges works better with the RAW random difficulty chart than RAW's standard chart if you want very random difficulties that average in the correct range but can go way under and over (and this overlap greatly). However I've never used this chart. Even with my redefined difficulty ranges, I still don't suggest using the RAW chart for random difficulties. Inspired by D6 Space's Die Code Simplification chart, I made a much less random difficulty chart that only produces results in the difficulty ranges of my chart:
Less Random Difficulties (Optional)
(round up division results)
.....1D÷2 ..Very Easy
4+(1D÷2) .Easy
......8+1D .Moderate
....15+1D .Difficult
....22+1D .Very Difficult
....29+1D .Heroic
CRMcNeill wrote: | I used 1D steps to represent 5 point Difficulty ranges and 2D for the 10 point ranges... |
FYI you jump 4D between the last two. I realize that may have been intentional and just not mentioned here.
Below I've taken your chart and added RAW's standard difficulty ranges (through Heroic), plus the listed die code average and ranges (assuming wild die is 2-5).
Simple (Automatic Success)
1-5 Very Easy = 1D (3.5) 2-5
6-10 Easy = 2D (7) 3-11
11-15 Moderate = 3D (10.5) 4-17
16-20 Difficult = 4D (14) 5-23
21-30 Very Difficult = 6D (21) 7-35
31+ Heroic = 8D (28 ) 9-47
Spectacular = 10D
Prodigious = 12D
Legendary = 14D
Epic = 16D
Supreme = 18D
Transcendent = 20D
Inconceivable = 24D
Impossible (Automatic Failure)
Obviously the die code result ranges can go under or over the listed range with 1 or 6 on the Wild Die. Beyond Heroic, the result ranges get wider and wider as you go down your chart, and the die code average roll will be further and further off. Your Transcendent has a range of 91-100, but 20D will get you 21-119 with an average of only 70. Inconceivable is 100+ but randomly has a range of 25-144 with an average of only 84. Just saying in case you care. If you don't care, then disregard and do what you want.
Regarding the OP, I don't really see the need to name difficulty levels beyond Heroic, so I'm good with my "Heroic+7" and so on. But to each his own. _________________ *
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