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How do you handle children characters?
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atgxtg
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PostPosted: Mon Oct 07, 2013 10:07 am    Post subject: Reply with quote

Leon The Lion wrote:
atgxtg wrote:
An average professional is considered to have a 4D die code in their profession.


Which is the thing I have trouble with wrapping my brain around.

At 4D, barrying Wild Die shennanigans, which can go either way, you only have 25% chance to hit difficulty 15, and 2% chance to hit difficulty 20.

Either me and the authors have a very different idea of what "average" and "difficult" and/or "professional" mean, and of what difficulty tasks should be asigned in general, or else the assertion of "4D = professional" is just a load of bull with no reflection in the actual system. Because those chances in no way say anything close to "professional" to me.

5D, with 70% and 22% chance to hit 15 and 20 respectively, is a lot closer to what I would regard as such.


I agree. IMO part of the problem is that the RPG uses D6s, which work in average increments of 3.5, while the difficulty scale in is 5 point increments. If the diffuclty scale worked like....

VE 1-4
E 5-7
M 8-11
D 12-14
VD 15-21
H 22+

...we wouldn't have that problem. Or we could up the D6 skill scale by about 50% (i.e. with professional level at 6D)


Unfortunately, way back when the RPG was first created, the authors decided to nerf the NPCs so that starting PCs could be heroic. That was fine for newbies doing one shots, but causes problems down the road for campaigns.
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garhkal
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PostPosted: Mon Oct 07, 2013 3:18 pm    Post subject: Reply with quote

To me 6-8d should be the bare min to reflect a "Professional" in any form of work via D6.. not 4d. but then we would alos need to up the other listings.. so where the best on a planet may be 10d vice 8d as is..
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jmanski
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PostPosted: Mon Oct 07, 2013 3:53 pm    Post subject: Reply with quote

Then again.... if we take an idea from d20 and allow the professional to take 3 or take 6 on his rolls, depending on time, the results would be more realistic.
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jmanski
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PostPosted: Mon Oct 07, 2013 3:54 pm    Post subject: Reply with quote

Tupteq wrote:
jmanski wrote:
Actually, its 5.4% to hit 20 or better with 4d (70 out of 1296 outcomes), 44.3% to hit 15 or better (565 out of 1296 outcomes).

5d is 77.85% for 15+ (6054 out of 1296) and 30.5% for 20+ (1273 out of 7776)


Actual probabilities are slightly higher due to Wild Die, assuming that 1 on Wild Die is added normally: for 4D 48% (15) and 12% (20), for 5D 79% (15) and 35% (20). And for 1 and highest subtracted when 1 on Wild: 45% and 12%, 70% and 34%.

But, back to main question - I never had a kid PC in SW, but I'd use following rules:
- Young character has reduced attribute dice to 15-17D (depending on age). STR, KNO and TECH are most appropriate. I called the difference between current dice and standard dice number (18D) a Missing Value "MV", e.g. if player has 15D instead of 18D, then MV is 3 (18-15=3).
- Attribute minimums are reduced (-1D sounds sensible, but GM has a final word in this case).
- Player has to to spend MV skill dice (from standard pool, not in addition to) for skills appropriate for kid (acrobatics, video games, streetwise: neighborhood, repulsorlift operation: hoverboard, etc.).
- A kid has an advantage: Kid - add MV to all difficulties to hit you (not only to dodge, in both close and ranged combat), add MV to all sneak rolls, add MV to con and persuasion in appropriate situations (playing child lost in supermarket, begging for mercy etc.). Note, MV is a static value, not dice, for example for human (18D normally) kid having 15D in attributes, MV bonus is just +3 (not +3D).
- After the game session, GM may decide that character grew up a bit and allow player to add 1 pip to an attribute and to MOVE a pip from one skill to another (this way a player may replace typical kid skills by more useful ones, skill at level 2D or more above attribute can't be raised this way). Instead of 1 pip of skill, 3 pips of specializations may be moved. During skill pip moving 3 specialization pips may be joined into 1 skill pip and 1 skill pip may split to 3 specialization pips.
- After each 3 pips of raised attributes, value of MV drops by one (which effectively reduces bonuses of "Kid" advantage).
- When kid's attribute dice reach nominal value, the character becomes an adult and "Kid" advantage is removed. From that point character is treated normally and none of kid rules apply to him anymore.
- After growing process ends, the character should meet his race attribute value ranges (minimum and maximum), so GM should keep track on it and prohibit player's actions that would preclude this.


I hadn't considered the wild die, good point.
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atgxtg
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PostPosted: Tue Oct 08, 2013 9:50 am    Post subject: Reply with quote

garhkal wrote:
To me 6-8d should be the bare min to reflect a "Professional" in any form of work via D6.. not 4d. but then we would alos need to up the other listings.. so where the best on a planet may be 10d vice 8d as is..


That wouldn't be such a bad idea though.


jmanski wrote:

Then again.... if we take an idea from d20 and allow the professional to take 3 or take 6 on his rolls, depending on time, the results would be more realistic.


Somewhat, although it wouldn't help much with combat skills.

Another possibility, although a bit of a radical one is to do what EABA does. In EABA the difficulty scale is much lower, but characters are generally limited to using their "best three" dice. Those with higher die codes benefit from having a larger pool of dice to choose from. This makes them more consist, reducing the times they get pathetic results, and increases their average results a bit (but not as much as in D6).

It wouldn't be hard to port over the rule either, since EABA uses a fairly similar skill scale as D6. Stormtroopers with 4D-5D skill would actually be effective under the EABA method.
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