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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 11, 2013 2:07 am Post subject: |
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In the interests of running with my idea, here is the current concept:
1). Roll to Hit as normal, accounting for Scale, Cover modifiers and appropriate reaction skill rolls (if a reaction roll is made, save the result, as it will be used again below). If the gunner makes a successful To Hit roll, resolve damage as normal. If he misses, continue to #2.
2). Based on the situation, the GM decides whether blast radius rules should come into effect. If yes, then continue to #3. If no, the shot is a clean miss and no damage is inflicted.
3). The degree of failure on the To Hit roll determines the degree of the miss (and thus the degree of damage reduction). Divide the difference by the following number, based on Scale and modifiers:Speeder = 2
Walker /Starfighter = 4
Capital Ship = 8
Area-Effect Weapon = x2
Target at Medium Range = +1D
Target at Long Range = +2D . The character receives the result as a bonus to the initial Dodge roll (see #1).
4). Apply the modified Dodge roll to the following chart, based on whether the weapon is a Point or Area effect type:Point:
<15 = Full Damage
15-19 = 80% Damage
20-24 = 50% Damage
25-30 = 20% Damage
>/= 31 = No Damage
Area:
<15 = Full Damage
15-19 = 80% Damage
20-24 = 60% Damage
25-30 = 40% Damage
>/= 31 = No Damage
5). Use the previously generated percentage charts for Point and Area effect damage to generate a partial damage roll.
6). Roll damage as normal
If generating a random hit (such as a nearby speeder or building taking a hit from a high-powered weapon), begin at #3, with the distancee of miss determined by the GM, then proceed as normal. _________________ "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: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jan 11, 2013 3:56 pm Post subject: |
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Esoomian wrote: | Sure but that is a different situation entirely. The capital ships are bombarding the town, they're not aiming at people, they don't care who they hit they're just looking to distribute as much damage as possible. There is no specific targeting and missing. To me that sort of situation would be best represented by the capital ships sacrificing some of their potential damage to create blasts and damage as many things as possible... or perhaps just turning the whole town into an area of dangerous terrain where moving through the town (rather than taking cover) has a difficulty level and if you don't make that level then you take damage. |
IIRC one of the scenes had a civilian raise his head in horror just as a turbolaser blast flash fried him into attoms. So some at least were targeted.
And re-thinking about it maybe it was an ATAT shooting (Dantoine, when Dalla was on a rampage).
crmcneill wrote: | But it isn't a realistic rule assumption. Under the current scale system, the larger-scale a weapon is, the more difficult it becomes to target a smaller-scale target with that weapon. However, the more powerful a weapon is, the more likely it is that the weapon will deliver a LOT of energy when it hits anything. Just because a character didn't take the full force of a hit (either because of a miss or because they were located near the actual target) does not mean they took no damage, and there is film evidence backing this up. Not to mention that that is how it works in real life. |
Plus like with missiles/grenades, there is no rule for shrapnel, like say when i blow up the wall behind you to not only get you i n the missile/grenades blast zone but also shower you with wall fragments.
crmcneill wrote: | 2) During the hangar escape, the belly cannon from the Millennium Falcon hits the power generator for an E-Web. It explodes and the crew is sent flying.
In both cases, high powered weaponry strikes something near characters who are knocked down (taking a reduced damage roll) even though they didn't actually get hit.
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On the E-web generator, for years our sparks group have used a HR that the Generator explodes for 8d/6d/4d/2d in a 0-2/4/6/8 radius....
crmcneill wrote: | EDIT: Also, if the gunner is just shooting "in the general vicinity" of a character-scale target, he will still be trying to get his shot as close as possible. To me, that means he is targeting the character. If you will note in my previous example, even a hit 3 meters away still only caused a Stunned result, so it's not a guaranteed hit for damage; it just increases the realism and the likelihood. |
Well rules of engagement had rules for sacrificing to hit to increase damage. So i can see the opposite being done (scale difference only, not weapons base damage)..
crmcneill wrote: | In the interests of running with my idea, here is the current concept: |
Would have been nice to add in an example or two. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 11, 2013 4:29 pm Post subject: |
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garhkal wrote: | Plus like with missiles/grenades, there is no rule for shrapnel, like say when i blow up the wall behind you to not only get you i n the missile/grenades blast zone but also shower you with wall fragments. |
Good point.
Quote: | On the E-web generator, for years our sparks group have used a HR that the Generator explodes for 8d/6d/4d/2d in a 0-2/4/6/8 radius.... |
That's a good rule for the E-Web, but I like my rule because it allows you to generate a blast radius effect for pretty much anything.
Quote: | Well rules of engagement had rules for sacrificing to hit to increase damage. So i can see the opposite being done (scale difference only, not weapons base damage).. |
The closest I come to using that technique is when a weapon has auto-fire rules. Otherwise, I prefer to use the Skill Damage Bonus version 2.
Quote: | Would have been nice to add in an example or two. |
I will see what I can do...
EDIT: Do you think Cover bonuses should be applied to the Dodge roll or the Strength roll to resist damage? _________________ "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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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 11, 2013 8:50 pm Post subject: |
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Okay, take 2, with example included:
1). Roll to Hit as normal, accounting for Scale, Cover modifiers and appropriate reaction skill rolls (if a reaction roll is made, save the result, as it will be used again below). If the gunner makes a successful To Hit roll, resolve damage as normal. If he misses, continue to #2.
2). Based on the situation, the GM decides whether blast radius rules should come into effect. If yes, then continue to #3. If no, the shot is a clean miss and no damage is inflicted.
3). The degree of failure on the To Hit roll determines the degree of the miss (and thus the degree of damage reduction). For every 5 points by which the To Hit roll failed, add 1 pip to the Dodge roll from above (see #1).
4). Apply the modified Dodge roll to the following chart, based on whether the weapon is a Point or Area effect type:Point:
<15 = Full Damage
15-19 = 80% Damage
20-24 = 50% Damage
25-30 = 20% Damage
>/= 31 = No Damage
Area:
<15 = Full Damage
15-19 = 80% Damage
20-24 = 60% Damage
25-30 = 40% Damage
>/= 31 = No Damage
5). Determine the weapon's combined damage value by adding the scale modifier to the basic damage. Find the combined damage value under the 100% column, then find the appropriate damage level based on the percentage of damage generated under #4):
Point Damage by Percentage (100% / 80% / 50% / 20%)
36D / 28D+2 / 18D / 7D+1
35D / 28D / 17D+2 / 7D
34D / 27D+1 / 17D / 6D+2
33D / 26D+1 / 16D+2 / 6D+2
32D / 25D+2 / 16D / 6D+1
31D / 24D+2 / 15D+2 / 6D+1
30D / 24D / 15D / 6D
29D / 23D+1 / 14D+2 / 5D+2
28D / 22D+1 / 14D / 5D+2
27D / 21D+2 / 13D+2 / 5D+1
26D / 20D+2 / 13D / 5D+1
25D / 20D / 12D+2 / 5D
24D / 19D+1 / 12D / 4D+2
23D / 18D+1 / 11D+2 / 4D+2
22D / 17D+2 / 11D / 4D+1
21D / 16D+2 / 10D+2 / 4D+1
20D / 16D / 10D / 4D
19D / 15D+1 / 9D+2 / 3D+2
18D / 14D+1 / 9D / 3D+2
17D / 13D+2 / 8D+2 / 3D+1
16D / 12D+2 / 8D / 3D+1
15D / 12D / 7D+2 / 3D
14D / 11D+1 / 7D / 2D+2
13D / 10D+1 / 6D+2 / 2D+2
12D / 9D+2 / 6D / 2D+1
11D / 8D+2 / 5D+2 / 2D+1
10D / 8D / 5D / 2D
9D / 7D+1 / 4D+2 / 1D+2
8D / 6D+1 / 4D / 1D+2
7D / 5D+2 / 3D+2 / 1D+1
6D / 4D+2 / 3D / 1D+1
5D / 4D / 2D+2 / 1D
4D / 3D+1 / 2D / +2
Area Damage by Percentage (100% / 80% / 60% / 40%)
36D / 28D+2 / 21D+2 / 14D+1
35D / 28D / 21D / 14D
34D / 27D+1 / 20D+1 / 13D+2
33D / 26D+1 / 19D+2 / 13D+1
32D / 25D+2 / 19D+1 / 12D+2
31D / 24D+2 / 18D+2 / 12D+1
30D / 24D / 18D / 12D
29D / 23D+1 / 17D+1 / 11D+2
28D / 22D+1 / 16D+2 / 11D+1
27D / 21D+2 / 16D+1 / 10D+2
26D / 20D+2 / 15D+2 / 10D+1
25D / 20D / 15D / 10D
24D / 19D+1 / 14D+1 / 9D+2
23D / 18D+1 / 13D+2 / 9D+1
22D / 17D+2 / 13D+1 / 8D+2
21D / 16D+2 / 12D+2 / 8D+1
20D / 16D / 12D / 8D
19D / 15D+1 / 11D+1 / 7D+2
18D / 14D+1 / 10D+2 / 7D+1
17D / 13D+2 / 10D+1 / 6D+2
16D / 12D+2 / 9D+1 / 6D+1
15D / 12D / 9D / 6D
14D / 11D+1 / 8D+1 / 5D+2
13D / 10D+1 / 7D+2 / 5D+1
12D / 9D+2 / 7D+1 / 4D+2
11D / 8D+2 / 6D+2 / 4D+1
10D / 8D / 6D / 4D
9D / 7D+1 / 5D+1 / 3D+2
8D / 6D+1 / 4D+2 / 3D+1
7D / 5D+2 / 4D+1 / 2D+2
6D / 4D+2 / 3D+2 / 2D+1
5D / 4D / 3D / 2D
4D / 3D+1 / 2D+1 / 1D+2 6). Roll damage as normal
7) If you need to determine the actual distance from the blast, use the Dodge bonus from #3 and apply it to the following modifiers: Speeder: x 1/2 in meters
Walker / Starfighter: x 1 in meters
Capital Ship: x10 in meters
Area Effect: x2 applied to above. The range in meters, combined with the grenade scatter chart, allow the GM to determine relative distance from the blast in case multiple characters are involved.
If generating a random hit (such as a nearby speeder or building taking a hit from a high-powered weapon), begin at #3, with the degree of miss determined by the GM, then proceed as normal.
EXAMPLE #1:
1) An AT-AT fires its main laser cannon at a running Rebel Trooper who is 100 meters away (Short Range), which makes it an Easy shot. The gunner rolls 3D to Hit (5D skill + 2D Fire Control - 4D Scale Modifier) for a 7, which fails to hit the trooper, but only by 3 points. However, the trooper, knowing he is being targeted by the AT-AT is running an evasive course (normal Dodge), plus the GM determines that the terrain offers some degree of cover. The troopers rolls 6D+2 (5D+2 Dodge + 1D Cover modifier) skill to avoid the shot, with a result of 22, beating the Walker's attack by 15 points.
2) Because the AT-AT was firing at a downward angle, the GM decides that blast radius rules should take effect.
3) Because the AT-AT's attack missed by 15 points, the trooper receives a +3 bonus to the initial Dodge roll of 22, for a total of 25
4) Since the AT-AT's cannon is considered a Point effect weapon, compare the modified Dodge roll from #3 with the Point Damage Percentage chart. In this case, a 25 results in a 20% damage result.
5) The AT-AT's base damage is 6D, with a Scale Modifier of 4D, for a total of 10D. 20% damage under 10D inflicts 2D damage.
6) Roll 2D Damage (Result: 9) against the character's 3D Strength (Result: 8). The character is battered by the nearby blast and takes a Stunned result.
7) Rolling on the Grenade Scatter chart and using the Dodge bonus from #3, the result is that the blast hit 3 meters to the trooper's right. _________________ "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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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Jan 16, 2013 4:33 pm Post subject: |
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crmcneill wrote: | 7) Rolling on the Grenade Scatter chart and using the Dodge bonus from #3, the result is that the blast hit 3 meters to the trooper's right. |
Why not utilize the grenade scatter rules in their entirety? So that a miss at short range scatters 1D6 metres in a random direction and then the damage is determined by how close the blast ended up to the target?
That way a miss (which to me should be a bad thing for the shooter) can hit something they didn't want and cause them problems. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 17, 2013 9:00 pm Post subject: |
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Esoomian wrote: | Why not utilize the grenade scatter rules in their entirety? So that a miss at short range scatters 1D6 metres in a random direction and then the damage is determined by how close the blast ended up to the target? |
Because the deviation will be different depending on the scale of the weapon, and we would still need to generate blast radius dimensions for all large-scale weaponry, which would require a massive re-write of all known weapon stats and greatly increase complexity. Using this rule is much simpler: degree of miss = degree of deviation from target = degree of damage reduction. Calculating the distance in meters happens after the fact, and is only necessary for determining hits on a group of smaller-scale targets or for allowing the GM some additional descriptive options when telling the players how far away the shot hit.
Quote: | That way a miss (which to me should be a bad thing for the shooter) can hit something they didn't want and cause them problems. |
I'll leave that up to the GM; if it becomes an issue, they can change the order of progression and calculate the direction and distance of deviation before rolling damage to determine the potential for damaging something else. And keep in mind that, in real life, just because a gunner "misses" (i.e. doesn't score a direct hit), that does not always make it a bad thing for him. Modern heavy weaponry just doesn't work that way. _________________ "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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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Jan 17, 2013 9:54 pm Post subject: |
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crmcneill wrote: | And keep in mind that, in real life, just because a gunner "misses" (i.e. doesn't score a direct hit), that does not always make it a bad thing for him. Modern heavy weaponry just doesn't work that way. |
I think this is the heart of our disagreement. You hold the opinion that a hit means that you strike the target with the projectile/beam (bullet, blast etc…) directly which leads you to want to create the miss with damage.
I on the other hand believe that anything the gunner does that successfully applies damage to the target counts as a hit, this leads me to want to create a way for high powered weapons to sacrifice damage in order to 'hit' the target. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 17, 2013 10:10 pm Post subject: |
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Esoomian wrote: | I on the other hand believe that anything the gunner does that successfully applies damage to the target counts as a hit, this leads me to want to create a way for high powered weapons to sacrifice damage in order to 'hit' the target. |
Which is, in essence, exactly what this rule does, while still working within the confines of the existing scale system:
1) Larger scale weapon shoots at smaller scale target and "misses", but gets close enough to potentially hit the target with the "splatter".
2) Degree of miss defines degree of damage reduction (or "sacrifice damage", as you put it).
3) Result = Even though the gunner "missed" (i.e. did not score a direct hit), he still "hit" by causing reduced damage to his target.
Your idea seems to be that, for example, a gunner operating a Capital-Scale turbolaser could dial his damage down to character-scale and make pin-point sniper shots from orbit. That's just not how it works in the real world. It might be possible to specifically design a turbolaser that could have that effect, but there is no mention in any source that turbolasers can precisely select the degree of damage (particularly not to that degree), never mind explosives like proton torpedoes and concussion missiles. A Capital-Scale proton torpedo is still going to hit something for 21D Character-Scale damage, and that damage will still need to be resolved. The key issue for the player characters, however, is how close did this weapon hit, and how much damage did they take as a result. _________________ "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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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Jan 17, 2013 10:41 pm Post subject: |
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crmcneill wrote: | Your idea seems to be that, for example, a gunner operating a Capital-Scale turbolaser could dial his damage down to character-scale and make pin-point sniper shots from orbit. |
That is a pretty wild interpretation of my idea. My idea was that the turbo laser gunner could specifically target something near what they wanted to hit in order to generate some form of blast effect. This would damage everything in the vicinity (including hopefully) the intended target. At no point did I ever attempt to convey the idea that they could simply dial their gun down to a lower damage level and increase accuracy. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Jan 18, 2013 12:03 am Post subject: |
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Esoomian wrote: | That is a pretty wild interpretation of my idea. |
It's the only explanation I could come up with that fit the points you seemed to be making.
Quote: | My idea was that the turbo laser gunner could specifically target something near what they wanted to hit in order to generate some form of blast effect. This would damage everything in the vicinity (including hopefully) the intended target. |
The core idea here is that, whether he is shooting at the characters and missing or shooting at something near the characters in the hopes of catching them in the blast radius, the turbolaser gunner is still trying to hit the smaller scale characters. Why come up with separate or differing rules when the achieved result is exactly the same?
The only kind of weapon that could conceivably inflict the same level of damage to everything in a given vicinity would be some form of cluster bomb. Anything else, regardless of whether it is a point or area effect weapon, is going to have a ground zero: a place that the weapon hits most directly and takes the most damage. If the characters happened to be standing at that ground zero, they would take full damage. Fortunately, under the scale system, the larger a weapon gets, the less likely it becomes that that it can score a direct hit. However, a realistic rule would also represent the fact that, the larger a weapon gets, the less likely it becomes that the level of damage inflicted will be focused on a single point with no peripheral damage. In addition, the greater the total level of damage inflicted, the greater the total area over which that damage will be spread, even if the majority is concentrated on a single point.
That's what this house rule is represents. _________________ "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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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Sat Jan 19, 2013 10:14 am Post subject: |
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At some point I seem to have lost my way on this thread. What I intended to do was to promote a different viewpoint for discussion because I believe that crmcneill has identified a problem with the existing ruleset but I did not like his fix because it didn't mesh with my viewpoint. What I should have done was either have taken crmcneill's viewpoint on and attempted to help him fix any internal logical errors with it or started my own thread attempting to fix the problem in a way compatible with my viewpoint. What I ended up doing was arguing and trying to convince crmcneill that my viewpoint was right. The potential debate was lost as we got frustrated with each other's interpretations of the viewpoints involved. I'm going to try and get us back on topic so that this forum can be used for its intended purpose, as a tool for better enjoying D6 Star Wars games. Hopefully this post will showcase both viewpoints so those who haven't made a decision yet or those new to this thread can decide what viewpoint/solution suits their game best.
In the interest of brevity I'll be paraphrasing and summarizing points rather than using quotes. If this causes any misinterpretations or misrepresents anyone's viewpoint that was not my intent.
The problem crmcneill identified is that powerful weapons should have a 'splash damage' capacity so they should have an easier time damaging smaller targets.
His viewpoint is that a near miss could land close enough to the target to still cause it damage (so for example if an 18 was needed to hit and a 17 was rolled the shot would land close enough to the target to still cause it damage if the weapon was sufficiently powerful). To this end he put forward a table for near misses and how near misses could still cause damage to the target. He also supported his point with evidence from the films of shots that did not hit the intended target but still killed them anyway.
The equally valid viewpoint that I support is that if the gunner rolls a miss he has failed to land the shot close enough to the target to cause any damage (so for example if a gunner rolled a 17 with a powerful weapon but an 18 was required to hit then his shot landed far enough away from the target that the target took no damage from the shot. This may mean the shot actually landed quite far away or that it hit some sort of obstacle which shielded the target). This means that what crmcneill calls misses would be counted as hits it my viewpoint. It also means that the damage roll also comes into play when determining how a target is hit. For instance a low damage roll with a powerful weapon could mean that the shot actually missed the target and the target was caught in the blast. To this end I put forward the idea that someone with a powerful gun could instead of directly targeting a small nimble foe target the area near them and sacrifice some of the potential damage for a blast effect. I supported my point by saying that the examples crmcneill used to support his point become hits with low damage rolls. Essentially a case of 'Many of the truths we cling to depend greatly on our own point of view.'
Later on in the thread the idea of orbital bombardment arose which helped push us off topic as it doesn't really fit into the debate. I'm not going to get into orbital bombardment in any great detail because in my mind orbital bombardment is not about attempting to hit a single small target and missing it is about attempting to apply damage to as wide an area as possible so it does not aid crmcneill's rule creation.
In the interest of assisting crmcneill with his rule creation if we simply go with his viewpoint then the following things probably need to be addressed. Assume that the gunner is in an AT-AT and firing at a group of storm troopers.
-If he wants to cause damage to as many of them as possible how does he do this?
-If he targets the leader and hits does the leader simply absorb all the damage and leave the rest of his squad unscathed no matter how closely packed they were.
-If there is a blast effect on a direct hit how does that work (cinematically)if the initial target is not destroyed? To expand on this if the leader of the storm troopers does not take any damage from the AT-AT's weapon or is only wounded by the weapon how is the blast generated? _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 19, 2013 2:19 pm Post subject: |
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Esoomian wrote: | To this end I put forward the idea that someone with a powerful gun could instead of directly targeting a small nimble foe target the area near them and sacrifice some of the potential damage for a blast effect. |
Again, I fail to see how this differs from my proposal. In both cases, you are hitting something near the character and causing reduced damage. However, something in the immediate area will take a direct hit from this blast. It's fine to say that the characters take reduced damage (that has been my point all along), but you seem to be saying that the total damage inflicted should be reduced to increase the accuracy of a strike, and that just isn't how it works in real life. In a real life situation, say a bombardment by artillery, the vast majority of injuries / damage to targets will be caused by effects that are peripheral to the direct attack itself. Specifically, relatively few characters or vehicles will take direct hits from an artillery barrage (those that do are almost certainly destroyed), but they will still be wounded / damaged by the peripheral effects (blast waves, shrapnel, super-heated gases, etc).
Bottom line, reducing damage to increase accuracy is skipping a critical step. Something is going to take a hit for full damage. Reduced damage should come in the form of how far away you are from that something when it gets hit. I can see exceptions in the form of proton torpedoes or concussion missiles that are proximity fused to airburst near a target; in such a situation, ground zero would be in the open air above a target, and damage to nearby objects underneath would be reduced by proximity, while damage itself would be spread over a greater area. However, not all weapons in the SWU are capable of being proximity fused, energy weapons especially.
Quote: | I supported my point by saying that the examples crmcneill used to support his point become hits with low damage rolls. Essentially a case of 'Many of the truths we cling to depend greatly on our own point of view.' |
The problem here is one of statistical probability. In real life, the larger a weapon is, the more likely it is to have a blast radius effect of some kind (a tactical nuke, in game terms, is a larger scale weapon than a 500-pound bomb, and will have a correspondingly larger blast radius). The larger that blast radius is, the more likely it becomes that fatalities and injuries will occur within that blast radius, but not as a result of a direct hit (i.e. being at ground zero when the attack occurs).
Under the RAW, however, the exact opposite is the case. With the 2R&E Scale Modifier rules, the larger in scale a weapon is, the less likely it is to be able to score a direct hit. On top of that, if the gunner somehow beats the odds and scores a hit, it is equally less likely that the target will survive the attack. Your explanation works fine on the surface, but it doesn't realistically reflect the probable frequency of such an event occurring in real life. In real life, the larger and more powerful a weapon is, it becomes statistically more likely that casualties will be the result of peripheral effects instead of direct effects, but under the RAW, it is the exact opposite (i.e. the higher the scale of the weapon, the less likely it becomes that a weapon will score a direct hit and inflict reduced damage). I can see using that scenario to describe fluke instances where the character is in a situation where they take full damage (being either at or very near ground zero), but by some freakish combination of events happen to be standing in the one place where they had cover or were standing in some dead zone, and somehow survived when they had no right to. But the statistical rarity of such an event (with the rarity only increasing as weapons go up in scale) is not a realistic match to real life, where the relative probability of a character taking damage from an indirect hit goes up with the scale of a weapon, rather than down.
Quote: | Later on in the thread the idea of orbital bombardment arose which helped push us off topic as it doesn't really fit into the debate. I'm not going to get into orbital bombardment in any great detail because in my mind orbital bombardment is not about attempting to hit a single small target and missing it is about attempting to apply damage to as wide an area as possible so it does not aid crmcneill's rule creation. |
I agree with your assessment that an orbital bombardment scenario would be better represented by a more uniform rule, such as increased terrain modifiers. However, orbital bombardment aside, there are still scenarios (such as pirate / privateer campaigns) in which capital-scale weaponry could still be used by characters for point-targeted attacks. It is even more likely that characters could find themselves on the receiving end of Capital-Scale weaponry, especially when fighting the Empire.
Quote: | -If he wants to cause damage to as many of them as possible how does he do this? |
Much like a character throwing a grenade: pick a specific target, roll to hit, then roll the grenade scatter chart to see how close you got. Since I've already included directional scatter in the rules above, the only thing that would need changing is its position in the order of procedure, putting the grenade scatter ahead of the damage roll.
Quote: | -If he targets the leader and hits does the leader simply absorb all the damage and leave the rest of his squad unscathed no matter how closely packed they were. |
I would say that the randomness of the dice roll would cover that. In some situations, the target's body may absorb enough of the energy to reduce the damage sufficiently that others nearby will not take damage, while in others, it won't.
Quote: | -If there is a blast effect on a direct hit how does that work (cinematically)if the initial target is not destroyed? To expand on this if the leader of the storm troopers does not take any damage from the AT-AT's weapon or is only wounded by the weapon how is the blast generated? |
Pursuant to your dice roll explanation above, I would view it as fluke survival by the primary target, then generate damage reduction as normal for nearby characters. The randomness of the dice roll should be sufficient to generate random survival results, where some take damage while others do not.
I'm going to go out on a limb here; it seems that your primary objection to this rule is because it blurs the clear line established in the RAW between a hit and a miss, in that, per the RAW, if you shoot and miss, your target takes no damage, but if you shoot and hit, the target takes full damage. By blurring that line in the manner that I have, it tilts the scales against the player characters (or indeed against any smaller scale target). To me, that is the price that must be paid to make the game better reflect reality (and the films). YMMV. I keep rehashing the same points because I feel that you are missing what are, to me, obvious concepts, supported both by real life and film evidence. _________________ "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 Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 19, 2013 4:50 pm Post subject: |
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Quote: | Because the deviation will be different depending on the scale of the weapon, and we would still need to generate blast radius dimensions for all large-scale weaponry, which would require a massive re-write of all known weapon stats and greatly increase complexity. |
Heck as is, i feel some vehicles weaponry are sorely lacking. Take a look at 3 main vehicles in use by the Empire/rebellion.
AT-ST
Chariot LAV
Snow speeder.
The At-st is walker scale (4d difference), but as it is wrote out, the chin mounted twin blaster cannons (when scale is added in) are no more powerful than an eweb (8d total).
Their side turret blaster is weaker at only 2d walker damage (6d overall, same as a light repeater). The concussion missile launcher is 7d overall (3d base).
The chariot command speeder (some sources call it a chariot LAV), has only 1 gun which does 3d damage, 5d with scale since it is speeder.. SAME As a simple blaster rifle/heavy blaster pistol.
Rebel snow speeders (air speeder) are also speeder scale (+2d) and their main weapons are 4d+2 base.. so equal a thunderer blaster pistol.
Quote: | Which is, in essence, exactly what this rule does, while still working within the confines of the existing scale system:
1) Larger scale weapon shoots at smaller scale target and "misses", but gets close enough to potentially hit the target with the "splatter". |
Not really since most (if not all bar missile/grenade) speeder and up weapons do NOT have any splash damage. Heck even most blaster artillery seems to lack a blast radius.
Quote: | The core idea here is that, whether he is shooting at the characters and missing or shooting at something near the characters in the hopes of catching them in the blast radius, the turbolaser gunner is still trying to hit the smaller scale characters. Why come up with separate or differing rules when the achieved result is exactly the same? |
Cause as mentioned above
A) the rules do not give darn near any weapons bar grenades a blast radius
and B) as is with the scale difference to hit, a higher grade weapon (Scale) is less likely to score any hit.
Quote: | I agree with your assessment that an orbital bombardment scenario would be better represented by a more uniform rule, such as increased terrain modifiers. However, orbital bombardment aside, there are still scenarios (such as pirate / privateer campaigns) in which capital-scale weaponry could still be used by characters for point-targeted attacks. It is even more likely that characters could find themselves on the receiving end of Capital-Scale weaponry, especially when fighting the Empire. |
Or fly by bombing runs from tie bombers..
Which i would LOVE to get rules for. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Jan 19, 2013 7:33 pm Post subject: |
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Esoomian wrote: | At some point I seem to have lost my way on this thread. What I intended to do was to promote a different viewpoint for discussion because I believe that crmcneill has identified a problem with the existing ruleset but I did not like his fix because it didn't mesh with my viewpoint. What I should have done was either have taken crmcneill's viewpoint on and attempted to help him fix any internal logical errors with it or started my own thread attempting to fix the problem in a way compatible with my viewpoint. What I ended up doing was arguing and trying to convince crmcneill that my viewpoint was right. The potential debate was lost as we got frustrated with each other's interpretations of the viewpoints involved. I'm going to try and get us back on topic so that this forum can be used for its intended purpose, as a tool for better enjoying D6 Star Wars games. Hopefully this post will showcase both viewpoints so those who haven't made a decision yet or those new to this thread can decide what viewpoint/solution suits their game best.
In the interest of brevity I'll be paraphrasing and summarizing points rather than using quotes. If this causes any misinterpretations or misrepresents anyone's viewpoint that was not my intent.
The problem crmcneill identified is that powerful weapons should have a 'splash damage' capacity so they should have an easier time damaging smaller targets.
His viewpoint is that a near miss could land close enough to the target to still cause it damage (so for example if an 18 was needed to hit and a 17 was rolled the shot would land close enough to the target to still cause it damage if the weapon was sufficiently powerful). To this end he put forward a table for near misses and how near misses could still cause damage to the target. He also supported his point with evidence from the films of shots that did not hit the intended target but still killed them anyway.
The equally valid viewpoint that I support is that if the gunner rolls a miss he has failed to land the shot close enough to the target to cause any damage (so for example if a gunner rolled a 17 with a powerful weapon but an 18 was required to hit then his shot landed far enough away from the target that the target took no damage from the shot. This may mean the shot actually landed quite far away or that it hit some sort of obstacle which shielded the target). This means that what crmcneill calls misses would be counted as hits it my viewpoint. It also means that the damage roll also comes into play when determining how a target is hit. For instance a low damage roll with a powerful weapon could mean that the shot actually missed the target and the target was caught in the blast. To this end I put forward the idea that someone with a powerful gun could instead of directly targeting a small nimble foe target the area near them and sacrifice some of the potential damage for a blast effect. I supported my point by saying that the examples crmcneill used to support his point become hits with low damage rolls. Essentially a case of 'Many of the truths we cling to depend greatly on our own point of view.'
Later on in the thread the idea of orbital bombardment arose which helped push us off topic as it doesn't really fit into the debate. I'm not going to get into orbital bombardment in any great detail because in my mind orbital bombardment is not about attempting to hit a single small target and missing it is about attempting to apply damage to as wide an area as possible so it does not aid crmcneill's rule creation.
In the interest of assisting crmcneill with his rule creation if we simply go with his viewpoint then the following things probably need to be addressed. Assume that the gunner is in an AT-AT and firing at a group of storm troopers.
-If he wants to cause damage to as many of them as possible how does he do this?
-If he targets the leader and hits does the leader simply absorb all the damage and leave the rest of his squad unscathed no matter how closely packed they were.
-If there is a blast effect on a direct hit how does that work (cinematically)if the initial target is not destroyed? To expand on this if the leader of the storm troopers does not take any damage from the AT-AT's weapon or is only wounded by the weapon how is the blast generated? |
I assume you are working up a proposal? Personally I would like to see two separate proposals so we can have more options. One could use either, combine parts of the two, or use them as inspiration for yet another idea. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jan 19, 2013 9:14 pm Post subject: |
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garhkal wrote: | The At-st is walker scale (4d difference), but as it is wrote out, the chin mounted twin blaster cannons (when scale is added in) are no more powerful than an eweb (8d total). |
House Rules help here. For one, I use scale steps of 4D, so a Walker would be +8D over Character-Scale, so the cannon inflicts 12D Character-Scale damage instead of 8D. For another, with the application of auto-fire rules, I downgrade repeating blaster stats by 1D (so an E-Web drops from 8D to 7D), then give them 2D of auto-fire, split according to ZzaphodD's rules, so that auto-fire can only be used to augment accuracy at long range, not damage.
Quote: | Their side turret blaster is weaker at only 2d walker damage (6d overall, same as a light repeater). |
Yeah, I don't know what WEG was thinking here (or with the secondary guns on the AT-AT either). It inflicts less damage, yet is not more accurate than the main guns. In both cases, I give the secondary blasters on the walkers the same stats as the main guns, but make them speeder-scale instead. This makes them a lot more useful for engaging smaller, more maneuverable targets (especially with the 4D-scale step I used between Walker and Speeder).
Quote: | The concussion missile launcher is 7d overall (3d base). |
Might as well make it character-scale and give the grenades a blast radius.
Quote: | The chariot command speeder (some sources call it a chariot LAV), has only 1 gun which does 3d damage, 5d with scale since it is speeder.. SAME As a simple blaster rifle/heavy blaster pistol. |
I move the Chariot up to Walker-Scale, so that solves that problem. Another issue with the Chariot is that the blaster can only fire in the forward arc. Considering it's a command vehicle that may need to lay down suppressing fire while it beats a hasy retreat, I would think it should be a turret-mounted weapons.
Quote: | Rebel snow speeders (air speeder) are also speeder scale (+2d) and their main weapons are 4d+2 base.. so equal a thunderer blaster pistol. |
Again, the 4D scale step helps, so the blaster cannon on the snowspeeders get bumped to 8D+2 character scale. For a while I was considering putting snowspeeders in the Walker-Scale category, but they are just too small. Personally, I think the tail gun on the snow speeder should be some form of repeating blaster as well, not just a power harpoon gun. It might also be cool to equip them with Finbat missiles so that they can actually have a chance against Walkers...
Quote: | Quote: | Which is, in essence, exactly what this rule does, while still working within the confines of the existing scale system:
1) Larger scale weapon shoots at smaller scale target and "misses", but gets close enough to potentially hit the target with the "splatter". |
Not really since most (if not all bar missile/grenade) speeder and up weapons do NOT have any splash damage. Heck even most blaster artillery seems to lack a blast radius. |
Sorry, I should've been more clear. I meant that the house rule I came up with works within the confines of the existing scale system, not that the scale system itself included such rules.
Quote: | Quote: | Why come up with separate or differing rules when the achieved result is exactly the same? |
Cause as mentioned above
A) the rules do not give darn near any weapons bar grenades a blast radius
and B) as is with the scale difference to hit, a higher grade weapon (Scale) is less likely to score any hit. |
What I meant was, why come up with two separate rules (one to reflect high-scale weaponry shooting and missing low scale targets but still hitting them with splatter, and one to reflect random nearby hits that weren't necessarily aimed at the characters) when one single overarching rule can cover both?
Quote: | Or fly by bombing runs from tie bombers..
Which i would LOVE to get rules for. |
Well, this rule could easily apply. The bomber's concussion missiles would be area effect weapons, so just run through the rules as described above to generate the hit/miss and damage reduction on a specific character as the target. In the case of multiple characters, use the grenade scatter rules to generate direction and distance by which the shot deviated, and that will give you some idea as to how close or far away other characters might be. _________________ "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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