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"Broken" Skills
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Nico_Davout
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PostPosted: Fri Feb 05, 2010 5:08 am    Post subject: Reply with quote

One question. Which skill in D6 is used for 'Sense Motive'?
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Raven Redstar
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PostPosted: Fri Feb 05, 2010 6:04 am    Post subject: Reply with quote

Con. It's a contested con roll.
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Nico_Davout
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PostPosted: Fri Feb 05, 2010 6:38 am    Post subject: Reply with quote

Thanks.

How do you feel about Space Tranports Repair and Starfighter Repair? Since both starships use the same engine they should be under one skill. Perhaps there should be two skills for 'Mechanics' (repairs of Hull, Maneuverability) and 'Systems' (Communication, Sensors, Hyperdrive, Ion Engine). What's your opinion?

Another question, is there a Swoop Repair skill or is it repaired with Repulsorlift Rpr?
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ZzaphodD
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PostPosted: Fri Feb 05, 2010 7:26 am    Post subject: Reply with quote

Nico_Davout wrote:
Thanks.

How do you feel about Space Tranports Repair and Starfighter Repair? Since both starships use the same engine they should be under one skill. Perhaps there should be two skills for 'Mechanics' (repairs of Hull, Maneuverability) and 'Systems' (Communication, Sensors, Hyperdrive, Ion Engine). What's your opinion?

Another question, is there a Swoop Repair skill or is it repaired with Repulsorlift Rpr?


In a 1st edition spirit I have scrapped a lot of the separate skills to make things run smother and keep characters less cluttered.

-Starship Repair (Capitals have a separate skill though)
-Hide/Sneak
-Droid Prog./Repair
-Melee Combat
-Brawling (ie no parry skill)
-Rocket/Jet Pack Op.
-Might be more, but cant think of one now.
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Nico_Davout
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PostPosted: Fri Feb 05, 2010 7:47 am    Post subject: Reply with quote

Yes I like this spirit of 1st edition.

I have also added together

Acrobatics/Running
Space Transports/Starfighter Piloting
Capital Ship Shields/Starship Shields

Vehicle Blasters moved to Mechanical

Blaster Artillery deleted, it made no sense at all for me. We have Vehicle Gunnery (speeder and walker scale), Starship Gunnery (starfighter scale) and Capital Ship Gunnery (capital scale). I think weapon use should depend on scale.
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Whill
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PostPosted: Fri Feb 05, 2010 11:13 pm    Post subject: Reply with quote

ZzaphodD wrote:
No Dodge specializations in my game

Mine neither.

Nico_Davout wrote:
How do you feel about Space Tranports Repair and Starfighter Repair? Since both starships use the same engine they should be under one skill. Perhaps there should be two skills for 'Mechanics' (repairs of Hull, Maneuverability) and 'Systems' (Communication, Sensors, Hyperdrive, Ion Engine). What's your opinion?

I have no problem with combining the Starship Repair skills à la 1E or the Star Wars Introductory Adventure Game. But splitting the types of starship systems up is splitting hairs IMO. Of course, whatever works for your game. But I wouldn't say that starfighters and space transports have the same engine. I imagine that the engines of starfighter-scale transports would even be vastly different than the capital-ship-scale transports. IMO.

Nico_Davout wrote:
Another question, is there a Swoop Repair skill or is it repaired with Repulsorlift Rpr?

According to R&E p.65, swoops would fall under Repulsorlift Repair as they are "vehicles with repulsorlift generators." I've made Swoops (swoop operation) an advanced skill in my game, so I guess that it could be added to Repulsorlift Repair rolls regarding swoops too. Hmm.

ZzaphodD wrote:

-Hide/Sneak
-Droid Prog./Repair
-Melee Combat
-Brawling (ie no parry skill)
-Rocket/Jet Pack Op.

Cool! A GM after my own heart. I've done all of these myself too.

Nico_Davout wrote:
Vehicle Blasters moved to Mechanical

Me too. And here I thought I was the only SWD6 kook that moved skills around and combined (or re-combined) them. Nice to read there are several others that think along the same lines that I do.

    * My first tweak to the system was in 1988 when I moved Beast Riding to Perception because it is an interaction skill (interaction with/controlling animals), and I broadened it's scope a bit to include animal handling and empathy in general as well as riding animals. I call it Animal Handling/Riding.
    * Taking another cue from Introductory Adventure Game, I've also combined Communications and Sensors into Com/Scan (from the dialogue in TESB).
    * I combined Business and Value into... you guessed it, Business/Value.
    * And I combined Starship Shields and Capital Ship Shields into a general Shields skill, which covers shields of all scales (including repusorlift- and character-scale shields should they ever exist in the game).

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schnarre
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PostPosted: Sat Feb 06, 2010 12:25 am    Post subject: Reply with quote

...I kept a lot of skills as they are in 1st Ed (why fix what isn't broken?), however I put in a mechanic for those that wanted to be more focused by keeping Specializations but adding Concentrations as a Category.

...For example, a Brash Pilot handles most ships with some proficiency, but the player wants to focus in Starfighters, it would look like this:

Starship Piloting: Starfighters

...if he wanted to specify a fighter type, then it would look like this (let's say an X-Wing):

Starship Piloting: Starfighters (X-Wing)

...I can understand being better at a class of craft, but to overspecialize in one only (which will be a mess if that type ever goes out of production) seems too limiting.
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Nico_Davout
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PostPosted: Sat Feb 06, 2010 4:34 am    Post subject: Reply with quote

Whill wrote:
But splitting the types of starship systems up is splitting hairs IMO. Of course, whatever works for your game. But I wouldn't say that starfighters and space transports have the same engine. I imagine that the engines of starfighter-scale transports would even be vastly different than the capital-ship-scale transports. IMO.


Right, but when we combine Starship (Space Trnsp and Starfighter) skills part of Space Trnsp ships of capital-scale will go to Capital ship repair.

Whill wrote:

Cool! A GM after my own heart. I've done all of these myself too. Nice to read there are several others that think along the same lines that I do.


Great to hear that Smile.

Whill wrote:
My first tweak to the system was in 1988 when I moved Beast Riding to Perception because it is an interaction skill (interaction with/controlling animals), and I broadened it's scope a bit to include animal handling and empathy in general as well as riding animals. I call it Animal Handling/Riding.


Good point, I think I will have to implement in my games.

Whill wrote:
Taking another cue from Introductory Adventure Game, I've also combined Communications and Sensors into Com/Scan (from the dialogue in TESB).


Interesting. I think it is good think to have less skills. I like what they did in SAGA edition, but they merged too much skills. So I think the best ground for skills would be something in middle between D6 and SAGA.

Whill wrote:
I combined Business and Value into... you guessed it, Business/Value.


Exactly like in D6 Space.

Whill wrote:
And I combined Starship Shields and Capital Ship Shields into a general Shields skill


Did the same.
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garhkal
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PostPosted: Sat Feb 06, 2010 5:46 pm    Post subject: Reply with quote

Interesting on that shields thing. ANd i do like the concept of separating repairing ships between systems which would be different between a cap and fighter size, and hull
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jmanski
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PostPosted: Sat Feb 06, 2010 6:33 pm    Post subject: Reply with quote

I'm all for fewer skills, but I agree with Garhkal, repair skills for cap ship and starfighter should be different.

I also think Starfighter Piloting, Space Transports, and Capital Ship Piloting need to remain split up as well. My thinking is that the difference would be like operating ships of different sizes- operating a speedboat would be much different from a cargo ship or a cruise ship.

Other than that, I agree with the Droid Programming/Repair,Rocket/Jet Pack, Melee, and Brawling.

The Beastriding is another story. Personally I like it under Mechanical because I feel it requires a mix of attributes, which is what Mechanical (and Technical) seem to represent. Putting it under Perception in my view would make it useful only for attempting to make out what the animal wants or training it.

Vehicle Blasters I leave under Dexterity as I feel it represents weapons mounted on swivels that must be manually operated (such as a door gunner). But as I type that, I wonder if those weapons would just use Blaster..... hhmmmm..... Might have to think about that one. Wisdom perhaps you speak on this matter.

[/novel]
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bobenhotep
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PostPosted: Sun Feb 07, 2010 12:31 am    Post subject: Reply with quote

i had a flight pack ops skill that covered rocket and jet packs, as well as any other "worn" vehicles

i like the idea of splitting up skills by scales, so that there is a speeder/walker gunnery skill (vehicle gunnery) a starship piloting skill ( all starfighter scale ships) and no blaster artillery skill ( handled under scale appropriate gunnery skill). capitol ship piloting is now all capitol ships.
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garhkal
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PostPosted: Sun Feb 07, 2010 1:51 am    Post subject: Reply with quote

I disagree with the combining of melee and brawl, with their parry. But can see combining the jet/rocket pack skills.
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atgxtg
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PostPosted: Sun Feb 07, 2010 2:55 am    Post subject: Reply with quote

I think the reason why Vehicle Blasters is a serparate skill from Starship Gunnery is because the character is still sighting by "eye". With a starship, a computer is doing the firing, and the character is looking at a targeting scanner. He'd have to, considering the distances and speeds involved.

It just "looks" like the characters are tail gunners on a B17, and that the enemy fighters are up close and flying at only 400kph. In reality those tie fighters could be over a half dozen km away and moving at a couple thousand kph
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Nico_Davout
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PostPosted: Sun Feb 07, 2010 5:15 am    Post subject: Reply with quote

Quote:
I also think Starfighter Piloting, Space Transports, and Capital Ship Piloting need to remain split up as well. My thinking is that the difference would be like operating ships of different sizes- operating a speedboat would be much different from a cargo ship or a cruise ship.


Of course, but ships of capital scale under space transports would be piloted under capital ship piloting. Appropriately to its scale.

Quote:
Vehicle Blasters I leave under Dexterity as I feel it represents weapons mounted on swivels that must be manually operated (such as a door gunner).


AT-ATs have targeting computers yet it is vehicle blasters. If there is no computer why most vehicles would have Fire Control at all?
I believe Mechanical shooting should be for all weapons which you do not directly touching/aiming like hand blaster weapons. When you sit in AT-ST, starship or ground cannon you are using some joystick which by servomechanism are connected to weapon.
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atgxtg
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PostPosted: Sun Feb 07, 2010 6:26 am    Post subject: Reply with quote

Nico_Davout wrote:

Quote:
Vehicle Blasters I leave under Dexterity as I feel it represents weapons mounted on swivels that must be manually operated (such as a door gunner).


AT-ATs have targeting computers yet it is vehicle blasters. If there is no computer why most vehicles would have Fire Control at all?
I believe Mechanical shooting should be for all weapons which you do not directly touching/aiming like hand blaster weapons. When you sit in AT-ST, starship or ground cannon you are using some joystick which by servomechanism are connected to weapon.


I think the distinction is in speed and visual range. With a vehicle, a pilot can actually see what he is shooting at, and shoot directly at the target.

With spaceships the ranges and speeds involved eliminate that possibility. There is no one a character can "eyeball" a shot at a TIE fighter that might be moving at 1 million kph (away from planets), and bee several km away.
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