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Topic:
Quick Questions & Rules Clarifications thread
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/31/07 11:13am
Subject:
Quick Questions & Rules Clarifications thread
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Thought this might be useful for those questions like "How does Defel invisibility work" and such things that only require a post or 2 to answer, then drift off the bottom of the page only to be asked again months later.
Good Idea?
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
3/31/07 11:26am
Subject:
RE: Quick Questions & Rules Clarifications thread
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Here's a first question:
The Tagorian Scimitar listed in Galladium's Fantastic Technology lists a damage code(STR+3D I think), +2D for electrical damage.
So, would you list that as STR+5D, or STR+3D with a second damage roll of 2D?
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Aragorn327
Title: Manager Emeritus
Registered:
Aug '01
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Date Posted:
3/31/07 5:49pm
Subject:
RE: Quick Questions & Rules Clarifications thread
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I'd personally go with the second damage roll, as some cases may include a resistance to electrical damage.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
4/15/07 1:35am
Subject:
RE: Quick Questions & Rules Clarifications thread
- Date Edited:
4/15/07 1:37am (1 edits total)
Edited By:
Koohii
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thanks.
Anyone else?
Here are a few earlier "quick questions" that inspired the idea for this thread:
Vibroknuckles
Defel invisiblility
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Amon_Amarth
Registered:
Jan '05
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Date Posted:
5/19/07 2:12pm
Subject:
RE: Quick Questions & Rules Clarifications thread
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Hi. I'm GMing an adventure on Tatooine for the first time. Does anyone know how much XP will the party gain after killink one Tusken Raider?
I was looking in the Secrets of Tatooine and Core, but didn't find any info on this.
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Jedi Guardian - Acolytes of Revan "The Force is fine...but I would have preferred some company." 'Caenorhabditis elegans' is much better than Darth Plagueis at cheating death. "Don't **** with the Jedi Master, son!" Mark Hamill, CE
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
5/19/07 4:39pm
Subject:
RE: Quick Questions & Rules Clarifications thread
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Depends on how tough the Raider is.
A lvl 6 raider is a lot more than a lvl 2 raider.
I'm guessing the CR would be based on the HD/Lvl of the opponent like any NPC.
TR would probablly be a LVL 2 thug or scout/thug combo.
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Yuul_Shamar
Registered:
Nov '04
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Date Posted:
5/19/07 4:51pm
Subject:
RE: Quick Questions & Rules Clarifications thread
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definately depends on the level
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Jedi_Drizzt
Registered:
Nov '06
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Date Posted:
5/20/07 4:15am
Subject:
RE: Quick Questions & Rules Clarifications thread
- Date Edited:
5/20/07 4:17am (1 edits total)
Edited By:
Jedi_Drizzt
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Depends on the level. If I remember corectly, in Secrets of Tatooine sourcebook, the stats given for a Tusken raider say that he is a Fringer lvl 2.
Now, I was wondering a similar thing. There's no XP for a tusken listed in the book and we all know even a basic Tusken is a little tougher than a mere 2nd lvl fringer...
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Amon_Amarth
Registered:
Jan '05
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Date Posted:
5/20/07 6:41am
Subject:
RE: Quick Questions & Rules Clarifications thread
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Jedi_Drizzt posted: Depends on the level. If I remember corectly, in Secrets of Tatooine sourcebook, the stats given for a Tusken raider say that he is a Fringer lvl 2.
Luke Skywalker was a LVL2 Fringer in ANH, when he blew up the Death Star (if he didn't level up in the mean time), do do not underestimate the power of the Fringers.
And yes, I was thinking about LVL2 Tusken.
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Jedi Guardian - Acolytes of Revan "The Force is fine...but I would have preferred some company." 'Caenorhabditis elegans' is much better than Darth Plagueis at cheating death. "Don't **** with the Jedi Master, son!" Mark Hamill, CE
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Jedi_Drizzt
Registered:
Nov '06
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Date Posted:
5/29/07 4:59am
Subject:
RE: Quick Questions & Rules Clarifications thread
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Amon_Amarth posted: Luke Skywalker was a LVL2 Fringer in ANH, when he blew up the Death Star (if he didn't level up in the mean time), do do not underestimate the power of the Fringers
You got that right.
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Darth_Laudrup
Title: Host: PT Trivia Challenge
Registered:
Jul '04
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Date Posted:
6/1/07 12:45am
Subject:
RE: Quick Questions & Rules Clarifications thread
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This concerns D6 and it is not as much a question concerning rules as much as it is a question of how to GM the Force. Anyways here we go...
I once GM'ed a Star Wars group set about 5 years after ROTJ. The Players were working for the New Republic and were on a mission to find a criminal/a traitor or whatever he was. The idea was that he had been tracked to Tatooine so that's were the players went.
The guy they were searhing for was hiding in the dessert about 5-600 kilomters from Mos Eisley and my plan was to make the search for him a rather large part of the adventure (encountering Tuskens, carnivores and things like that) but it didn't exactly go as planed.
One of the characters was a rather powerful Bothan Jedi with an average of 6-7D in Control, Sense & Alter. So what that Jedi did was to use the "locate person" Force Power (I am at work and don't have my books here but I believe it is called Life Sense or something like that, and that caused alot of the adventure to go out the window.
Now here is my question. How do you limit Force Powers like that?
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Jedi_Matt
Registered:
Jul '02
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Date Posted:
6/1/07 5:13am
Subject:
RE: Quick Questions & Rules Clarifications thread
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it's affected by proximity and relationship right?
I know it won't affect the difficulty that badly but hey, add on a bit
I would maybe change it so that the person can make an opposed willpower roll, as he knows he's gonna be tracked.
It says the power can be kept up to track the person, maybe to locate the criminal in the first place he has to be within a certain range. I would probably place a hefty time penalty on them for locating too, that's a lot of ground to cover, think of Professor X using Cerebro, he doesn't find who he's after instantly, it takes time.
In that time many beasties can approach and make them move on to another safety haven.
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Koohii
Title: Games: RPG d6 GM
Registered:
May '03
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Date Posted:
6/2/07 7:42pm
Subject:
RE: Quick Questions & Rules Clarifications thread
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Um, yeah. How well does the Jedi know this guy?
Proximity and population density would also be factors.
3.0 AD&D had "scry" as a universal skill, which made it possible for anyone to determine if they were being watched by magical means. In WEG d6 terms, the person would be allowed a basic Perception roll (Target number 10-15 or the Jedi's Sense roll if he's trying to cover himself (which would be a second action, which would cost him 1D from both rolls...)). That would be a warning that a Jedi was looking for him, which might be a good indication to drop everything, run to a starport, and book passage anywhere off-world asap. Especially if you're in classic era, when most people believe the only Jedi left is Darth Vader!
Look at the Rules for Gotal's ability to detect life and search for people. I think it's a much better guideline.
And yes, the power should take time and effort. I'd say at least an hour to explore a city. Maybe the roll could cut that time down a bit (30+ =45 minutes, 40+ =30 minutes, etc) as would the population level. Seaching Anchor-head is a lot simpler than seaching Mos Eisley or Mos Espa.
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