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D6 Rules...What Have The New Films Changed?
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jul 07, 2018 7:10 pm    Post subject: Reply with quote

garhkal wrote:
yup. Since most grenades seem to have 2 meter blast radiuses, then perhaps rockets and missiles should have 3 meter ones.

Where are you getting that? A basic fragmentation grenade has a 10-meter blast radius.
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garhkal
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PostPosted: Sun Jul 08, 2018 2:04 am    Post subject: Reply with quote

It has a total blast radius of 10m, but each blast zone is 2m..
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10744
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 08, 2018 2:50 am    Post subject: Reply with quote

garhkal wrote:
It has a total blast radius of 10m, but each blast zone is 2m..

Except for the Long Range bracket, which is 4 meters.

We also have the Thermal Detonator, which doesn't have the same uniform blast radii, and hits out to 20 meters.

Remember how long you and I chewed on blast radius rules for artillery? I'm not at all surprised WEG left it out. The only answer I ever came up with that I could be satisfied with involved leaving out actual ranges entirely and just calculating damage reduction base don how badly the shot missed.
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"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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Darklighter79
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PostPosted: Sun Jul 08, 2018 6:19 am    Post subject: Reply with quote

For the sake of simplicity, I would use scale table from page 95 of REUP:
All weapons with no listed blast radius would have it = number before the “D”:
Speeders = 2 m, walkers = 4 m, and so on.
Torpedoes, missiles and other similar weapons would triple/quadruple the number before the “D” – looking on massive torpedo explosions from N-1 Starfighter in Ep I and area of shield fluctuation in R1 after hit by X-Wings’ torpedoes.
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MrNexx
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PostPosted: Sun Jul 08, 2018 9:00 am    Post subject: Reply with quote

I keep wanting something to do with scale... like, every X meters, it scales down one level, but can't think of a way to make it work.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 08, 2018 2:42 pm    Post subject: Reply with quote

MrNexx wrote:
I keep wanting something to do with scale... like, every X meters, it scales down one level, but can't think of a way to make it work.

Ultimately, I just boiled it down to whether or not the shot hit close enough to do damage, and if so, how much. When you're dealing with weaponry that is basically impossible to dodge (short of Force-based precognition), a character's survival is going to be highly based on the whim of the dice and where the character ranks in the storytelling hierarchy (as in, PCs and major NPCs tend to have higher Dodge skill levels than minor NPCs).
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"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
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Jul 14, 2018 6:31 pm    Post subject: Reply with quote

A thought just occurred to me as a possible solution to the disparate hyperspace travel times in the various media...

We already have Move Levels for all other forms of movement (Cautious, Cruising, Full and All-Out for starships); why not apply those same modifiers to hyperspace travel, with the attendant Difficulty modifiers and the potential for system damage due to extensive use.

Just as an example, the piddly little shuttle used by Finn/Rose in TLJ makes little sense as a high-speed transgalactic platform. But what if they were running the hyperdrive at the HS equivalent of All-Out? A x1 Hyperdrive using the same modifiers as Move Levels would get bumped up to the equivalent of a x 1/4 drive. Unfortunately, running the drive that hard for that long caused the hyperdrive to burn out on arrival, which adds impetus to ditching the ship on the beach; it wasn't any good for the return trip anyway.

I can see this adding another layer of complexity for characters when making speed choices for hyperspace jumps. Sure, you can go 2-4 times faster, but your engine will be running awfully hot for an awful long time to do it. Are you sure it's that important?
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"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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griff
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PostPosted: Sat Jul 14, 2018 9:51 pm    Post subject: Reply with quote

I have too been thinking of the very short hyperspace flight times and was trying to come up with a way to equate the times in the new movies and the time in other sources. But I was rereading the core rule book and found that this has somewhat been addressed. Any hyperspace flight can be shortened with an increase in difficulty. +1 to the difficulty for every day saved, and -1 for every day added to the flight time. So the logical solution to the discrepancies in travel time is the person calculating the route has a high "astrogation" skill and is saving a whole bunch in exchange for a high difficulty.

I had also had the thought that the travel time would automatically be reduced by the "threshold of success". The number of days saved is equal to the successful astrogation roll minus the difficulty with a minimum of 1 day travel time.

"No, my father didn't fight in the wars, he was a navigator on a slice freighter."

And there seems to be an occupation in the galaxy that would be able to make highly difficult astrogation calculations to save time.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 15, 2018 1:32 am    Post subject: Reply with quote

That rule addresses the calculation of the route itself, not the relative speed of the drive. It's more representative of a good navigator finding little ways to shave time off the course.
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"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.
Amazing. Everything you just said was wrong.
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griff
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Joined: 16 Jan 2014
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PostPosted: Sun Jul 15, 2018 2:16 am    Post subject: Reply with quote

CRMcNeill wrote:
That rule addresses the calculation of the route itself, not the relative speed of the drive. It's more representative of a good navigator finding little ways to shave time off the course.


Yes you are correct. The course calculation was the way I reconciled the disparity in travel times (the first line in your post above) in the new movies. The rest of you post sounds like what would happen if someone injected unrefined coaxium straight into their hyperdrive. But no one is crazy enough to do that.
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"EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 10744
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Jul 15, 2018 2:48 am    Post subject: Reply with quote

griff wrote:
The rest of you post sounds like what would happen if someone injected unrefined coaxium straight into their hyperdrive. But no one is crazy enough to do that.

I disagree. There is EU evidence to suggest that ships could run their hyperdrives much faster than normal in emergencies (see Dark Force Rising).
_________________
"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.
Amazing. Everything you just said was wrong.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Sun Jul 15, 2018 6:31 pm    Post subject: Reply with quote

CRMcNeill wrote:
A thought just occurred to me as a possible solution to the disparate hyperspace travel times in the various media...

We already have Move Levels for all other forms of movement (Cautious, Cruising, Full and All-Out for starships); why not apply those same modifiers to hyperspace travel, with the attendant Difficulty modifiers and the potential for system damage due to extensive use.

Just as an example, the piddly little shuttle used by Finn/Rose in TLJ makes little sense as a high-speed transgalactic platform. But what if they were running the hyperdrive at the HS equivalent of All-Out? A x1 Hyperdrive using the same modifiers as Move Levels would get bumped up to the equivalent of a x 1/4 drive. Unfortunately, running the drive that hard for that long caused the hyperdrive to burn out on arrival, which adds impetus to ditching the ship on the beach; it wasn't any good for the return trip anyway.

I can see this adding another layer of complexity for characters when making speed choices for hyperspace jumps. Sure, you can go 2-4 times faster, but your engine will be running awfully hot for an awful long time to do it. Are you sure it's that important?


And how would those difficulties apply to a hyperspace route? Would the 'astrogation diff' set the "Terrain base diff" level?
So a course that has a 10 as its' standard, would be seen as an easy terrain, so going all out, gives a one colum shift upwards?
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You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jul 16, 2018 6:38 am    Post subject: Reply with quote

garhkal wrote:
And how would those difficulties apply to a hyperspace route? Would the 'astrogation diff' set the "Terrain base diff" level?
So a course that has a 10 as its' standard, would be seen as an easy terrain, so going all out, gives a one colum shift upwards?

Just one? A +5 in Difficulty that quadruples the speed? No. More like +15-20 for All-out, and +5 for Full.
_________________
"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.
Amazing. Everything you just said was wrong.
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