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Character creation
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Rake
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PostPosted: Sun Jul 12, 2015 2:26 pm    Post subject: Character creation Reply with quote

Sorry about all the threads. This will be my last one foot the day.

When make a character is it the racial dice plus 6d for attributes and 7d for starting skills?


Again, thanks for your help and patience.
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cheshire
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PostPosted: Sun Jul 12, 2015 3:40 pm    Post subject: Reply with quote

That is absolutely correct.

I declare you the winner! Here is your ribbon:


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cheshire
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PostPosted: Sun Jul 12, 2015 3:46 pm    Post subject: Reply with quote

Oh, for more information on starting characters, here is a simple tutorial on creating Star Wars D6 Characters:

https://drive.google.com/file/d/0B7qsYJkKWWN5S3Z6MEg4dHVnQUU/view?usp=sharing
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Rake
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PostPosted: Mon Jul 13, 2015 7:43 am    Post subject: Reply with quote

Thanks. How much do you give players for starting credits
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cheshire
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PostPosted: Mon Jul 13, 2015 8:05 am    Post subject: Reply with quote

It really depends on the type of game we're playing, and how much equipment they start with. There was one time I started the game with the players with a crashing ship and the salvage rights for what would ensue in the next several rounds.f

If I'm running a money-oriented game (such as a tramp freighter campaign), then I carefully calculate how much money they will need for the next two sessions, and give them barely enough to get by. For less monetary oriented games, I'll give them 100-200 credits, or maybe a touch more if they have less equipment than their party members.
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garhkal
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PostPosted: Mon Jul 13, 2015 2:00 pm    Post subject: Reply with quote

The template they pick, or pc they make up (if not using templates) have to stay within the min/maxes for the race they wish to pick, so you need to ensure all 6 attributes are in that ball park. Even with the 6d attribute bonus PC's get over generic npcs.
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Whill
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PostPosted: Mon Jul 13, 2015 8:51 pm    Post subject: Reply with quote

Rake wrote:
How much do you give players for starting credits
cheshire wrote:
It really depends on the type of game we're playing, and how much equipment they start with. There was one time I started the game with the players with a crashing ship and the salvage rights for what would ensue in the next several rounds.f

If I'm running a money-oriented game (such as a tramp freighter campaign), then I carefully calculate how much money they will need for the next two sessions, and give them barely enough to get by. For less monetary oriented games, I'll give them 100-200 credits, or maybe a touch more if they have less equipment than their party members.

Credits aren't incredibly important in my game, even for money-oriented campaigns (PC credit deprivation drives the adventure more than wealth accumulation). Even though template starting credits seem somewhat arbitrary, I've usually just let the PC start with whatever the template says they get. In the campaign I am planning for my son, he'll be playing an Ewok that has been away from Endor for a few years, and I think I will have him roll d66 for the total credits he starts with on his person. In my next adult smuggler campaign, the first adventure will start in medias res with all the PCs stripped of all weapons, equipment and credits, about to be executed by a crime lord. Providing they survive that encounter, what they need in the first adventure will be provided for them, and we'll just go from there.
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garhkal
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PostPosted: Tue Jul 14, 2015 2:07 am    Post subject: Reply with quote

As far as starting funds, its all over the place. Take just the BASE templates in the Base 2e revised book.

Alien student of the force: 250 credits, a statue and an amulet or other trinket of mystical importance (no value to it listed)

Arrogant noble: 2000 credits, several changes of clothes (we will say 1000 worth here), hold out blaster (255 credits), one melee weapon of choice (250 to 500 credits), personal land speeder (5000 credits used),

Bounty hunter: Heavy pistol (750 credits), hold out pistol (275 credits), blaster pistol (500 credits), knives (50 credits each), Protective vest (300 credits), Jet pack (800 credits), 2 med packs (100 credit each), 1000 credits.

So just going over those 3, we see a vast disparity in starting funds..
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Pel
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PostPosted: Tue Jul 14, 2015 9:14 pm    Post subject: Reply with quote

garhkal wrote:
Bounty hunter: Heavy pistol (750 credits), hold out pistol (275 credits), blaster pistol (500 credits), knives (50 credits each)...


The look on your GM's face when you inform him you want to play a Rodian pacifist; Priceless. Laughing
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garhkal
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PostPosted: Wed Jul 15, 2015 4:29 pm    Post subject: Reply with quote

IIRC isn't there a Rodian Pacifist in heroes and rogues?
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Whill
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PostPosted: Wed Jul 15, 2015 8:56 pm    Post subject: Reply with quote

garhkal wrote:
IIRC isn't there a Rodian Pacifist in heroes and rogues?

Yes, that template is on p. 107
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Pel
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PostPosted: Wed Jul 15, 2015 9:25 pm    Post subject: Reply with quote

Yeah, the picture of that Rodian holding out the flower kills me every time I see it. Laughing

Speaking of which, has anyone actually had a Rodian pacifist in their games?
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HalcyonDaze
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PostPosted: Sat Sep 12, 2015 4:47 am    Post subject: Reply with quote

A further question to this. When allocating the 7D starting skill dice at character creation, does each skill have to be incremented 1D at a time, or can it be broken up into 3 pips per die, which would allow for smaller bumps across a greater number of skills?

I couldn't find this explicitly stated in the 2E blue book.
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evilnerf
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PostPosted: Sat Sep 12, 2015 12:59 pm    Post subject: Reply with quote

It can be broken up into 3 pips per dice.

I declare you kinda right. Here's a rum ham in lieu of a ribbon.



Also if you are using the REUP Core Book (Which I suggest you do), there are rules for starting credits on page 24.
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shootingwomprats
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PostPosted: Sat Sep 12, 2015 1:13 pm    Post subject: Reply with quote

Well per RAW R&E you do not get to break the 7D into pips, they are spent as full D. One of those may be spent for three specializations. The only mention of breaking up dice into pips is for attributes. That being said, I do allow my "experienced" players to spend 21 pips and they may purchase up to three specializations at 1 pip per.

So, the answer is "no, but ..."
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