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To Wild Die or not to Wild Die
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DougRed4
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PostPosted: Tue Feb 19, 2013 7:28 pm    Post subject: Reply with quote

I do the Wild Die pretty similar to what cheshire and gharkal have described. Most often I take out the Wild Die and the highest other die. But occasionally - especially when it's an appropriate time in the narrative - I have the person add it up normally but they also have a complication. Other times, often when it's a routine skill roll or something not critical, I'll have them simply add it up as normal.

A couple of other instances where I can think of where you wouldn't use the Wild Die. Charts that give direction, like the Grenade Scatter chart or the optional one that shows what part of the body gets hit.
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Red 331
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PostPosted: Tue Feb 19, 2013 10:17 pm    Post subject: Reply with quote

cheshire wrote:
But anyway, here's the shameless plug for the article. You'll also find some interesting tidbits written by Grimace in this issue:

http://rpg.drivethrustuff.com/product/101581/d6-Magazine-Issue-4


Great article, Cheshire! Very well written, and informative.
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Red 331
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PostPosted: Tue Feb 19, 2013 10:20 pm    Post subject: Re: To Wild Die or not to Wild Die Reply with quote

garhkal wrote:
Officially.. There are only 2 instances you do NOT have a wild die roll when doing a roll for something in SW D6.
1) When resisting turning to the dark side
2) when rolling while at mortally wounded to see if you pass away.
Other than those 2 situations, all rolls get a wild die on them.


Garhkal - thanks for the info. Could you point me to where these two exceptions are mentioned? I can't find them in the R&E rulebook.
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Red 331
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PostPosted: Tue Feb 19, 2013 10:35 pm    Post subject: Reply with quote

So far, here's what I've taken from this forum topic discussion:

The wild die is always included in a die roll.

A roll of a 6 with the wild die should always result in rolling again.

When rolling a 1 on the first roll of the wild die, there are three main options:

1. Just add it as a 1 with no other implications
2. Subtract the 1 and the highest remaining die roll, and determine the result from the remaining dice normally
3. Add the 1 as part of the total roll, to determine whether or not there is success. Then, regardless of whether the roll is success or failure, introduce a complication.

It sounds like Option 2 makes the most sense for most of the time, Option 1 may be appropriate for certain situations (like those Garhkal mentioned - if we can find the references, or perhaps a few other cases where the other 2 options would be less logical, and Option 3 can be introduced as the GM sees fit (using some helpful guidelines identified by Cheshire).

I think it's very interesting comparing the Wild Die to the new dice pool system developed by Jay Little at Fantasy Flight. Basically Option 3 is very similar to an Advantage/Threat result, which can add "complications" regardless of overall success or failure. I think it's a great way to add flavor to the game. To some extent, I think the FFG method has some nice features, in that you can provide a more direct link to an Advantage/Threat. If you add a Setback Die as a result of rain to some skill test, for example, and it results in a threat, you can correlate the threat directly to the rain. However, I think the R&E d6 Wild Die may allow for greater GM creativity, allowing the GM the latitude and creative license to determine the nature of the complication.

Interesting stuff. I'm enjoying the conversation.
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TyCaine
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PostPosted: Wed Feb 20, 2013 12:54 pm    Post subject: Re: To Wild Die or not to Wild Die Reply with quote

Red 331 wrote:
garhkal wrote:
Officially.. There are only 2 instances you do NOT have a wild die roll when doing a roll for something in SW D6.
1) When resisting turning to the dark side
2) when rolling while at mortally wounded to see if you pass away.
Other than those 2 situations, all rolls get a wild die on them.


Garhkal - thanks for the info. Could you point me to where these two exceptions are mentioned? I can't find them in the R&E rulebook.


Hmm, I'd be interested where that's called out as well, I could not find any reference to the Wild Die not being applicable for those two cases in the R&E rulebook.

Resisting the dark side is a roll of 1D against the number of Dark Side points you have, rolling lower than the number of Dark Side points means you have turned to the Dark Side.

A Mortally Wounded check is a roll of 2D against the number of rounds before being stabilized, again rolling lower than the number of rounds means the character is dead.

Neither instance in the book calls out not to use the wild die, though they also don't remind the GM to use it either...



For my own groups use we stick with option 2 most of the time, it makes it harder to pass tests, but complications (option 3) are usually only used for cinematic value for the most part, or at dramatic points in the story where a failure would be epic.
Dramatic points also allow for epic wins as well, I've had it where if the Wild Die comes up as a 6 twice in a row (or more), something magnificent or heroically dramatic happens (assuming it was a pass).


T.C.
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garhkal
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PostPosted: Wed Feb 20, 2013 5:14 pm    Post subject: Re: To Wild Die or not to Wild Die Reply with quote

Red 331 wrote:
garhkal wrote:
Officially.. There are only 2 instances you do NOT have a wild die roll when doing a roll for something in SW D6.
1) When resisting turning to the dark side
2) when rolling while at mortally wounded to see if you pass away.
Other than those 2 situations, all rolls get a wild die on them.


Garhkal - thanks for the info. Could you point me to where these two exceptions are mentioned? I can't find them in the R&E rulebook.


Page 74 under the beginning of the wild die write up..
The wild die rule counts for all die rolls in the game,
including skill and attribute checks, weapon damage,
and rolling Perception for initiative.

The area for dark side rolling (page 85) just says take 1d.. Since its not a damage/attribute/skill roll, there is no wild die to use.
Same for the mortally wounded survival roll.
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TyCaine
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PostPosted: Wed Feb 20, 2013 5:26 pm    Post subject: Reply with quote

The way I read that is that ALL die rolls get the Wild Die whether listed or not since the phrase beginning with 'including' is just meant as an example list (at least to me), not a definitive list of which rolls use Wild Die... Which I take to mean even the resist Dark Side and Mortally Wounded rolls...



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DougRed4
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PostPosted: Wed Feb 20, 2013 7:33 pm    Post subject: Reply with quote

That's how I read it as well.
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Quetzacotl
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PostPosted: Wed Feb 20, 2013 7:47 pm    Post subject: Reply with quote

Well, but in some cases, it just doesn't make any sense (like Grenade Deviation, Hit Zones, what systems are hit when ship gets lightly or heavily damaged etc.).
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Red 331
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PostPosted: Wed Feb 20, 2013 9:07 pm    Post subject: Re: To Wild Die or not to Wild Die Reply with quote

garhkal wrote:
Page 74 under the beginning of the wild die write up..
The wild die rule counts for all die rolls in the game,
including skill and attribute checks, weapon damage,
and rolling Perception for initiative.

The area for dark side rolling (page 85) just says take 1d.. Since its not a damage/attribute/skill roll, there is no wild die to use.
Same for the mortally wounded survival roll.


I think I'd have to disagree too, Garhkal - to me the language on pg. 74 of the R&E rulebook mentioning "all die rolls in the game including ..." seems to imply that the dark side roll and the mortally wounded roll should be subject to a wild die. However, even using a wild die for those rolls, it still appears that it's within the GM's discretion to choose the option where a wild die 1 is just a 1, without complication or other die reduction. It does seem like it would be kind of mean for the GM to penalize the PC in those two examples, but it seems to be left to the GM's discretion.

Quetzacotl's 3 examples would, however, seem to exclude the possibility of the option involving the subtraction of dice rolls, but couldn't a creative GM still come up with a clever complication? For instance, maybe the grenade does actually deviate by 6 meters, but this happens to place it right above a power coupling in the bunker you're trying to infiltrate, shutting off power to an interior door you need to open after the grenade explodes. Similar complications to hit zones and ship systems receiving damage also seem possible.
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cheshire
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PostPosted: Wed Feb 20, 2013 10:37 pm    Post subject: Reply with quote

Though I've seen a number of rolls that seem to imply that there is no wild die in place. For example there are a number of "d6 percentile" charts in the Scouts books, as well as body hit location tables that seem to suggest that there is no wild die, otherwise certain results would be impossible. Though it never specifies, it seems to assume you won't use it.
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Quetzacotl
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PostPosted: Thu Feb 21, 2013 5:17 am    Post subject: Reply with quote

@Red
Distance, maybe, the Wild Die might be usefull here. But what about the direction, the deviation chart in what direction the grenade goes if the person doesn't make the grenade difficulty. Here the Wild Die really doesn't make any sense. Same for the hit location.

Of course one could just throw the normal die and an additional Wild Die to see if there might be a complication... but I don't think that was part of what the authors of the rules meant when including the Wild Die -.-
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garhkal
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PostPosted: Thu Feb 21, 2013 4:38 pm    Post subject: Reply with quote

Quetzacotl wrote:
Well, but in some cases, it just doesn't make any sense (like Grenade Deviation, Hit Zones, what systems are hit when ship gets lightly or heavily damaged etc.).


Ohhh. i completely forgot about the grenade deviation and ship damage/vehicle damage system.
But that is why i don't see it applying to dark side turning avoidance or mortally wounded survivability.

Quote:
Quetzacotl's 3 examples would, however, seem to exclude the possibility of the option involving the subtraction of dice rolls, but couldn't a creative GM still come up with a clever complication? For instance, maybe the grenade does actually deviate by 6 meters, but this happens to place it right above a power coupling in the bunker you're trying to infiltrate, shutting off power to an interior door you need to open after the grenade explodes. Similar complications to hit zones and ship systems receiving damage also seem possible.


Or the addition of dice should you "explode".. And since neither those hit zones/charts include options for more than just 1d6 worth of results, it is easy to see that it should not be considered all inclusive.

Quote:
Of course one could just throw the normal die and an additional Wild Die to see if there might be a complication... but I don't think that was part of what the authors of the rules meant when including the Wild Die -.-


Especially if you were rolling one die (which would be a wild die) it would mention it.
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DougRed4
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PostPosted: Thu Feb 21, 2013 5:14 pm    Post subject: Reply with quote

Yeah, the Grenade Scatter chart and the Hit Location charts. It's almost like I threw that out there on the top of this page! Wink
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TyCaine
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PostPosted: Thu Feb 21, 2013 5:24 pm    Post subject: Reply with quote

I think it's fairly obvious it should be used where possible to add an element of luck and fate (both good and bad) to the die rolls, but it's also equally obvious that some cases don't warrant or just don't seem to fit with the addition of the Wild Die.

Some of the cases mentioned here I would have not even thought of had it not been for this discussion, but I can see myself thinking twice in some of these cases...

Which means some of these grey areas will really come down to GM's choice on a case by case basis. Smile


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