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Stat Blocks and some questions.
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tetsuoh
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PostPosted: Mon Jan 26, 2015 3:22 pm    Post subject: Stat Blocks and some questions. Reply with quote

I've been looking over the various Stat Blocks or playable Races.

So I've got a few Questions.

Are there rules that the writers used to determine the stats?
It certainly Doesn't seem so by any measure.

Are there any races that have a minimum Stat below 1D?
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Whill
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PostPosted: Mon Jan 26, 2015 8:00 pm    Post subject: Re: Stat Blocks and some questions. Reply with quote

tetsuoh wrote:
I've been looking over the various Stat Blocks or playable Races.

So I've got a few Questions.

Are there rules that the writers used to determine the stats?
It certainly Doesn't seem so by any measure.

Good observation. I don't feel there were any rules to determine stats, or any editing that was done to ensure consistency. This is why it is real head-scratcher for me to read people venerating official stats as infallible word of God. All GMs should feel free to tinker and adjust things to whatever works best for their game. I view RAW and all rules and stats as mere suggestions.

tetsuoh wrote:
Are there any races that have a minimum Stat below 1D?

I think there were a couple of "-" for immobile species and the like.
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tetsuoh
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PostPosted: Mon Jan 26, 2015 9:29 pm    Post subject: Reply with quote

OKAY.

Well, heres what I got - if this needs to be moved to House Rules then so be it.


Creating a Race Stat Block:

Attribute Dice: Starting total 12D
Attribute Minimum/Maximum: Starting Total 2D/4D

Lowering the Attribute Dice awards 1D per 1D removed from a Race's Attribute Dice.
These Dice may be used toward giving a Race Special Abilities only.

Lowering the Minimum Attribute of a Stat awards 1pip per pip removed from a Race's Minimum.
These Dice may be used toward increasing a Stat Minimum or Maximum.

Lowering the Maximum Attribute of a Stat awards 1pip per pip removed from a Race's Maximum.
These Dice may be used toward increasing a Stat Minimum or Maximum.

Raising a Minimum Attribute of a Stat requires 1pip per pip increase.
Raising a Maximum Attribute of a Stat requires 2pip per pip increase.

Stats MUST always have a difference of at LEAST 1D between their Minimum and Maximum. And may have a difference of no more than TWICE the Stat Minimum.

Example: 2D+2/3D+1 is not legal, 2D+2/3D+2 is legal (1D Difference)
Example: 1D/4D is not legal (1D x 2 = 2D, 2D+1D = 3D not 4D), 2D+2/5D+1 is legal (2D+2 x 2= 4D+4 or 5D+1)

Special Abilities cost a varying amount of pips.

I do not yet have a list worked out for how much different kinds of abilities would cost. Some may in fact award pips because of restrictions placed on the character. I'll work on getting a good list of different abilities wrote up and post them on here for us to discuss what we think they should cost if you guys agree with this system.

I like it because it falls inline with everything being referred to as a Dice total. Specializations are taken from the beginning skill dice, so why not special abilities from Attribute Dice?

I also like this idea for my ideas on Merits and Flaws as an option to PC's, with them cost or awarding pips from the players stat or skill dice.
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Whill
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PostPosted: Mon Jan 26, 2015 11:46 pm    Post subject: Reply with quote

If that structure works for you, then cool. Thanks for sharing it for everyone. I just try to make the game stats match the fluff text, and then have PCs are a good degree of game-balanced with each other.

tetsuoh wrote:
Are there any races that have a minimum Stat below 1D?

In GG4, Hutts have a Dex range of 0D+1/3D.
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Ankhanu
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PostPosted: Tue Jan 27, 2015 12:15 pm    Post subject: Reply with quote

IIRC, if a stat is 0D, you still roll the wild die, but only count it on a 6 or 1 special rule. Not 100% on that, though.
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garhkal
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PostPosted: Tue Jan 27, 2015 5:31 pm    Post subject: Reply with quote

Page 78 where it discusses multiple actions does not mention whether someone reduced to 0d can still roll just the wild die or not.
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Ankhanu
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PostPosted: Tue Jan 27, 2015 8:49 pm    Post subject: Reply with quote

Not reduced to 0, but if one does not have 1D... different.
I'll see if I can find it. It may be one of those things I recall from 2e that's not in R&E.
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Whill
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PostPosted: Tue Jan 27, 2015 8:51 pm    Post subject: Reply with quote

Yeah I don't think R&E RAW addresses that.

Ankhanu wrote:
IIRC, if a stat is 0D, you still roll the wild die, but only count it on a 6 or 1 special rule. Not 100% on that, though.

I would handle a 0D+1 or 0D+2 something like that. You roll the wild die, but the numerical result of that roll doesn't count. 6 would explode, but you would only start counting with the second die roll after the 6. Anything other than 6 on the initial roll would fail, and a roll of 1 would also have a complication.
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Ankhanu
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PostPosted: Tue Jan 27, 2015 10:20 pm    Post subject: Reply with quote

Ok, I just looked through 2E and didn't see it. Maybe I just made that up... not sure exactly where it came from back in the day, but, it also has never come up as something that needed being addressed in the 20 years I've been playing the game Razz
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garhkal
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PostPosted: Wed Jan 28, 2015 1:18 am    Post subject: Reply with quote

Ankhanu wrote:
Ok, I just looked through 2E and didn't see it. Maybe I just made that up... not sure exactly where it came from back in the day, but, it also has never come up as something that needed being addressed in the 20 years I've been playing the game Razz


It couldn't have been from 1e, since 1e didn't have wild dice. So maybe it was a HR you saw.
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Ankhanu
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PostPosted: Wed Jan 28, 2015 2:13 am    Post subject: Reply with quote

Nah, I started with 2E. Might have been something we'd misread along the way way back when... Might have just been my imagination *shrug*
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atgxtg
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PostPosted: Fri Jan 30, 2015 5:29 pm    Post subject: Reply with quote

There are some rules/guidelines for alien creation on pages 4-17 of the Alien Encounters book. They have some nice features -specifically the list of possible abilities. They were created long after most of the species in the RPG were created, though.


Oh, and just a headtails up, but the number of attribute dice can be rolled randomly. So Twi'leks aren't necessarily paying 1D for thier head-tail communication. They could just be getting shafted.

The big worry about the AE book is that a lot of things can be left to random tables, and that can have a big impact on what you end up with. For instance a alien that has some sort of natural weapon might do anywhere from STR to STR+3D damage if you roll on the random table. And the 3D damage doesn't "cost" anymore than just doing STR!

Frankly, what I think should be done is the cost for an ability should be equal to the die bonus. That is STR+3D would cost 3 attribute dice, while justing doing STR damage would be free.
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nuclearwookiee
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PostPosted: Fri Feb 13, 2015 10:14 pm    Post subject: Reply with quote

tetsuoh wrote:
Lowering the Minimum Attribute of a Stat awards 1pip per pip removed from a Race's Minimum.
These Dice may be used toward increasing a Stat Minimum or Maximum.

. . . .

Raising a Minimum Attribute of a Stat requires 1pip per pip increase.
Raising a Maximum Attribute of a Stat requires 2pip per pip increase.


I like the spirit of this. Just one suggestion.
I would actually reverse these. The reason is because it's actually more advantageous whenever you widen the gap between min and max, not whenever you increase max or min.

Let's say all of your stats are 2D min/4D max, with the usual 18D for a hero. You functionally have 6D free to assign. If you drop one min to 1D+2, now you have 6D+1 worth of free, assignable attribute dice. But you're still free to put 2D in that stat, regardless. Thus, you actually have more options, without any drawback.

Anyway, just my 2 cents!
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tetsuoh
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PostPosted: Sat Feb 14, 2015 12:52 am    Post subject: Reply with quote

That partially the point - to limit that advantage.

And thats not me being an aggressive or anything - its just the fundamental truth that there are no real rules towards species creation at this time and it leads to outrageously bad balance between them.

Not to mention since release almost nothing new has been added to what we know as now being a part of certain races, save for the races added by gry into the alien species collection that we did not have stats for beforehand.
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nuclearwookiee
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PostPosted: Sat Feb 14, 2015 12:00 pm    Post subject: Reply with quote

I'm in no way critiquing your reasons; I think it's a good idea. But if you want to limit the available dice pool, it should cost "points" to increase max or decrease min, and refund points to increase min or decrease max. If you refund points for decreasing min, you only encourage a larger available dice pool.
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