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The Bissler Commander
Joined: 08 Jun 2016 Posts: 260
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Posted: Thu Sep 10, 2020 3:43 pm Post subject: |
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Interesting idea, definitely like that for campaign play!
I have posted the write up in my campaign thread, but since it pertains to this conversation, here's the write up of the battle.
http://thebissler.blogspot.com/2020/09/star-wars-d6-green-vipers-episode-ix.html
Feedback:
One of the players thought that fighters should act twice for every once that Capital Ships act, and I'm inclined to give the idea consideration for the next time. On the whole, the fighters struggled to do much damage and it was some real luck from the Y-Wing Ion Cannon that allowed a major moment to unfold. Also, what is going on with the Captain on Nowhere is far more involved than the ship to ship combat, so the idea of giving fighters a 2:1 action ratio should balance things out - in terms of how much time is being spent with a each PC -a little. _________________ GM for Hire - Adventures & Campaigns Available
Green Vipers Adventure Log
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 10, 2020 4:25 pm Post subject: |
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That's a fair point. I know I've included other rules allowing smaller-Scale ships to act more quickly than larger ones, and that sounds like a reasonable extrapolation of the same concept.
As an aside, I'm starting to wonder if a hex map would work better for plotting than a grid, but that's a whole other problem... _________________ "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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The Bissler Commander
Joined: 08 Jun 2016 Posts: 260
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 10, 2020 4:42 pm Post subject: |
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The Bissler wrote: | It may well be, but I'm not sure if Roll20 has a function to switch to a hex map, I'd need to check. |
IIRC, Raven Redstar said it was an option, but there's no rush. Any attempt to switch over would require a whole new set of rules. I think it shows a lot of promise, but we'd need to do a lot of work to get it playable. I know Star Warriors used a hex map, so that might be a good place to start looking.
Quote: | Note: With things the way they are, I expect to continue playing remotely on Roll20 well into 2021. |
Can't say that I blame you. _________________ "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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The Bissler Commander
Joined: 08 Jun 2016 Posts: 260
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Thu Sep 10, 2020 6:45 pm Post subject: |
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I like the idea of giving fighters 2 turns to act.
I think giving capital ships two turns to act before something Deathstar scaled makes sense as well. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 10, 2020 7:04 pm Post subject: |
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One wrinkle that comes to mind is that, if a capital ship is equipped with Starfighter-Scale defensive weapons, they should be allowed to act twice in a round, as well.
I'm wondering whether it might be better to, instead of allowing fighters to act twice in around, give them a second, interim round where only the fighters and any fighter-scale weapons can act. _________________ "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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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Thu Sep 10, 2020 7:16 pm Post subject: |
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That makes sense to me. _________________ RR
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The Bissler Commander
Joined: 08 Jun 2016 Posts: 260
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Posted: Thu Sep 10, 2020 7:17 pm Post subject: |
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CRMcNeill wrote: | One wrinkle that comes to mind is that, if a capital ship is equipped with Starfighter-Scale defensive weapons, they should be allowed to act twice in a round, as well.
I'm wondering whether it might be better to, instead of allowing fighters to act twice in around, give them a second, interim round where only the fighters and any fighter-scale weapons can act. |
Excellent idea! I think that makes a lot of sense! _________________ GM for Hire - Adventures & Campaigns Available
Green Vipers Adventure Log
GM Crawl Videos For WEG Adventures |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Sep 10, 2020 7:42 pm Post subject: |
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The rule I have that's in a similar vein is that, if attempting to duplicate the maneuver of a Starfighter, a Capital Ship suffers a penalty equal to the difference in Scale, which in turn rolls off at a rate of 2D (other, earlier versions went with 1D) per round. For instance, suppose the Millennium Falcon is being pursued by an ISD. The Falcon makes a sudden 90 degree dive. The ISD may attempt to duplicate the Falcon's maneuver, but will suffer a -6D penalty to its combined Operations+Maneuverability. Alternately, it can wait until the next round, at which point the penalty drops to -4D; wait two rounds and it drops to -2D; wait three rounds and the penalty disappears altogether.
Ideally, I'd like to come up with a rule that takes both your idea and this rule into account. It shall require some rumination... _________________ "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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