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player3412539

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  1. We'll have to agree to disagree. It seems clear that one of us is doing something different. As for 2E R&E, I really like that game. But, I really like all versions of D6 SW. 1E just happens to be my favorite version.
  2. I own the entire run, but I sure would like to see it revived. It is one of my all-time favorite RPGs. I think the next set, if there is a next set, should be the Imperial Sourcebook along with the Rebel Alliance Sourcebook. That would add a lot of detail, from an rpg perspective, to the game universe. I think that the 1E initiative system takes a little getting used to. It's damned simple, but, frankly, most people just aren't used to running games this way. We're programmed for an initiative roll. It took me a few tries to embrace the system, but once I got the hang of it, I fell in love with it. I wonder if people who have a problem with the 1E initiative system actually give it a chance. It so simple. They key is to isolate actions. Keep the narrative flowing. Don't have everybody roll their task--put some logic to it. If a character cannot effect another character, then, most of the time, you don't need to consider initiative anyway. Some people miss that in the core rulebook. Initiative is only considered when one character can impact another, as with two characters shooting at each other. It matters who gets off the shot first as the target may not get to shoot back. If you've got a PC firing at a Stormtrooper, and the trooper is firing back, then both roll their blaster skills. BUT...the dice rolls are considered two ways. First, they are considered to be initiative rolls. Then, they are considered to be skill rolls. In this fashion, the same roll can be considered twice. Some players don't get that at first. Let's say Han and Greedo are firing at each other. Han's roll is higher, so Han's attack is addressed first. And, that shot kills Greedo (or, at least, renders him unconscious). In this instance, Greedo's roll was only an initiative roll. He never really shot. For color, the GM can say that Greedo shot and missed a split second after Han hit him. If Greedo's roll is high enough to hit Han...well, that's confusing to players. They don't understand that, at the first pass, the roll is only considered for initiative, and once that is determined, the rolls are considered as blaster skill rolls. In effect, since Han won initiative, Greedo never really fired a shot. Consider it a short cut to rolling initiative. Players would understand first rolling initiative for Han, then rolling for Greedo. Seeing that Han won, then Han rolls his Blaster Skill. The 1E system makes this easier. Instead of all that, just roll both Blaster Skills. First look at the totals as initiative, then look at the same roll as Blaster attacks. In Lucas' revised version of the Han and Greedo encounter, the rolls were changed. Greedo actually won initiative (he rolled higher than Han! Not likely, George!). He fired first, but Han Dodged. Greedo's bolt slammed into the wall. Now, Greedo's total was taken first, winning initiative, but the shot missed. So, Han's initiative roll is also his Blaster Attack roll. And, Han didn't miss. Another thing that I suspect happens is that GMs play with the system and don't run the game as written. When this screws up another part of the game, like initiative, they don't consider that their rule change is what messed things up, not the initiative system as written. For example, AK_ Aramis, above, has been seen to say that he likes the Haste System. Well, that is an initiative rule that came out of the 1E rule changes in the Rules Companion. It's not a 1E Core initiative rule. And, I think the Haste system really slows down the game. If he's considering that rules as written (which it is, if you use the Rules Companion), then his game is different from mine. Or, sometimes GM's change an aspect of combat. There are different versions of it in the various SW D6 games rules. In 1E Core, any successful shot will down a target. In later rules, a STR defense roll higher than the attacking roll results in no damage at all--not even a stun. If you remove this aspect of 1E, it has the effect of screwing with the initiative system. It makes the combat a lot harder and more confusing. The stun rule, as written in 1E core, must be kept if the system is to run fast and well. One last thing. If you give the 1E initiative system a try and just don't like it, you can easily bring in one of the other combat systems. Bring in an initiative throw, if your and your group are comfortable with that. Use whatever makes your game the most fun. For 1E, the combat system is tweaked twice: first with the four page Rules Uprade that you can find floating around on the net, and second in the previously mentioned Rules Companion. Then, the combat system is again tweaked for 2E, which uses a PER roll as a dedicated initiative throw. There are plenty of options. D6 is a great system in that it can be tweaked for all tastes.
  3. Well, I don't know what you are doing differently. I run the game, rules as written, too. I've done that for years. The game flies at the speed of the Millennium Falcon at my table. It feels like Star Wars. I think it is great. Just as written.
  4. 1E, in practice, is much more simple that what you have above. It's a new round. GM asks players what they want their characters to do. This happens with both methods. And, this is the Declaration in 1E. Fred will fire at stormtrooper 1, twice. Alice will run to the ship. Joe will fire at stormtrooper 2. The GM decides that Trooper 1 will fire at Alice. Trooper 2 will fire back at Joe. Now, that seems like a typical combat round that is fairly complicated (not one character firing at a trooper that is firing back). The GM, in his head, just needs isolate the combat and take them separately. In this example, there are two "combats". Combat 1 is Fred firing twice at Trooper 1. Alice runs for the ship. And, Trooper 1 fires at Alice. Simple. Fred rolls his Blaster skill. Alice rolls her DEX. Trooper 1 rolls his blaster skill. Look at the three rolls, and take the highest--that's what happens first. If able, go on down the line. Easy-peasy. Combat 2 is a simple Joe fires at Trooper 2, and Trooper 2 fires back. Each roll Blaster skills. Take the highest roll first. Done. One of the things that's different about 1E core book combat is that any hit will, at minimum, stun the target. A stun means that the target is dropped prone and loses the rest of his actions during the round. When this happens early in the round, this is a built in device that makes even complicated combats extremely simple. For example, take Combat 1 above: Combat 1 is Fred firing twice at Trooper 1. Alice runs for the ship. And, Trooper 1 fires at Alice. Let's say that Fred rolls the highest and hits his target. This means, at a minimum, that Trooper 1 will not shoot at Alice, She will make it to the ship. Fred fires. Trooper 1 falls. Alice runs. Or...let's say that the order is this: Fred goes first, but his shot misses because Trooper 1 Dodges (the Dodge is at -1D because of the consideration of the Trooper 1 rolling for his Blaster already). Then, Alice's roll is next highest, which means that she made it to the ship, and still, Trooper 1 has nothing to fire at. There are several scenarios, but the point is, 1E has this beautiful way of getting extremely simple as the combats occur. I think 1E Initiative is marvelous. It just takes a little getting used to because it is not like most RPGs (even 2E SW). Of course, it might not be your cup of tea. I get that. To each his own. Luckily, there are several official versions of D6 SW. Lots of methods to pick from. Having played them all, my choice is the 1E core book methods. It's fast, and it really captures the feel of the original trilogy, imo.
  5. How do you figure it's got a higher handling time than fixed initiative? As I said, I think it is cumbersome just because most people are used to rolling initiative, but a good GM should be able to coach those short attention span players. It ain't rocket science. What is easier? A. Roll Initiative B. Roll Han's attack. C. Roll Stormtrooper's attack. Or this... Y. Roll Han's attack. Z. Roll Stormtrooper's attack. Highest roll wins. I count an extra roll in the ABC Traditional method. I count one less roll in the YZ 1E Method. It's obviously easier.
  6. LOL. You may or may not know that the Quixotic Jedi and The Kid (and maybe another one or two) of the original templates from the classic 1E game were taken from the original Marvel Star Wars comic from the 1970's. His name was Don-Wan Kihotay! Crazy old coot.
  7. Yes, 1E is awesome. I think it is a much better game than the latter versions. Although I am a fan of the other versions, i do feel that 1E better captures the feel of a Star Wars original trilogy movie. And, I absolute love the initiative system used in 1E. It takes some getting used to, if you are used to rolling for nish. But, once you get the hang of it, it makes you wonder why you would ever bother doing it the other way.
  8. I still have my originals. They're in great shape.
  9. He's talking about templates, not character creation.
  10. Out of curiosity, where is the Jedi Knight defined as such? As for the attributes, it is interesting that in 1E, attributes cannot be raised. In 2E, that changes; attributes can be raise, but at a high cost in points. Yet, if you look at the attributes for the major players in the original trilogy films, the stats are never improved over time--even for Darth Vader and Luke.
  11. Not if making a template. When making a template, 2D in Alter would cost 2D in attributes. And, Alter cannot be improved with the 7D skill dice if Alter is not on the template.
  12. Strictly for discussion purposes, I wonder why the writers of the core rulebook made the Alien Student of the Force a powerhouse and not the Failed Jedi. Maybe because, at the time this was written, there were not supposed to be any Jedi left, except those we saw in the films, and some strange, unknown alien type would be more believable?
  13. What this means is that the Alien Student of the Force template can be used to create a powerhouse. It would take 6D of the 7D in skill dice, but the character could start the game with... Control 3D Sense 3D Alter 3D And know every Force Power in the 1E core rulebook. He wouldn't have much in the way of skills, but he'd be one powerful starting Force wielder regardless.
  14. Yes, I mentioned it was 2E above. But, it's the main source for templates with Force Skills outside of the 1E Core Rulebook. And, the rule they use for higher level Force Skills is not a stretch; 3D max allocated to one Force Skill, or 2D/1D to two Force Skills, or 1D to one or more single Force Skills.
  15. We're agreed on that now, but that doesn't answer the OP, as Alter is not a Force Skill that can be improved on the Failed Jedi template.
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