Post by boot on Apr 18, 2019 7:57:38 GMT -6
THE DIFFERENCES IN D6 STAR WARS EDITIONS
Here's a neat little pdf that I found: CLICK HERE.
Looking over it, I don't really agree with some of the information, though. 1E does have an initiative system. It's just a different procedure that what we normally see in RPGs. It is discussed on page 13 under the title, Initiative.
The book fails to consider the Rules Upgrade, which is an official change to the rules (though not an entire edition). This introduced the "granular" difficulty numbers and made it part of the game years before 2E came out.
And, even without the Rules Upgrade, difficulty numbers are not always multiples of 5. For example, a character using light cover gets a +1 bonus to difficulty to the target number to hit him.
Plus, I like the difficulty numbers defaulting to multiples of 5. It is the tradition of 1E to be simple. 5, 10, 15, 20, etc. is an easy progression to remember.
And, the sheet misses some big rule differences, like the damage of a Stun. In 1E, the minimum damage done on a hit is a stun. This is a BIG DEAL. You get hit, something will always happen to you. At the minimum, you'll be knocked off your feet, and you'll loose any actions that you had coming to you.
I think this fits the movies perfectly. Consider when Leia got hit in RotJ. She went down and lost actions. Or, when Chewie got hit in TFA. He didn't go down, but he stopped his actions, and he was limping in pain. Or, take the scene where Lando gets hit in Solo. Same kind of thing.
In 2E, a Stun damage result can be ignored. So, in 2E, a hit can happen, but the target can still prevent damage.
That's a HUGE DEAL when the combat round is run. 1E rounds can can be a lot quicker and become less complicated as the round goes on because people are hit and drop like flies. In 2E, people are hit and keep on fighting.
I much prefer the 1E method.
Here's a neat little pdf that I found: CLICK HERE.
Looking over it, I don't really agree with some of the information, though. 1E does have an initiative system. It's just a different procedure that what we normally see in RPGs. It is discussed on page 13 under the title, Initiative.
The book fails to consider the Rules Upgrade, which is an official change to the rules (though not an entire edition). This introduced the "granular" difficulty numbers and made it part of the game years before 2E came out.
And, even without the Rules Upgrade, difficulty numbers are not always multiples of 5. For example, a character using light cover gets a +1 bonus to difficulty to the target number to hit him.
Plus, I like the difficulty numbers defaulting to multiples of 5. It is the tradition of 1E to be simple. 5, 10, 15, 20, etc. is an easy progression to remember.
And, the sheet misses some big rule differences, like the damage of a Stun. In 1E, the minimum damage done on a hit is a stun. This is a BIG DEAL. You get hit, something will always happen to you. At the minimum, you'll be knocked off your feet, and you'll loose any actions that you had coming to you.
I think this fits the movies perfectly. Consider when Leia got hit in RotJ. She went down and lost actions. Or, when Chewie got hit in TFA. He didn't go down, but he stopped his actions, and he was limping in pain. Or, take the scene where Lando gets hit in Solo. Same kind of thing.
In 2E, a Stun damage result can be ignored. So, in 2E, a hit can happen, but the target can still prevent damage.
That's a HUGE DEAL when the combat round is run. 1E rounds can can be a lot quicker and become less complicated as the round goes on because people are hit and drop like flies. In 2E, people are hit and keep on fighting.
I much prefer the 1E method.