Star Wars?
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@jennkryst said in Star Wars?:
There is also FFG code floating around somewhere, but I don't know how complete it is.
While I like the FFG system a lot, I don't think it's well suited for a MU. Mostly for the same reason I'm not a fan of FATE for MU's: it requires extra interaction between the players and the person running the scene, rather than just a simple dice roll to determine success or failure. That just slows action scenes down quite a bit.
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@seraphim73 said in Star Wars?:
Sidenote: I'm actually against WEG D6 because with large amounts of XP (which is -going- to happen on a MUSH, all it takes is time) Jedi are just obscene. Like, Tartatovsky-Clone Wars-level obscene. And I totally understand that Saga Edition has pretty much run its course within the MU* community.
That's just a matter of scaling XP for the game or making Force Powers more expensive to advance than Skills or Attributes, IMO.
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Level based systems are inherently exclusive.
That is why I dislike Saga for MU* and indeed all level based systems in that environment.
I could care less about who is more powerful than who so long as people can participate in things but EVERY Saga game I've seen always comes down to this:
An abundance of plot for high level people, and nothing for low level people.
And low level people can't even really /help/ in anything designed to account for primarily high level people.
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@lithium
I'd like to say that can be a bit poor design on the part of the GMs / admin if that is the case. It's really not /that/ hard to adjust for that. (Unless they just allow for max level 20 doods to mix with level 1s. You don't want THAT big of a disparity.) -
@seraphim73 said in Star Wars?:
Sidenote: I'm actually against WEG D6 because with large amounts of XP (which is -going- to happen on a MUSH, all it takes is time) Jedi are just obscene. Like, Tartatovsky-Clone Wars-level obscene. And I totally understand that Saga Edition has pretty much run its course within the MU* community.
I owned the d6 Old Republic expansion book way back in the day, and I recall it turned the game into 'OK I one shot you.' 'OK I use a force power to ignore it and one shot you back.' and so on, until you ran out of points or whatever? I don't remember the exact powers this many years removed, but it was lulzy to say the least. So you'd need to but in some boundaries or get dinos killing whole armies, etc.
Re: Saga, I think the solution is (and this is true of d20 on MUs in general) pick some level ranges and stick to them. The leveling is only really problematic when you have level 1s and level 20s in the same environment. Jedi are fine in Saga, and low-levels broken with SF: UtF. At higher levels basically everyone can put together some combo to destroy people, so it's... fair? IDK.
There was some other sci-fi game system I saw browsing around that I thought would work bizarrely well tweaked over to SW, I wonder if I can remember/find it.
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@bored I haven't played on a D6 Star War game in forever but back in the day I played on a few of them and that's what I remember about dice and force users. A difference of 1D felt significant, a difference of 2D was huge. Wild dies were amusing, especially when you roll multiple 6's but that was rare.
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Or say fuck XP. Everyone starts at level 5 or 10 or 15 or whatever and they stay there. The game becomes about only RP and not leveling.
edited to add: which is what @bored said
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When you play by the actual rules, D6 Jedi aren't actually that great until they are fossil characters. In fact, if you're starting from a normal character generation, they're gold bricks for the bulk of a campaign.
The reason they're OP on Mushes is because of poorly thought out house rules like they don't take the attribute hit for their initial force skills or have to seek out teachers for powers. That and straight up CP for +noms is a terrible idea, the system was designed so that an adventure or TP would be worth 3-5 cp rather than the hordes most mushes rain on PCs.
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@tnp said in Star Wars?:
Or say fuck XP. Everyone starts at level 5 or 10 or 15 or whatever and they stay there. The game becomes about only RP and not leveling.
I'd be bored with a game with no charactre growth. The "game" part of RPGs is not all-important to me, but it is a factor of the fun.
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@ixokai Character growth can happen independently of levels and XP.
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@tnp said in Star Wars?:
@ixokai Character growth can happen independently of levels and XP.
Some can. A lot can't. "I get better at basketweaving" isn't really true if my basketweaving skill is 2 forever.
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@ixokai said in Star Wars?:
Some can. A lot can't. "I get better at basketweaving" isn't really true if my basketweaving skill is 2 forever.
Yeah. You don't necessarily need a traditional carrot-on-stick model of "experience points", but if you've got skill levels there's got to be some way of reflecting when those levels change. Otherwise you've got the guy who joins the Rebellion to fight the Empire but, uh, never actually learns to fight.
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@haven said in Star Wars?:
I worked my way up the ranks through RP and took advantage of important people being murdered.
"Dead Men's Robes."
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@lithium said in Star Wars?:
An abundance of plot for high level people, and nothing for low level people.
DEFINITELY something to watch for. Availability of plots between level 4-8, 8-12, and 12+ should be split based on population in each of those zones.
@bored said in Star Wars?:
Re: Saga, I think the solution is (and this is true of d20 on MUs in general) pick some level ranges and stick to them.
I'm a fan of PCs running from 4-13, which means that you just need two splits for plots most of the time: 4-8, and 8+.