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30

I didn't think about it in these terms back when I was playing the game in the early 90s, but now it comes to me as coming down to players choosing to embrace or ignore the conventions of the genre. Limiting the discussion to what is seen in the films, we see Luke quite able to fool with his light sabre the instant it is handed to him, and we see Han able ...


14

Ruleswise, force sensitives have a much easier time to learn to fight with the lightsaber and to much greater effect. Jedi can use a lightsaber more effectively if they buy the Lightsaber Combat power, but it doesn't seem like that it would be that much better until they get leveled up. Now this is an understatement. The boni from Lightsaber Combat are ...


11

Looking at D6 Probabilities with the Wild Die, If you're going to be purely technical about it, it's trivial to figure out the odds of success on a skill check in D&D assuming a set of characters with skills: 1-(difficulty-bonus-1)/20 Therefore, assuming DC 10, and a bonus of 4, the above returns .75. For a strict translation, therefore, figure out ...


9

Seems like Telekinesis is what you're looking for (instead of those droids.) To quote the book (p.151, Core SW d6, 2nd Ed., I'm not sure if it's revised or not, though): (...) Object may be moved at 10 meters per round (..) The target must be in sight of the Jedi. Increased difficulty if object isn't moving in simple, straight-line movement: (...) ...


7

The usual way of doing a conversion between systems is to not try to reproduce the mechanics, but to look at what the mechanics are trying to accomplish or model and then figure out the "native" way in the new system for how that would be done. Since you're using D6 Fantasy, you're presumably using D6 Fantasy's combat system instead of trying to emulate ...


6

… combat is so lethal means that you really, really, don't want to get hit. And yes, that's the way it should be. :) And your players may have to go through a couple of (dead) characters before realising that. The best way to avoid getting hit is to avoid combat at all costs. In my opinion, modifying the formula for a character's dodge score will ...


5

Runeslinger's answer is a fantastic, (mostly) system-neutral take on things. Here are a few additional points based more directly on the system itself (2nd edition, R&E). Lightsabers are not available for sale The lightsaber has a cost of "Unavailable for sale" and an availability of "4, X" (extremely rare, highly illegal). There is no way for a ...


4

When I last ran star wars d6 the players came across a lightsaber after breaking into an ancient temple to try and loot everything they could; when they found it they treated it like it was radioactive, they were fairly scared to even touch the thing; why? History and personality The players had learnt scraps of information about the Dark Jedi who this ...


4

I would houserule dodge defense to be derived from several different attributes/skills, so player's wouldn't feel like they have to buff up a single defense skill (dodge). For example; back with D6 (with 6 attributes), I made a static dodge defense stat that was equal to 4 + the number of D you have in Dodge + the number of D you have in Perception (plus ...


4

To begin with, the D6 space rules actually differ a bit from Star Wars D6. I'm not sure if it matters for this particular question (I haven't fully read through D6 Space), but it's worth being aware of. This answer is based on the Second Edition, Revised and Expanded rules (Color Millennium Falcon cover; the most recent prior to D6 Space). Basic Targetting ...


3

Going by the d6 Space rulebook, your interpretations are mostly correct, as from page 11: One skill die equals three specialization dice. Of course, one specialization die still equals three pips. The rules are written as if you are always exchanging one or more skill dice for specialisation dice, but I haven't found any rule that says you can't ...


3

No, with the wording you've quoted. Partially, in my experience with past D6 games. In my group's interpretation of the rules (D6 Star Wars, in our case), damage and soak weren't actions. Rather, they were the outcome of actions. This is based on the Rolling Actions description in the system: Characters roll their skill dice (or their attribute dice if ...


3

Which edition are you playing? The truth is, it varies by which sub-edition you're using. In all of them, the TN is changed. Either the defense adds to the range, or replaces the range, and you compare the original attack roll against the adjusted TN. Non-defense melee is usually TN5, but it can vary by weapon. Lightsabers have a higher TN of 15, for ...


2

Having some familiarity with this system, I also went back to doublecheck the system before answering. In general, your combat scenarios are going to take place between Point Blank and Short range. The only exceptions you'll normally see are when a character or two decide they want to do some sniping, but either way, you should just plop in the middle of ...


1

The short answer is you cannot really convert from a d20-based ruleset to a d6-system-based ruleset because the probability distributions are fundamentally different: d20 is flat while d6-system is bell-shaped. A +2 bonus in DnD always increases your chances of success in 10%, while in d6 Fantasy it could be more or less than 10% depending on how many dice ...


1

LIGHTSABER THROW Prerequisite: Light- Tier 3 (Specialty), Dark- Tier 3 (Specialty) Reaction: NO Focus: YES Kept up: NO Time to use: 1 Action Dark Side: NO Difficulty: Sense: Moderate. Alter: Targets’ Evasion, or Parry. Modifiers: Must have line of sight. Alter by proximity to target(s). Description: This power allows a character that is using Lightsaber ...



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