Some people complain that the number of modifiers gets unwieldy but I've
found that (a) there aren't many at low-level play and (b) it's not
*that* hard to note common combinations down on your character sheet. I
guess the lack of buff spell, magic items etc. in Star Wars probably
decreases the number of situational modifiers slightly.
As for an unclear setting, it's my understanding that the game is
written so that you can set your game in one of four time periods -
before the films in the height of the Republic, during the Prequel
trilogy (Clone Wars), during the Original trilogy (Rebellion) or in the
time after Return of the Jedi (New Jedio Order).
Well you kinda got it there.
With merp it used role masters set of rules
Movement was broken up in armor classes
Weapons were split into 1-handed edged, 2 handed edged, concussion,
thrown pole arm and missile.
Then general skills consisted of skills like clime, ride, track etc.
The list goes on anyway. The way the game worked say a PC wanted to
jump off a rock into the sea;
The GM would ask for a "movement & maneuver" mm
Depending on what armor the PC is wearing (normally none if they are
jumping into the sea!) they would use their ;
[agility + whatever ranks they have using that armor class + d100.]
This score would then be used against the value of how hard the GM has
set the task. Failing would result in whacking a PC's head against the
rock. Success landing in the water with a slash! Total success would
involve some sort of flip if so desired.
Now in the core rulebook I got for star wars the other day.
Jumping is a bloody skill in which one needs ranks like a weapon such
as a blaster!
I mean wtf!
anyone can jump! the out come should depend upon if your in Storm
trooper armoror jedi robes not if you've got ranks it a jumping skill!
Would it be possable if your ranks were high enough to kill someone by
jumping at them?!?!
Maybe I'm looking at this wrong
I want to move onto a rule system a bit simpler than Role Master
because it makes you role for everything. Even getting out of bed and
if you fumble on that roll your done for the day! lol
But it's pretty good and covers most things.
Most people I've talked to seem to think d20 is the best system its
simple quick, by looking at most games being made at the moment
everyone else seems to think it is as well.
As for the star wars rulebook!
It names the planets in the universe but doesn't say what's on
them, what they produce or what kind of tech level they are at.
It mentions Tie interceptors in information about Tie fighters but then
doesn't show information for the interceptor!
I couldn't find how to make a lightsaber or how hard it would be,
And the are a lot of spelling mistakes!
Now I can get over all of this crap but I have a feeling this has been
done on purpose to make me shell out for more books. I'm gonna have a
look on lime wire later tonight and see if anyone has put them to
Pfd's, as has happened with other rulebooks I've seen.
I'm having a bit of a rant there.... i'll let someone else have a go.
As for the information that is and isn't in the rulebook, I understand. You
should be able to find a fair amount of information on the web, though I'm
not sure if you'll find PDFs of the actual rulebooks (WotC can get kind of
touchy about that sort of thing). You'll need to work out a compromise
level of investment you can live with...
As for your Jump example:
When performing any action, you roll d20 and add three things: 1) number of
ranks in skill 2) bonus from related Stat 3) any other bonuses from feats,
class abilities, racial modifiers, whatever. Compare total to GM-determined
difficulty.
Now, the GM does not have to make you roll for simple tasks. Also, if there
is no danger in failing (just waste of time), you can choose to "Take 10" or
"Take 20" in which you take extra time (10 or 20 minutes) and get an
automatic value (again, 10 or 20) instead of rolling.
Many skills (usually marked as such on character sheet) can be used
untrained without penalty (normally -4 if you have no ranks), Jump is among
them. In that case you just add the Stat modifier to the roll.
So, to look at jumping in detail:
I come up to someplace I need to jump. I have an 18 DEX, so I roll and add
4. If I have any ranks in the skill (anyone can jump, but some have learned
how to do it better...) I add them, if not I don't have to subtract 4 since
it can be used untrained. If I have any other modifiers (feats, racial,
etc) I add them as well. Now jump checks generally run in the 10-15
difficulty range, unless you're trying something really crazy, so I've got a
fair chance even untrained. Technical skills often get DCs of 20, 25, 30...
But wait!! What am I wearing for armor? One of the ratings for armor is
"Max Dex Bonus"! This may limit the amount of bonus I can add to the roll.
If I'm wearing some sort of heavy armor, it may allow a max of, say, 2, so
instead of adding +4, I only get to use +2 from my Dex (hope I have some
skill ranks, then...).
Make more sense now? Most skills work pretty much like this. Combat is a
bit different, but not too bad.
I don't think I'd say that d20 is the *best* system, but it's been designed
to be flexible across genres, and does have the benefit of having good
support from WotC in allowing other people to adapt it for different
settings. I've played a number of different settings, our group just
started a Stargate SG-1 campaign...
--
--Llarry Amrose
In theory, there is no difference between theory and practice, but in
practice, there is.
-- Jan L.A. van de Snepscheut
"Ch0k0r" <ch0...@gmail.com> wrote in message
news:1157984326.7...@q16g2000cwq.googlegroups.com...
> Now in the core rulebook I got for star wars the other day.
> Jumping is a bloody skill in which one needs ranks like a weapon such
> as a blaster!
Using weapons is a combination of
(a) Knowing how to use that type of weapon (which is a feat or a class
ability)
and
(b) The base attack bonus (from the class) plus the Strength of Dex modifier
(Dex in the case of a blaster), plus any other modifiers.
Skills are a separate thing.
> anyone can jump!
Yes, but some people are better at it then other people. I certainly won't
be entering the Olympic Long Jump any time soon.
> the out come should depend upon if your in Storm trooper armoror jedi
> robes not
Some skills suffer from an Armour Check Penalty, jump is one such skill. You
get a negative penalty to the check based on the type of armour being worn.
--
David Dorward <http://blog.dorward.me.uk/> <http://dorward.me.uk/>
Home is where the ~/.bashrc is
> Now in the core rulebook I got for star wars the other day.
> Jumping is a bloody skill in which one needs ranks like a weapon such
> as a blaster!
> I mean wtf!
> anyone can jump!
Indeed they can, thats why its an untrained skill. THere are assorted
modifiers other than the ranks, mainly your relevant attribute.
If the leap is really that trivial then rule it as such, give it a DC of 5
or less. If there are no distraction thenthe player can 'Take 10' and
automatically succeed.
>the out come should depend upon if your in Storm
> trooper armoror jedi robes not if you've got ranks it a jumping skill!
Jump IIRC is indeed one of the skills where your loading and armour check
penalty affects the skill.
However if you are sufficiently trained in jumping then you will do better
than most - or be able to attempt. Thats pretty much real world - I mean I
certainly couldnt attempt anything like a decent High Jump or Long Jump
for competitive athletics, yet some can.
> Would it be possable if your ranks were high enough to kill someone by
> jumping at them?!?!
Er no, its a skill not a weapon proficiency. In the same way I cannot use
my Leather armour M&M MERP skill to hit an opponent.
Tim
--
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568
>
> As for the star wars rulebook!
> It names the planets in the universe but doesn't say what's on
> them, what they produce or what kind of tech level they are at.
>
> It mentions Tie interceptors in information about Tie fighters but then
> doesn't show information for the interceptor!
>
> I couldn't find how to make a lightsaber or how hard it would be,
> And the are a lot of spelling mistakes!
>
> Now I can get over all of this crap but I have a feeling this has been
> done on purpose to make me shell out for more books. I'm gonna have a
> look on lime wire later tonight and see if anyone has put them to
> Pfd's, as has happened with other rulebooks I've seen.
Others have answered your particular conundrum with the Jump skill so I
won't go into it here. Suffice to say that I think that the d20 system
is quite neat and efficient at handling:
-opposed checks, where two people are trying for the same outcome
-tasks not worth rolling for (Take 10, or DCs of 5 or less)
-repeat tries at a repetitive task until you succeed (Take 20, the
classic D&Dism being picking a lock!)
-flexibility when it comes to factors modifying the check (on a moving
vehicle? Wind in your face? Not the right tools?)
-uniformity. *All* rolls are on d20 + modifiers to beat a DC.
Where it *can* fall down is that, since the scaling of skills and DCs,
plus dice roll, is linear, that at high levels you can end up with each
roll being pretty much a given success. That's partly because, though,
not everyone modifies playing style for high level play where in reality
it operates under different assumptions. Not sure how true this is of SW
d20, though.
Another point is that the d20 system is highly customisable. The Force
rules for SW d20 are a very different system to the magic rules of D&D,
for example, and SW uses a different wound record system. The Unearthed
Arcana rulebook presents a sort of kit of alternative rules (you can
find a lot of them free at www.d20srd.org) which you might want to check
out once you're a bit more familiar with the basic system, in case you
want to change the way some things work.
As for the missing details, yep, they want you to buy more rulebooks.
For planetary details, though, you could do worse than check through the
Databank over on starwars.com. There may not be game statistics but
it's a good encyclopedia for who lives where, what they trade, what that
planet's geographical schtick is, etc.