The D6+ System: My Star Wars Adaptation

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I’m looking for feedback about how to go about finishing the Using the Force rules.

In my current iteration of the rules, a character may attempt to use the Force for a number of rounds equal to their Force die and then make an exhaustion check against a certain difficulty number. If they succeed, they are fine. If they fail, they move a step down the exhaustion track, or more if they fail by more. This is checked again after the same number of rounds. Basically, the more Force you are using and the longer you use it, the higher the chance you will get exhausted faster.

As an example, a character with a Force die of 3D is attempting to lift an X-Wing fighter out of the water and move it 10 meters. The difficulty number to lift it is 25. The character makes the roll to lift and the X-Wing moves 3 meters the first round. The second round, it moves 3 more meters. The third round, the same.

The character is now forced to make an exhaustion roll. The difficulty is 25. He rolls using his Resilience skill. He fails by 4 and suffers a Fatigued result, which has no mechanical penalty in and of itself, but must be noted. The character continues moving the X-Wing the final meter and drops it in the new location. So after moving the X-Wing, he is moderately fatigued. This particular level of fatigue can be removed after one long rest.

My question is, is this rule too fiddly and does it match with what is shown in canon with the movies, shows and cartoons?
 
OK, I’m almost done with the Force chapter. Just need to write some prose and come up with final rules for falling to the dark side, and keeping them simple. Some sample pages!

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Another question asking for advice! Do you think turning to the dark side should have mechanics involved similar to the original 1e D6 game or should there be something else involved? I’ve tried to keep the game more simple that some parts of WEG and don’t want these mechanics to be too dense.
 
What about learning dark side powers costs less to learn but the dark side powers can only be maxed out at half unless you've fallen to the dark side via 1e?
Maybe dark side lowers the difficulty by 1 per DS point?

“Is the dark side stronger?”
“No, no, no. Quicker, easier, more seductive”.
 
I’m looking for feedback about how to go about finishing the Using the Force rules.

In my current iteration of the rules, a character may attempt to use the Force for a number of rounds equal to their Force die and then make an exhaustion check against a certain difficulty number. If they succeed, they are fine. If they fail, they move a step down the exhaustion track, or more if they fail by more. This is checked again after the same number of rounds. Basically, the more Force you are using and the longer you use it, the higher the chance you will get exhausted faster.

As an example, a character with a Force die of 3D is attempting to lift an X-Wing fighter out of the water and move it 10 meters. The difficulty number to lift it is 25. The character makes the roll to lift and the X-Wing moves 3 meters the first round. The second round, it moves 3 more meters. The third round, the same.

The character is now forced to make an exhaustion roll. The difficulty is 25. He rolls using his Resilience skill. He fails by 4 and suffers a Fatigued result, which has no mechanical penalty in and of itself, but must be noted. The character continues moving the X-Wing the final meter and drops it in the new location. So after moving the X-Wing, he is moderately fatigued. This particular level of fatigue can be removed after one long rest.

My question is, is this rule too fiddly and does it match with what is shown in canon with the movies, shows and cartoons?

if i was going to make it simpler, I'd just have every force point spent incur a level of fatigue, and continuing use of a force power have an upkeep cost a #turns equal to their Force die.
 
if i was going to make it simpler, I'd just have every force point spent incur a level of fatigue, and continuing use of a force power have an upkeep cost a #turns equal to their Force die.
The second idea I had considered. I just wasn’t sure what to do when you get in a situation where you use the Force for a couple rounds, then stop, then use it again. Basically gaming the system.

I do have the rule where you have to roll vs fatigue every round if you use a power with a difficulty number twice your Strain. It makes using greater feats of Force more fatigue inducing.
 
What about learning dark side powers costs less to learn but the dark side powers can only be maxed out at half unless you've fallen to the dark side via 1e?
Maybe dark side lowers the difficulty by 1 per DS point?

“Is the dark side stronger?”
“No, no, no. Quicker, easier, more seductive”.
That’s a good quote to think on. I might have to do some thinking on making Dark Side usage a little easier but at a greater cost.
 
Does anyone think that character points should not be used for advancement and have a separate pool?
 
Does anyone think that character points should not be used for advancement and have a separate pool?

It's been a while since i read it - what else are CP used for besides advancement?
 
It's been a while since i read it - what else are CP used for besides advancement?
In the original D6 can spend them to get a 1D bonus to any skill roll. In my version, they just give you a +3 bonus.
 
In the original D6 can spend them to get a 1D bonus to any skill roll. In my version, they just give you a +3 bonus.

couldnt that option be given to force points for characters who aren't Jedi?
 
All characters got Force Points but non-Jedi had a limit of five.

it does seem maybe overkill to have two metacurrencies to improve rolls, I'd be tempted to use CPs just for advancement and then let any character improve rolls with force points w/o the limits (iirc they double the dice rolled), but only Jedi/Force sensitives can use them for Jedi powers.
 
Does anyone think that character points should not be used for advancement and have a separate pool?
I definitely feel some of the more widely adopted house rules should see adoption.
In the original D6 can spend them to get a 1D bonus to any skill roll. In my version, they just give you a +3 bonus.
A +3 bonus might be a solid solution. Your playtests will put that to the road.

The biggest difference between investing a Force point on a roll and burning a character point was a matter of timing. You had to announce the intention of spend a Force point before rolling, as it doubled the pool you were using. You could wait to see how the dice fell before spending a character point for an extra die on a roll. However, you could only spend one of those resources; if you spent a Force point on a roll, you could not also spend character points on the roll.

Additionally, if you invested the Force point on a heroic action, you might get the point back; character points were gone.

Character points expended on rolls early on was a vicious circle. You generally needed to add a point or two for tasks you didn't have much skill with, which made saving those points for character improvement difficult. This lead to a widely adopted house rule that you had to spend CP on rolls before they could be invested in abilities (much like 7th Sea and Drama dice). This lead to a related house rule where you had to spend CP on abilities in order to improve the trait, which got a little fuzzy on things like movement where you couldn't spend them on a roll.

In my own rework, I've made the meta currency part of character improvement similar to the new Aberrant. You need to push yourself to improve and there is less to track.
 
I’m aiming to make a playtest PDF that’s about twenty pages. I’m going to include character generation, equipment, how to play basics, a page of NPCs and the Force chapter, which I’m previewing in the next post.
 
I’m aiming to make a playtest PDF that’s about twenty pages. I’m going to include character generation, equipment, how to play basics, a page of NPCs and the Force chapter, which I’m previewing in the next post.
Hey, Endless Flight Endless Flight , where is that 20-page play test PDF? I want to kick the tires on this and see how my own work measures up.

Also, I need to ask if I can steal your InDesign template and change the color scheme. I want to do something blue/cyan with asymmetrical columns so I can have sidebars for examples and explanations. Word is too much of a hassle to fight for every single page, and I gave up on Affinity Publisher. I may stick with Microsoft Publisher or Google Draw.
 
Still working on it. I wouldn’t judge any work that you do based on what I do. I’m hardly a good designer. I’m just trying to emulate the source material.
 
Well, same here, but I also want to make a commercially available product, so I'm designing with an eye towards a more universally applicable version of space opera that could do Dune, Halo, Mass Effect, ect. and there's been no real developments in the D6 system IMO since Mini-Six and Lil D6.
 
Well, that’s true. Do you see developments here?
 
Yes. I consider most developments since OpenD6 to be various forks.

Mini-Six was a major leap. Fixed pools of five dice plus mods, static defenses, four attributes, smaller skill footprint, etc. in a smaller package than D6 Adventure.

MicrOpenD6 was a tight introductory ruleset that's easy to learn and also added some simple narrative mechanics.

I haven't had a chance to look too closely at the most recent 'official' versions of the OpenD6 system - Zorro and Carbon Grey - but from what I saw, other than a slimmer skills list and a tweak of the Wild die, they were pretty standard implementation of D6.

WH40K Wrath & Glory doesn't claim to be D6-based, but it very much is a Legends-style D6 game, especially with the Wrath die.

Mythic d6 is a similar Legends-style d6 and is a good iteration.

Catalyst has introduced the Wild die to the newest edition of Shadowrun, 6E, making it a Legends-style version of D6, too.

Our projects are forks, too.

Your project is a less drastic drift but feels like a true new edition of OpenD6. I think a lot of fans of OpenD6 will love your project. My project is a more drastic drift of D6 and won't please most fans of D6, but I wanted to introduce more narrative mechanics and be a smaller package.
 
Elemental is also a single D6 system w/multiple genres already tacked in (star wars w/the numbers filed off is one).
Has some very interesting takes.
 
Looking good. A minor suggestion - if you were to move the picture of Old Luke on the first page down to above Jedi Training on the second page, it would move the description of Sense up to the first page, so you don't have a stranded title between pages. But I'm really persnickety about that sort of thing, it's not a big deal.
 
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