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Star Wars D6 Edition Comparisons

Specifically:
1E: Star Wars: The Roleplaying Game

1.1E: Star Wars: The Roleplaying Game + Campaign Pack

1.5E: Star Wars: The Roleplaying Game + The Star Wars Rules Companion
2E: The Star Wars Roleplaying Game (Second Edition)

2.5E: The Star Wars Roleplaying Game - Revised Edition

Target Numbers:
1E 1.1E 1.5E ------2.0E--- ------2.5E---
Very Easy . . . . 5 3-5 3-5 3-5 1D 3-5 1D
Easy . . . . . 10 6-10 6-10 6-10 2D 6-10 2D
Moderate . . . . 15 11-15 11-15 11-15 3D-4D 11-15 3D-4D
Difficult . . . . 20 16-20 16-20 16-20 5D-6D 16-20 5D-6D
Very Difficult . . 25 21-30 21-30 21-30 7D-8D 21-30 7D-8D
Heroic . . . . . -- -- -- 31+ 9D+ 31+ 9D+
Wild Die? . . . . no no no* yes yes

*Uncertainty dice can have a similar effect.

Scale Rules:
1E, 1.1E: two scales, character and starfighter. (Some GM's extrapolated Capital Ship Scale, using
the same conversions, to use later books)
Ship Shoots Character: To hit 20, weapon's Damage doubled
Character Shoots Ship: To hit normal, weapon gets 1D damage only, and if not at least half the
defense roll, no effect at all. Repeating blasters get 2D, so some other heavies should, too.

1.5E: 6 scales: Character, Speeder, Walker, Starfighter, Capital Ship, Death Star.
Caps from table; dice above cap read as 0.

2.0E: Same 6 scales as 1.5E; Almost identical tables. Dice above cap are read as Cap, wild die
above cap still explodes on 6.

2.5E same 6 scales. Advantaged side gets bonus dice by difference in scale code. EG: Starfighter
scale (6D) shooting at Capital Ship (12D) gets to add (12-6=6) 6D to hit, but the capital ship adds
6D to hull.

Defenses & hasted


1E:
Dodge/parry adds to all opponent's TN's to be hit that segment.
Shield reaction TN by range. Success adds shield's rating to hull code for damage for one attacker.

No Haste action

Everyone's first action comes in segment 1; second actions in segment 2, etc.

1.1E:
Full dodge/full-parry/full-evasion introduced. Adds roll to TNs to be hit for whole round.

Reaction dodges/parries/evasions replace TN to be hit from range, but only for one attacker.

Shield reaction TN by attacker's roll. Success adds shield's rating to hull code for damage for one
attacker.

Haste Actions merely move you to front of the queue.

1.5E:
Full dodge/full-parry/full-evasion introduced. Adds roll to TNs to be hit for whole round. Only
allowed to be combined with a single move action.

Reaction dodges/parries/evasions replace TN to be hit from range, but only for one attacker.

Shield reaction TN by attacker's roll. Success adds shield's rating to hull code for damage for one
attacker.

Haste Actions move to front of queue, but full-round and reaction defenses have to be hasted to
be able to affect hasted attacks.

2.0E:
Full dodge/full-parry/full-evasion introduced. Adds roll to TNs to be hit for whole round. Only
allowed to be combined with a single move action.

Reaction dodges/parries/evasions replace TN to be hit from range for rest of round. Use better of
roll or range based TN.

Shields are full round action, TN by number of facings applied to. Success adds shield's rating to
hull code for damage for one attacker.
No haste action.

2.5E:No full round defenses. No haste.

Reaction defenses replace TN to be hit, even if lower!

Shields are full round action, TN by number of facings applied to. Success adds shield's rating to
hull code for damage for one attacker.

Force Points and Character Points


For all: force points double die-code.
1E, 1.1E
Force Points: everyone starts with 1. Can't lose last. Otherwise, evil use loses point spent.
Character Points: start with 0. Only used for raising character and ship scores.

1.5E:

Force Points: everyone starts with 1. Can't lose last. Otherwise, evil use loses point spent.
Character Points: start with 0. Only used for raising character and ship scores.
Characters can call upon the Dark Side for more Force Points, which must be immediately spent.
2E, 2.5E
Character points can boost rolls: +1D per point; maximum 2 points on actions, 5 points on
defenses. Can not be used if using a force point.
Characters can call upon the Dark Side of the force for more force points, which must be
immediately spent.

Force Sensitives: 2 Force Points and 5 Character points at start; any evil act, force point used or
not, gains a dark side point.

Non Force Sensitive: 1 Force point, 5 character points at start. Only use of force for evil gains dark
side points.

Wild Die
1E, 1.1E, 1.5E: No.
2E, 2.5E: Yes

Specializations and advanced skills


1E, 1.1E, 1.5E: No, neither.
2E, 2.5E: Yes, both

Specializations are sub-skills, which, when taken, are easier to raise and much narrower in scope.
In character generation, they count as 1 pip to start at 1 die above the broad skill.

Advanced Skills start at 1D, not attribute level. They cost double to raise; the 1st die costs double
the number of dice in the current attribute. They add to the base skill when the action can be done
with the base skill alone; they are used alone when the base skill can't be used to do it. (EG:
surgery - First Aid can't be used for surgery, so your surgery dice are all you roll. But Surgery
difficulties are pretty low...)

Experience

1E, 1.1E and 1.5E: Skills Cost 1 CP per die in skill to get 1 pip raise.
Attributes can't be raised.

2E & 2.5E Character Point Expenditures


Raise Skill 1 pip: CP=Dice
Raise Specialization: CP = Dice/2 (round up)
Raise Advanced Skill: CP = 2x Dice
Raise Attribute: CP = Dice x10
Raise Move: CP = Current Move

Non-Human races
1E, 1.1E, 1.5E:Alien races have fixed stats. Play an alien, get those stats. Period.

2E, 2.5E: Races presented with Minimum and Maximum, and number of dice to allocate.

Movement Rate
1E 1.1E 1.5E:: Fixed by scale.

2E, 2.5E: a numerical attribute of characters, creatures, and vehicles. Two scales: meters and
space movement units.

Index
1E, 1.1E, 2E: No
1.5E, 2.5E: Yes
1.5's is comprehensive for RPG, RC & SW Sourcebook.

Why this list?


Well, I never gave it much thought until a couple years ago, when I had a knockdown drag-out
argument about the superiority of 2E to 2.5E...

And then noting a couple posts where people really don't realize just how different the editions
are.

I will say this: D6 Space Rulebook is a pretty direct comparison to what I'd expect of D6 SW 3rd
ed... it uses pretty much the same mechanics as 2.5E... and one can use characters from 2E and
2.5E in D6 Space with no conversions. D6 Space, however, adds advantages and Disadvantages.

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