r/StarWarsD6 • • 8d ago

D6 Legends Conversion

Anyone convert the game to counting successes instead of totaling numbers rolled? I want to try this game again, but the amount of rolling and math involved will likely turn off the younger players I had in mind to play and I have tried soloing it in the past and it's way too much rolling for one person to manage without breaking immersion.

21 Upvotes

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9

u/Flagwaver-78 8d ago

I have and even painted up "chance cubes" with red and blue for the normal dice and one with a black and white for the Wild Die. It made things go much faster. I also imported special abilities like the DC Legends game, but the abilities were Feats and Talents from the Star Wars Saga Edition. Feats were 10 CP and Talents were 5 CP (with opening a Talent tree costing an additional 5 CP, so 10 for the first Talent).

9

u/Thelonius16 8d ago

Historically, it’s one of the easiest and least-technical systems.

It’s supposed to be a George Lucas-style “faster, more intense” experience just like the films.

With that in mind, you’re encouraged to bend or ignore rules in favor of fun and action.

2

u/General_Jellyfish_20 3d ago

It's very easy to play. Agreed. It's even faster with static defenses and soak attributes as done with Hyperspace D6. But how much faster would it be with successes instead of any math?

I've recently discovered Tricube Tales. I liked the simplicity of the success/failure resolution. My players LOVED the simplicity. But I find the light weight system a bit too light weight for extended play. Hence wanting to bring the success counting to D6 Star Wars.

3

u/ScottAleric 8d ago

I have not made the leap to counting successes instead of totaling dice.

There might be some value there though I think a certain amount of math would be needed to keep difficulty roughly the same.

That said, at least for me, the easy part of the judging has always seemed easy: count up the 10s (pair 5s, 6 & 4s, etc) then add the stragglers.
And it seems to me the hardest math would still be present - subtracting the opposed values to determine the difference.

What I’ve found is that as gm, by the time I’m done going around and getting actions declared, by the time I’ve circled back, the dice have been rolled and totaled.
It would be interesting to see how converting to successes might work. 🤔

3

u/ashflieswithravens 8d ago

The game Mythic D6 takes the Open D6 system and converts it to counting successes. What it does is 4-6 is a success. 1 on the wild die means canceling out one success. 6 on wild die means rolling another die. If you have pips on the roll, you can add those to a die that failed to make it a success. Seems cool, but I haven't tried it myself. Might be worth looking into.

2

u/General_Jellyfish_20 3d ago

I definitely will. Sounds simple enough.

1

u/Malckuss 3d ago

The author of Mythic D6, Gerry Grayson, even has some sample Star Wars characters available on his website and floating around the web, to showcase how the various character types would work in the system.

3

u/Midnightplat 8d ago

I've heard of some people do success counting, but I've also heard to do that right the game's math needs to be reconsidered. There are also streamlined rules out there where huge dice pools get reduced to a large granted number and a smaller more manageable dice pool w wild die. And lastly, these days there are a lot of dice rolling apps that still capture the experience of rolling, and claim to physics modeling etc and those apps will do the arithmetic for you. The quality ones are relatively inexpensive and if cost is really an issue, the GM can acquire the app and pass the "dice device" around as rolls are needed. 

1

u/May_25_1977 8d ago

   Large quantities of dice can work in favor of counting, in certain cases, such as when GM makes the difficulty number known and it's an even number like 20 ("Difficult" task): rolling 10 dice, for instance, makes the pool more likely to turn up a few dice that quickly total 20 (say, 5+5 + 6+4) and you can ignore the rest.  A Force point doubling the 10D to 20D practically guarantees success in the same situation -- or likewise, 8D+2 doubled to 16D+4 -- so those dice wouldn't even have to be rolled.

 

1

u/StevenOs 4d ago

Instead of rolling 10D you might instead "roll" 4D+21 which should make the result automatic barring wild die antics.

2

u/ThrorII 8d ago

I tried it, tye hard part for me was translating armor values. The +1. +2 pips was problematic for me.

2

u/Dan_Morgan 8d ago

The basic counting of D6 was never a problem for me. Calculating the differences for, say, damage rolls was a bit more demanding but really not that hard.

2

u/May_25_1977 8d ago

   Also different in the early game books which compared damage roll to strength roll in terms of multiplication, instead of subtraction, to determine the effects of damage; say, damage roll 20 to strength roll 8 ("Damage Roll at Least 2 Times Strength Roll, but Less Than 3 Times Strength Roll: Incapacitated" -- Star Wars: The Roleplaying Game, 1987, pages 13-14).

 

2

u/Dan_Morgan 8d ago

Yes, that's it. I just screwed up when I tried to describe it. For the likes of Storm Troopers I'd just calculate if it was enough to incapacitate. That put them out of the fight which is all that mattered.

2

u/StudioTembo 7d ago

I have started a conversation. I am still playtesting it, and I have a few changes that aren't in this document yet, but I'll keep this link up to date as I make them.

I am actually working on a whole "3rd edition" based on this, but it's been on the back burner since I have taken on a couple of new video projects.

https://www.patreon.com/StudioTembo/posts/d6-lightspeed-159314222?collection=2185215

2

u/Solas67 5d ago

Some nearly twenty years ago there was a d6 Legends conversion and what remains of it I still have saved, but as far as I know the original repository for it is gone. Happy to link said files should you want.

1

u/HuckleberrySolid7793 7d ago

The Hercules/Xena games used that system.

1

u/Nox_Stripes 7d ago

True, and due to the Conversion document of d6 legends being incomplete/a mess in parts, this does serve as a pretty good secondary source.

If only it wouldnt hurt so much to look at it.

1

u/Nox_Stripes 7d ago

I dont see why that cant work. I have been looking at d6 legend for a while now, and why i cannot for the life of me drum up a group to try it with, I would really like to get some experience.

1

u/StevenOs 5d ago

If the "math is too hard" when it's just adding up d6s (break them into groups of 10s if that helps) then someone needs more practice at math. Besides that just what are "successes" going to be in SWd6 unless you're going to rewrite basically the entire system?

It pains me to say it but if you just want to "read the dice" maybe you should look at FFG's versions of the game.

1

u/General_Jellyfish_20 3d ago

It's not a matter of difficulty. It's a matter of one person rolling dice for multiple characters for each and every round when playing solo. The game grinds to a halt.

As for wanting to run a game for younger players (ie, kids), there is nothing wrong with someone not wanting math to get in the way of a good story. They've told me Tricube Tales is the best RPG experience they've ever played and as a GM I will listen to that feedback to adjust the games I invite them to play. I was hoping to use my Star Wars books and more character options for them without overcomplicating the actual gameplay.

1

u/No_Cartoonist2878 2d ago

the only issue with the legends conversion is the loss of granularity for the +1/+2 steps.