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General Forge Forums => Actual Play => Topic started by: apparition13 on January 08, 2008, 09:22:06 PM



Title: SW D6 Dogfights (split)
Post by: apparition13 on January 08, 2008, 09:22:06 PM
Hmm, the presumption that once you have caught someone you should retain that status appears strong and recurrent, too intuitive to resist.  It may be something you can get used to but I shall have to think about it again.
If the attacker wins initiative in the next turn, they continue the attack where they left off, if the defender wins they get to make an escape roll.

That way you get both "I can't shake him" and "hide on the bridge tower".

Just a suggestion.


Title: SW D6 Dogfights (split)
Post by: contracycle on January 09, 2008, 01:41:18 AM
It's not a bad idea, but the original concept was aimed at having no status markers that were persistent from turn to turn.  That is something I am loathe to give up.  I want it to feel like, running jumping dodging, living in the moment, all reflex rather than planning and calculation.  Even tracking who attacked who last turn would undermine that goal.


Title: Re: SW D6 Dogfights (split)
Post by: Ron Edwards on January 09, 2008, 08:03:48 AM
The above two posts were split from SW D6 dogfights: chase-catch-kill (http://www.indie-rpgs.com/forum/index.php?topic=24843.0). It was still on the tail end of the third page, but I think enough time has elapsed keep the two discussions separate.

No big deal! Please continue the discussion.

Best, Ron