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Tiree
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Re: D20 Rules Missmatch
Maybe it is a limit of their combat computers and combat sensors. That or it the maximum point of their converging beams? Does it really matter... it is a game. Players like to have definitives.
As for missiles, they explode after an X amount of time, just for the fact you don't run into basically a mine. Except for the NJO's shadowbomb's
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5/20/2006, 9:46 am
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Kayle Skolaris
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Re: D20 Rules Missmatch
I like to have definitives, no question. But I prefer my definitives to not insult my intelligence.
--- I genuinely believe Uwe Boll could've done a better job with the prequels.
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5/20/2006, 9:48 am
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Boomer Tiro
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Re: D20 Rules Missmatch
quote: Kayle Skolaris wrote:
AgentToon, maximum effective range is all well and good, but that range chart says you CAN'T shoot at things past X range. Period. And that's just crap. There should ALWAYS be a 1 in a million chance to hit. Otherwise, the Death Star wouldn't have been brought down.
Luke disagreed that shot was a million to one. He also made the shot... he also had been practicing shooting things that big back home.
The D6 system does allow for million to one shots to occur, and the distances given are not absolutes and cut offs, but modifiers on a table.
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5/21/2006, 8:08 pm
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Kayle Skolaris
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Re: D20 Rules Missmatch
quote: The VOID wrote:

Funny, that pretty clearly says 'ships separated by more than 20 squares can't fire at one another'.
--- I genuinely believe Uwe Boll could've done a better job with the prequels.
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5/21/2006, 8:25 pm
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Lucas P
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Re: D20 Rules Missmatch
can't disagree with that...at least logically.
--- Only 2 things are infinite; The Universe, and human stupidity and I'm not sure about the former. - Albert Einstein

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5/21/2006, 8:47 pm
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The VOID
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Re: D20 Rules Missmatch
By the way: What moron of an author decided to handle 3-dimensional situations in SQUARES?! Even a hex-system is only a compromise, but squares? This always bugged me...
--- "The sand people are easily startled, but they will soon be back, and in greater numbers." — Obi-Wan Kenobi

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5/22/2006, 5:22 am
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krag123
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Re: D20 Rules Missmatch
Ring grids are just hard to draw 
--- “All hail the immortal emperor, for with out him all is lost” – Adeptus Astartes -
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5/22/2006, 6:47 am
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Tiree
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Re: D20 Rules Missmatch
they did it in squares to keep it simple. The old starship system in OCR (old core rules) of d20 was better - abstract.
In the upcomming year they will be starship Mini's - so it should be interesting on how they have or are going to have rule changes.
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5/22/2006, 7:13 am
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Boomer Tiro
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Re: D20 Rules Missmatch
D6 system was vague on this. It mentions units, some guidlines for manuvering, et cetera. They never use the terms square or cubic, and by simply applying the coordinate system you think in you could make the system 2 dimensional or three dimensional.
For example, A fighter with speed 5 and guns that have a range of 1-3/6/12. Chasing a Feighter with speed 2. They are distance 14 apart.
It's your job to make up heading. There are no squares, making the distances given at that one moment simply the measured distance between each craft. If you imagine it all 2 dimensionally, with ships only travelling left right, forward and back, it still works.
If your like me and imagine everything in 3 dimensions, than it still works... until you have an argument with someone who uses the system 2 dimensionally because they don;t like the fact your craft comes from odd angls and does "strange things".
The D20 system however... was designed to be played on a 2-dimensional field. It's squares and hexes, but it all represents flat ground filled with orcs and elves.
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5/22/2006, 7:16 am
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Tiree
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Re: D20 Rules Missmatch
Boomer, that is pretty much how the d20 1st Edition rules were set up: An abstract system. It worked well, till you had quite a bit of players saying they want more representation.
I myself like the abstract, as it allowed the GM and players some latitude. In the d20 campaigns I have been involved in, we still use the abstract rules, except in rare circumstances. Even when we use the map it is abstract to a point, having a grid of what distance you are from what ships, and based on turns you move the pieces around. Of course this only works well with few ships.
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5/22/2006, 1:39 pm
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