/r/StarWarsD6

Photograph via snooOG

A subreddit for discussing the D6 System version of Star Wars: The Role Playing Game, initially published by West End Games and since adopted, expanded and maintained by a devoted community of role-players across the world.

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Star Wars Role Playing Game
Revised - Expanded - Updated
Second Printing: February 2015

The Small One

28MB PDF download

  • Ebook Edition (color)

  • The Big One ¯\_(ツ)_/¯

    117MB PDF download

  • Print Edition (b&w)

  • 157MB PDF download

    /r/StarWarsD6

    3,758 Subscribers

    2

    Questions about the Old Republic

    I am thinking about running a The Old Republic campaign. I never ran adventures with Force users, so it will be my first time and an opportunity to learn.

    I am still gathering the players and we have yet to make a session 0 and character creation, as well as define the tone of the adventure.

    I am curious about experiences on running these campaigns or adventures. On your experience did everyone want to be a jedi? Was it balanced? What were the villains of the campaign? The sith? How did they interact with the characters being them Jedi or not? If they were not all Jedi how was the adventure adapted to include everyone onboard?

    For the Jedi characters did your players create them from scratch or use a template based on a character from the book? If they created from scratch did you use any house rule to decide the skills points and powers? I was thinking of using something like the house rule adaptation from the Community Quick Guide (Ie: roll 3D. 14 is force sensitive with no skills, 15 has 1D force skill and 1 power, 16 has 3d and 3 powers, 17 has 6d and 6 powers and 18 has 9d and 9 powers). Also for those who used force characters with many dies on skills how did you balance the overpower side?

    Any other good tips on working with The Force, Jedi and old republic era?

    3 Comments
    2024/05/01
    12:10 UTC

    12

    Spellbound has a new free adventure just in time for May the 4th, or if you are orthodox like myself May 25th. The Secrets of the Golden Monkey-Lizard

    5 Comments
    2024/04/30
    03:27 UTC

    3

    Proof of success for bounty hunter mk issuons

    Hi, I'm running a campaign and have come up with a scenario where the PCs need money for fuel and the only option is to bounty hunt. My question is how do the PCs prove that they've successfully defeated the target? This will include a couple of humanoid characters but also a large monster

    5 Comments
    2024/04/29
    09:36 UTC

    5

    Force Training

    Have any of you come across anything written about what actually goes into Jedi training? I have a PC in my Empire era game who I plan to give a holocron to, and it will have recordings from a teacher. I want to actually roleplay these lessons out--is there anything out there?

    6 Comments
    2024/04/28
    17:38 UTC

    2

    Looking for Brazilian players for Star Wars adventure in roll20

    Hi I have some spots on a table to run an Star Wars adventure in portuguese.

    If you like Star Wars, is a Brazilian player and wants to have fun, join us.

    Star Wars D6 ›
    *Preferred age: 16+.
    › *Sistem: Star Wars D6 RE
    › *Style: Short Adventures.
    › *Genre: Adventure
    › *Dates: Wednesday or Thursday
    › *Hour: 9:30pm to 0 am BRT › *Where: Roll20 / Discord.
    › *Language: Portuguese

    0 Comments
    2024/04/27
    17:31 UTC

    3

    Does anyone have pre preped shop so I can be lazy

    6 Comments
    2024/04/26
    01:38 UTC

    7

    Inside cover of a resurrection of the EP.3 Galaxy Guide

    With the films 20th anniversary being a year out, I'd start working on a project left unfinished: the fanmade Revenge of the Sith Galaxy guide here's the inside cover with more pages to come

    https://preview.redd.it/kukc945ygjwc1.png?width=2625&format=png&auto=webp&s=a3e4d7c69fca19943c1e3302ba042f0d35aaa9b2

    1 Comment
    2024/04/25
    02:45 UTC

    7

    Astrogation question

    So I want to have a consistent set of rules for my new campaign when it comes to astrogation, only because my players like to play smart and be ready for anything that may come their way. I encourage that, but I also like to challenge them.

    One of the points that sticks out is astrogation and how it works. For this post, I am not concerned about travel times, at all. The sticking point here is the actual plotting of the route the PCs are about to take. I have a few questions.

    Scenario 1:
    The PCs make a hasty exit from a pirate's asteroid base after stealing something, and need to deliver it to a planet they've never been to. The pirates have unleashed starfighters to stop the PCs.

    How long, per RAW, does that calculation to the new planet take? Is it a few hours as it says here?

    Astrogation

    Time Taken*:* One minute when your position is known and you are following a commonly-travelled jump route for which hyperspace coordinates have already been calculated (can be reduced to one round in emergencies). A few hours when your position is known, but your destination is one to which you have not travelled before and the nav computer must calculate coordinates. One day when you must take readings to determine your ship's current position and then compute hyperspace coordinates.

    Scenario 2:
    The PCs make a hasty exit from a pirate's asteroid base after stealing something, and need to deliver it to a planet they've never been to. The pirates have unleashed starfighters to stop the PCs. The ship's droid has the jump stored in its memory banks.

    Does the fact that the droid have a jump stored make a difference? Does the computer still need to interpret that jump? Does the droid already have the jump interpreted and feed it to the computer? Is it a minute? A few hours?

    Scenario 3:
    The PCs make a hasty exit from a pirate's asteroid base after stealing something, and need to deliver it to a planet they've never been to. The pirates have unleashed starfighters to stop the PCs. The PCs say "We have pre-planned jumps in our navcomputer! We use those!"

    Does that take a minute to calculate per this: Time Taken: One minute when your position is known and you are following a commonly-travelled jump route...

    The actual travel time stuff is easy to handwave. The jumping to hyperspace part is what's confusing to me and I just want some internal consistency.

    The scene in the Falcon leaving Tattooine is a great example, Han is forced to fight tie fighters as the computer plots its course. It does not seem to be an automatic process.

    And I'm not sure what exactly the droid storing jumps means to the process.

    Thought: Han scrolled through Google to find the Bespin system. "Lando system? No Lando's a man..."

    Maybe having jumps stored in the droid skips that Googling process, but the droid (or the PCs) still need to calculate the jump itself on the computer using Astrogation. Which may still taker a minute to process....

    Thoughts? Any help?

    9 Comments
    2024/04/24
    12:48 UTC

    4

    Tips for running Darkstryder

    I'm returning to this system by running Darkstryder for a group of friends starting on May 4th. It isn't a style of campaign I'm used to, does anyone have any tips on the best way to get a group going with the Darkstryder campaign and running it in general? At least to start I have 4 players.

    5 Comments
    2024/04/24
    00:10 UTC

    15

    Ran a solo game for myself, SW REUP

    So yeah, I made up a commando team of imperials chasing my boys (who held a holocron) and cornered them into a bar. Blaster fire ensues, grenades blow up and two dead imperials later the enemies parley and one commando leaves the bar after being pardoned by the heroes.

    Characters were Vesk and Ysoki races from Starfinder, and the commandos were quite tough actually so I had no idea what was going to happen in the session.

    The heroes retained the holocron (In the Ysokis cheek pouch :D ) , the Imperial commando became their Nemesis and the heroes are still looking for an illegal transport out of Coruscant. 1h 30 min session. 'Was good'.

    2 Comments
    2024/04/23
    22:10 UTC

    9

    Best for beginners?

    Hi everyone! I’m an occasional DM for our group of friends and/or my husband in DnD 5e. It’s all very light because none of them had ever played before and I like to keep things simple. Recently, my husband and I joined a Star Wars oneshot that used a different system and he loved it. So I’m thinking of running a solo thing for him and my research pointed me to D6. The problem is, I’m not at all familiar with it. I’ve heard of the fantasy flight Edge of the Empire, but the different versions of D6 rule books have me confused. Which one would be the best version to use with a beginner player and a new DM to the system? Do they have those one-shot adventures or simpler campaigns to start? Anything that’s either clone wars or early empire? Any direction would be appreciated! Thank you and have a lovely day!

    10 Comments
    2024/04/23
    08:12 UTC

    16

    FarStar by colourbrand. Another commission of mine of The FarStar, a highly modified Corellian Corvette from the DarkStryder Campaign, seen here with some of her fighters as escort. This isn't a particular scene, I just wanted a poster of sorts.

    4 Comments
    2024/04/21
    23:38 UTC

    5

    Does anyone happen to know an excellent place to purchase quality Star Wars sounds to add to a game soundboard? The files must be MP3.

    7 Comments
    2024/04/20
    18:34 UTC

    5

    First time Gm needs help

    Im a gm for a party of 2(down on luck gambler and a escaped tie pilot who became a merc) and want I some advice on how to make a space station city(think cloud city but in orbit of a planet and kinda cyberpunkish vibe)that has stormtroopers as guards and has a crime city feel but idk how to do this and i want them to explore the city,get ambushed etc or should I do premade adventures first and then custom stuff?

    4 Comments
    2024/04/20
    12:04 UTC

    8

    Templates

    I am considering GMing Star Wars in replace of a more difficult sci-fi TTRPG and have already printed off the templates from the 1st edition source book.

    Is there any other templates that can be downloaded and printed and if so, please provide a source.

    8 Comments
    2024/04/16
    15:58 UTC

    7

    Running starship combat?

    I'm planning on introducing my table to d6 Star Wars, probably 1st Ed. When we play, we'll be playing in person, and I'd like to make use of miniatures, including both WOTC minis for characters/NPCs, and X-wing minis for starships. I've got a pretty fair sized collection at this point. I haven't actually run d6 Star Wars, but I've played it (and loved it).

    Anyway, something I've been mulling over is how to handle starship combat for larger groups, especially with minis. The game seems like it'll work fine for one-on-one engagements, but how well does it play with squadron vs. squadron or for attacking a larger facility target, or for fleet vs. fleet? I don't want the game to become a wargame (so, I'm not planning on using the actual X-wing rules for combat, which, while not especially complicated for a wargame, still seem a good bit more complicated for purposes of d6 Star Wars), but, like, how would you handle a squadron of fighters attacking an installation defended by a bunch of turbolaser towers and maybe some enemy fighters, or attacking an enemy group of ships consisting of a larger ship/smaller capital ship (e.g., a Gozanti assault craft or small cruiser) and a group of fighters?

    One of the things I'm trying to figure out is whether you can have enough granularity in terms of the differences between this or that craft (or this or that weapon, even) while still maintaining the "fast and loose, cinematic" feel of d6 Star Wars? Any tips?

    11 Comments
    2024/04/13
    12:00 UTC

    3

    Question about compatibility and rules expansions

    Can I use 2e books with 1e and what is the best rules expansion/dm screen for 1e

    4 Comments
    2024/04/07
    07:51 UTC

    11

    My First SW RPG Character

    14 Comments
    2024/04/06
    01:21 UTC

    3

    Holonet

    Hey all, just wanted to let people know that as of the creation of this post on April 5th 2024, trying to access the Holonet.swrpgnetwork.com website gives a 404 error.

    2 Comments
    2024/04/05
    23:30 UTC

    18

    Galaxy Guide 10 is missing a page in the equipment section

    6 Comments
    2024/04/04
    14:30 UTC

    8

    Weaving published adventures into a campaign.

    After running my group through Rebel Breakout, I will be taking them through Tatooine Manhunt. As a new GM, I don't yet feel comfortable creating my own adventures (something which I have no experience doing), so I'm wondering if any of the published adventures are woven together into a single storyline, or if not, whether they can be done one after another and bound into a unified campaign storyline.

    6 Comments
    2024/04/02
    23:33 UTC

    9

    Is there a way to make combat more manageable and less chaotic in 1E?

    I've been GMing a beginner campaign using 1E rules as written, and while I've fully wrapped my head around how to run combat, it's become clear that unless I restrict the group of enemy NPCs to a very low number, combat becomes quite a clusterfuck (and even with a small number it still becomes messy). For example, my group has four players, and if they're facing off against four stormtroopers, here's what inevitably happens:

    1. The 4 PCs declare their actions, I then declare the 4 stormtroopers' actions, and then reaction skills are announced in response. Let's say all four players shoot and dodge, as do all four stormtroopers. So, first I have to keep track of which stormtrooper is shooting at which player, and each player keeps in mind which stormtrooper they're shooting at.
    2. We roll reactions, and then we calculate the new difficulty numbers for everyone. Now we have to keep in mind everyone's new difficulty number.
    3. Then, keeping #1 and #2 in mind, we all roll our blaster rolls. So, 4 players and 4 stormtroopers means we have 8 rolls.
    4. Now, since there's no initiative, we find out the order of highest to lowest to see who gets their shots off. At this point, we all inevitably have forgotten something, whether it's which enemy we were aiming at, or which dodge-modified difficulty number was for which character, since we're working with 8 distinct difficulty numbers due to everyone deciding to dodge.
    5. All the above happens while also trying to remember which characters are wounded, who's hiding behind cover, and other modifiers which add even more confusion to combat. And if we try to write all this down, it slows everything down considerably.

    Things I've tried doing to make it more manageable:

    I've tried using a whiteboard to write all of this down, and as I stated, while it helps, it also slows the game down considerably.

    To try reducing the clusterfuck of dice rolling, I've tried rolling for all enemy NPCs with one roll, but if the roll is too low, they all miss and combat is too easy for the players, and if the roll is too high, they can start destroying the players, so I inevitably scrap that idea and go back to rolling for each and try to remember or jot down each roll, which brings me back to the original problem.

    Then, to solve the issue of remembering which NPC is firing at which player, I tried having all NPCs simply fire at whichever character has the lowest difficulty number, but that doesn't seem very fair either. I've also tried rolling to randomly decide, but that means my NPCs are not making good tactical choices.

    Any advice would be greatly appreciated. If there's something big I'm missing as well, please point it out. If another edition makes combat less of a clusterfuck, I'd gladly take a look at it. I've also taken a look at the rules upgrade for 1E, and while the "haste followed by all actions happening simultaneously" change might make things a bit easier, it still doesn't solve managing potentially 8 different difficulty numbers for each action segment of each combat round in the above scenario.

    7 Comments
    2024/03/31
    13:03 UTC

    5

    Gand

    I’m getting into the game and I’m curious- do any books have the gand? If so what books have the racial stats.

    3 Comments
    2024/03/30
    23:23 UTC

    7

    Easier dice mechanics

    So every time I propose some crazy house rule in game forums, I get piled on… but I’m chancing this.

    So… rather than every increasing target numbers which raise the difficult by the average roll of a single die per level… why don’t I just keep a static target number and reduce the number of dice rolled by one die per difficulty level above moderate? (The top two levels would reduce by two dice each as per the chart in the book).

    Wouldn’t this be largely mechanically equivalent and take less time to add dice because there would be fewer dice?

    20 Comments
    2024/03/29
    17:02 UTC

    9

    D6 Podracing Search

    Hey all! I'm returning to the DM seat in the 1st edition of the WEG Star Wars D6 system, and I was curious to see if anyone has come across rules for podracing in this system. I found some resources based on the SWRPG game, but they don't click well with the D6 system. Any and all help would be much appreciated!

    8 Comments
    2024/03/18
    05:20 UTC

    5

    2nd Edition Grid Combat

    So me and my DM are currently reading the rules for 2nd Edition REUP (I believe) and we had been loving every single thing until we got to “Movement Rules”. Why is something as simple as movement so complex with 4 different movement types?

    Anyways that’s the main dilemma, we had been reading 1st Edition and understood the combat/movement in that. Being 5E natives that was an easy conversion, however the movement rules for 2nd edition just feel flat out wonky, or are we just misunderstanding?

    Can these rules be used for Grid Combat with a Battlemap?

    Secondary question, would it matter if we added elements of 2nd Edition to 1st? (The flavor of all of the 2nd edition book is immaculate and we wanted to try to keep some of that feeling for our game)

    13 Comments
    2024/03/12
    10:39 UTC

    13

    New GM looking for tips to simplify 2e.

    I’ll be GMing a game for the first time in a couple weeks. I’m working on learning and understanding the 2e mechanics, but already know I want to simplify things to make it easier for my players, who are all new to D6 and mostly new to TTRPGs. What aspects are possibly unnecessary and can be cut? I’d also like to incorporate the D20 in some way but keep pretty much everything else to the D6s. Any obvious way to do that? Thanks.

    51 Comments
    2024/03/11
    20:38 UTC

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