08 – Success Chart
(Portions of pg. 67-68, and p 99, p 109, p 113 – Masterbook)
One thing that bothered me was the difficulty system of Star Wars/D6. The difficulties can tell you how hard things are, but you never had a feeling of how well you did; a quantitative way of knowing how successful you were. The MasterBook system was perfect for that. Because there is nearly a one-to-one conversion of the difficulties and attributes from both systems, according to the MasterBook/D6 Conversion, it is easy to convert the Result Points system of MasterBook to Star Wars/D6. The GM simply subtracts the Difficulty Number from the Player’s resulting Roll. The difference is the Result Points. Listed is the Result Points Table, and what they mean. The column entries are important when the MasterDeck is used. It involves the Interaction system of Masterbook The Interaction system is an integral part of the Card system, and is used to get more cards in combat, and encourage other interaction in combat other than just shooting. So first the success table is discussed, what and the skills necessary to allow for combat interaction, then the Success table and Interaction Skill results are explained.
Success Chart
Result Points | General Success | Damage | Intimidation | Taunt/Trick | Maneuver |
---|---|---|---|---|---|
0 | Minimal | Stunned | stymied | stymied | fatigued |
1-3 | Solid | Stunned | stymied | stymied | fatigued |
4-6 | Good | Wound | untrained | untrained | fatigued |
7-8 | Good | Wound | untrained | untrained | stymied |
9-11 | Superior | Incapacitated | setback | setback | stymied |
12 | Superior | Incapacitated | setback | setback | stymied/fatigued |
13 | Spectacular | Mortally Wounded | break | setback | stymied/fatigued |
14-15 | Spectacular | Mortally Wounded | break | up/setback | stymied/fatigued |
16-20 | Spectacular+ | Killed | break | up/setback | setback/fatigued |
21+ | Spectacularly Heroic+ | Killed | player’s call | player’s call | player’s call |
The Actions listed in the Table are also easily converted to the Star Wars/D6 system. Which column of the chart you use depends on what type of action you are performing. This concept of the columns are an integral part of the MasterBook system. The column headings correspond to the skills that are used for that given column.
General Success: This chart is used for most actions, and is the default column to be used whenever you aren’t using the other columns. There are seven different success levels this D6/MasterBook integration game system: minimal, solid, good, superior, spectacular, spectacular, and spectacularly heroic+. These success levels are based on the original Masterbook Success Chart, and follows a one-to-one conversion with the Star Wars Damage Chart, for the most part.
Damage: Same as SW RPG damage table.
Intimidation: Use this column whenever a character tries to intimidate (or frighten) another character in Combat/Interaction.
Taunt/Trick: Use this column whenever a character tries to trick or
taunt another character. Taunt and Trick are new to SW/D6, but they are very simple and explained in detail later. They will become used as often as Dodge and attack skills. See New Skills.
Maneuver: Use this column whenever one character attempts a combat maneuver on another character. This is another new concept to SW/D6, and includes many types of non-defensive maneuvers. See New Skills.
For Explanations of the Effects in the list, see Interaction
Combat and Interaction Skills
The following chart lists the various combat and interaction skills, which skills are used to resist them and under what circumstances these skills can be used. The first column lists the skills (and their attributes) used to attack. The second column lists the skills or attributes used to resist them. The third column lists which column on the Success Chart to use to determine results. The final column, “Rounds,” lists what type of rounds these skills can be used in: ‘C’ stands for combat rounds; “I” stands for interaction rounds (rounds where no combat is happening but characters are trying to gain an advantage on the other, such as one character trying to persuade another character to do something, or one character trying to intimidate another; these rounds can be as short as 5 seconds or can represent minutes, hours or even days of game time); “N”stands for non-rounds, which is any time the characters are not in rounds of any type. See “Time and Rounds” for more information.
Attack | Defense | Column | Rounds |
Attack Skills | |||
---|---|---|---|
Melee Combat or Dexterity | Melee Parry or Dexterity | Damage | C |
Brawling Combat or Strength | Brawling Parry or Dexterity | Damage | C |
Blaster or Dexterity | Dodge or Dexterity | Damage | C |
Interaction Skills | |||
Intimidation or Knowledge | Willpower or Knowledge | Intimidation | C/ I |
Taunt or Perception | Willpower or Knowledge | Taunt/Trick | C/ I |
Trick or Perception | Willpower or Knowledge | Taunt/Trick | C/ I |
Maneuvers ¥ or Dexterity | Maneuvers ¥ or Dexterity | Maneuver | I/N |
Con or Perception | Willpower or Knowledge | Taunt/Trick | I/N |
Persuasion or Perception | Willpower or Knowledge | General | I/N |
¥ Depending on what the character is doing, riding, driving or piloting, the character may substitute other skills for maneuver. They can include Acrobatics, Beast Riding, Flight, a vehicle piloting, Powersuit Operation or general maneuver (for power battlesuits and similar things).