Typically in a heavy role playing environment balance between player characters isn't necessary at all, however for the sake of allowing each character a chance to shine during the game the difficulty I have currently is finding a way of putting equal emphasis on all governing attributes so that, for example, heavy "Knowledge" characters still feel somewhat useful.
Perhaps this all boils down to GM style, because what I have found so far in my GMs method of running a Star Wars D6 game is that there seems to be a heavier reliance on the Strength and Agility attribute. This is partly because he comes from a D&D/Pathfinder background where campaigns are more combat orientated.
How would you, as a GM or designer of your own open-D6 mod, deal with these issues?
- What do you do during the game to ensure all attribute and skill options are useful?
- Do you use custom rules to give other attributes a bit of a buff?
Currently in my mod-ed D6-post-apoc setting I have (you can probably guess the IP i've set it in if you're a geek):
Passive - Roll to resist damage done by weapon against you
Use - Increases damage when fighting with a melee weapon or unarmed. (half the D rounded down)
Passive: Instinctual roll to see if you notice something you are not immediately aware of.
Use: Rolling for initiative order in combat
- Passive: Alters the time needed to study\learn skills from a trainer\book for technical skills that require training\study to increase
- Use: Spending a doubling of time to perform actions for +1D to a max of your Education Attribute. (3D = x3 time for +2D)
- Passive: Initial NPC attitude (lower charisma characters are likely to be ignored outright and higher charisma characters may not get attacked immediately or get better service at shops)
- Intentionally or unintentionally getting the attention of someone/people in the vacinity
- Ability to guess the function of a mechanical construct
- Ability to repair mundane items not covered by skills (covers plumbing, locks, clothing, building, etc)
Use: Roll to repair (highest difficulty will be hard - 20)
- Balancing and general coordination skills
Use: Roll to catch an object in the air
Use: Roll to maintain footing
Passive: Apposing roll against an enemies perception to see if character can make a reaction action before the enemies action comes into effect (duck behind cover, run out of sight) - This basically allows the character to perform a reactive action just before the enemies action.
This replaces the reaction/dodge mechanism that in some games I found a little broken. What is happening is that some characters have a huge dodge skill and would just stand in the open and dodge constantly. This slight change I think would make initial positioning in combat a little more important and careless positioning a little more dangerous (which means characters hopefully will have to think more). Both characters declare their action/reactive action and then their apposing rolls are made, and then the declared actions are resolved in that order. Using a reactive action overrides your next action, but you are considered in cover/dodging until your next action.
What are some of your ideas?