d6 Star Wars and d6 Space Opera - A comparison in detail
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A detailed comparison of the various rulesets for Star Wars as presented by West End Games, and their (now open source) D6 Space Opera

Note that there are a lot of differences between various rules editions, but not all rules editions had core rulebooks published.

I'm not allowing additions, but am allowing comments. This is a collation of several posts of mine from years ago on a couple different boards. It's done as a geeklist to make it findable in all the relevant editions. (A forum post wouldn't be.)

If I missed some relevant detail that changes, post a comment, and once I verify, I'll edit and add it.
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1. RPG Item: Star Wars: The Roleplaying Game [Average Rating:7.73 Overall Rank:80]
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1E: Core only

Dodge/parry adds to all opponent's TN's to be hit that segment against that kind of weapon.

Shield reaction TN by range. Success adds shield's rating to hull code for damage for one attacker.

No Haste action; Everyone's first action comes in segment 1; second actions in segment 2, etc.

Note that initiative within each action segment is by highest roll for the action - no separate initiative roll. The segment must have all rolls made before it can be resolved, by the strictest letter of the rules; movement counts as a dex roll.

Scaling was simple: two scales, personal and starfighter, with scaling involving doubling the advantaged side's die roll, and the disadvantaged rolling 1D or 2D (1 per 5D).

No attribute raising.

Force Points start at 1, whether force sensitive or not.

Difficulty scale:
Very Easy = 5
Easy = 10
Moderate = 15
Difficult = 20
Very Difficult = 25
Heroic = 30

Wound levels: stunned, wounded, Incapacitated, mortally wounded

Wound Taken: by comparison of rolls; Damage roll's multiple of Strength+Armor.
DR<SR = Stunned
DR>SR = Wounded
DR>2xSR = Incapacitated
DR>3xSR = Mortally Wounded.

Force powers: any in the book could be used by anyone who could make the needed rolls. Since there was no wild die, this set some hard minimums. EG: Anything needing a 20 needed 3d+2 or more in that force skill.
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2. RPG Item: Campaign Pack [Average Rating:7.33 Overall Rank:1112]
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1.1E: 1E Core plus Rules Upgrade flyer
(Campaign Pack shown because I got the flyer in the Campaign Pack. It was also in several adventures.)

Full dodge/full-parry/full-evasion introduced. Adds roll to TNs to be hit for whole round.

Reaction dodges/parries/evasions replace TN to be hit from range, but only for one attacker.

Shield reaction TN by attacker's roll. Success adds shield's rating to hull code for damage for one attacker.

Haste Actions merely move you to front of the queue and add a die of difficulty.

Scaling same as core rules.

Very Easy = 1-5 or 1D
Easy = 6-10 or 2D
Moderate = 11-15 or 3D-4D
Difficult = 16-20 or 5D-6D
Very Difficult = 21-30 or 7D-8D
Heroic = 31+ or 9D+

Wound levels: stunned, wounded, Incapacitated, mortally wounded

Wound Taken: by comparison of rolls; Damage roll's multiple of Strength+Armor.
DR<SR = Stunned
DR>SR = Wounded
DR>2xSR = Incapacitated
DR>3xSR = Mortally Wounded.
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3. RPG Item: The Star Wars Rules Companion [Average Rating:7.34 Overall Rank:810]
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1.5E: 1E Core plus Rules Companion
(requires the 1E core rules as well)

Full dodge/full-parry/full-evasion included. Adds roll to TNs to be hit for whole round. Only allowed to be combined with a single move action.

Reaction dodges/parries/evasions replace TN to be hit from range, but only for one attacker.

Shield reaction TN by attacker's roll. Success adds shield's rating to hull code for damage for one attacker.

Haste Actions move to front of queue, but full-round and reaction defenses have to be hasted to be able to affect hasted attacks.

Scaling uses die-capping.
Scales: Personal, Speeder, Walker, Starfighter, Capital Ship, Death star.
Capped dice (dice above the cap value) count as 0.
Capital Ship damage taking works very differently from everything else's damage capacities.

Force Points: 1 at start.

Force Powers: must be learned individually, maximum 1 per pip of force skills.

Very Easy = 1-5 or 1D
Easy = 6-10 or 2D
Moderate = 11-15 or 3D-4D
Difficult = 16-20 or 5D-6D
Very Difficult = 21-30 or 7D-8D
Heroic = 31+ or 9D+

Wound levels: stunned, wounded, Incapacitated, mortally wounded

Wound Taken: by comparison of rolls; Damage roll's multiple of Strength+Armor.
DR<SR = Stunned
DR>SR = Wounded
DR>2xSR = Incapacitated
DR>3xSR = Mortally Wounded.
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4. RPG Item: The Star Wars Roleplaying Game (Second Edition) [Average Rating:7.50 Overall Rank:188]
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2.0E: Core Rules

Adds the Wild Die.

Full dodge/full-parry/full-evasion included. Adds roll to TNs to be hit for whole round. Only allowed to be combined with a single move action.

Reaction dodges/parries/evasions replace TN to be hit from range for rest of round. Use better of roll or range based TN.

Shields are full round action, TN by number of facings applied to. Success adds shield's rating to hull code for damage for one attacker. No haste action.

Adds an initiative roll, highest Per score on each side rolls, with winner picking to declare and resolve first or last. Internal on a side is not determined.

Scaling uses die-capping.
Scales: Personal, Speeder, Walker, Starfighter, Capital Ship, Death star.
Capped dice count as cap value, and 6's on the wild die still allow additional dice.

Combined Actions: Table driven, log scale (1, 1.5, 2.5,4,6 pattern; fractional exponents of 10)

Force Points: Force Sensitives start with 2, others 1.

Force Powers: must be learned individually, maximum 1 per pip of force skills

Very Easy = 1-5 or 1D
Easy = 6-10 or 2D
Moderate = 11-15 or 3D-4D
Difficult = 16-20 or 5D-6D
Very Difficult = 21-30 or 7D-8D
Heroic = 31+ or 9D+

Wound levels: Stunned, wounded, incapacitated, mortally wounded

Wound Taken: by comparison of rolls; Amount damage roll exceeds Str+Armor (0-3= stunned, 4-8=Wounded, 9-12=Incapacitated, 13-15=Mortally Wounded, 16+ dead)

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5. RPG Item: The Star Wars Roleplaying Game - Revised Edition [Average Rating:7.96 Overall Rank:53]
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2.5E: 2E Revised and Expanded

Full round defenses add to TN. (p 90)

No haste.

Initiative is Per roll, same as 2.0

Reaction defenses replace TN to be hit, even if lower! (p. 90)

Shields are full round action, TN by number of facings applied to. Success adds shield's rating to hull code for damage for one attacker.

Scaling uses bonus dice by difference in scale.
Scales: Personal, Speeder, Walker, Starfighter, Capital Ship, Death star.

Combined Actions: fuzzy difficulty metric, very limited number of people commanded. Bonus is 1D per 3 people, linear.


Force Points: Force Sensitives start with 2, others 1.

Force Powers: must be learned individually, maximum 1 per pip of force skills

Very Easy = 1-5 or 1D
Easy = 6-10 or 2D
Moderate = 11-15 or 3D-4D
Difficult = 16-20 or 5D-6D
Very Difficult = 21-30 or 7D-8D
Heroic = 31+ or 9D+

Wound levels: Stunned, wounded, wounded twice*, incapacitated, mortally wounded.

Wound Taken: by comparison of rolls; Amount damage roll exceeds Str+Armor (0-3= stunned, 4-8=Wounded, 9-12=Incapacitated, 13-15=Mortally Wounded, 16+ dead)
* in both cases, it is by taking a wound while wounded.
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6. RPG Item: D6 Space Rulebook [Average Rating:7.14 Overall Rank:1672]
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d6 Space

D6S also includes a ship design system, a system of advantages and disadvantages, a paranormal power system (which is really the Force with the serial numbers filed off), and an abstract money system...

The abstract money system (Funds stat) assigns difficulties instead of prices; funds is a stat which is rolled to come up with the needed "cash" to buy the item, but without tracking the cash. It's a bit of an acquired taste. (This kind of system is also used in Burning Wheel, Burning Empires, the old TSR MSH/AMSH, Mouse Guard, and a few other games. I don't mind it for strongly episodic play, but for campaigns or mechantile games, not so nice IMO.)

Initiative is individual Per rolls. GM's option to keep order for whole combat, or reroll every round. Option also explicit to not roll at all if the situation makes it obvious. Some skill can affect initiative rolls.

Melee to hit: 10
ranged to Hit 5 to 20 (10+ modifier on page 73)

Full Defense: TN 10+Defense Roll, no other actions.

Partial Defense: replaces range based TN on all attacks.

No reaction defenses.

Shield difficulty by number of faces covered. (p.70)

Scaling for d6S:
about 15 scales; small pets (-6), children/large pets (-3), people (0), motorcycles (3), cars (6), tanks (10), house (14)...
Scale factor difference is added to rolled amount, rather than increasing dice thrown.

Wound levels (if used): Stunned, wounded, severely wounded*, incapacitated, mortally wounded.

* it is marked by taking a wound while wounded.

No "Force Sensitive" category. Force Points renamed to Hero Points. Force skills called psionic skills, but it's the same mechanics.
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7. RPG Item: D6 Space Opera [Average Rating:6.50 Unranked]
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D6 Space Opera release 3

Attribute range is up to 5D for humans, rather than SW's 4D.
Attributes can be raised with experience.
Numeric move score.

No Advantage/Disadvantage system

Wild die in use.

Scaling: not in core rules.

Cash, not resources rolls.

Preparation Time x2=+1d, x4 = +2d, x8 = +3d
Rushing: –25% = +5 difficulty.

Combat TN's.
all: 10
Ranged: PB –5 to TN, Short +0, Medium +5 TN, Long +10 TN
Partial Defense: opponent's roll replaces TN
Full Defense: Opponent's roll +10 is TN. Can be only action in the round.

Initiative: 3 options
1 - "Significant action" goes first. Suggested for the round where the initiator has a jump on everyone else...
2 - Percepetion rolls each round
3 - Perception rolls at start of combat set sequence.

Actions not declared until your turn to act.
Waiting is an action - if you want to wait for someone to do something, that's your first action.
All actions must be declared before multi-action penalty is figured; partial defense is rolled once per round, must be declared in one's turn.

Psionics:
only two skills, not three. Based upon the Shatterzone rules.

Fate Points (= Force Points)
Skill points

Damage Track:
1 stunned
2 wounded
1 incapacitated
1 Mortally Wounded.

Wound Taken: by comparison of rolls; Amount damage roll exceeds Str+Armor (0-3= stunned, 4-8=Wounded, 9-12=Incapacitated, 13-15=Mortally Wounded, 16+ dead)

Ship rules in separate book.

No sample adventure (neither solo nor GM'd) in core.
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