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WEG d6 Editions
The following is a comparison of key rule diferences between the ofcial and fan retro-clone editions of the now out-of-
print Star Wars: The Roleplaying Game by West End Games (aka WEG d6). All use the basic d6 rules engine.
1st Edition Rules
 Star Wars: The Roleplaying Game (1987) (hereafter referred to as 1e)
2nd Edition Rules
 Star Wars: The Roleplaying Game - Second Edition (1992) (hereafter referred to as 2e)
 The Star Wars Roleplaying Game: Second Edition - Revised and Expanded (1996) (hereafter referred to as 2e R&E)
Retroclones
There are also two unofcial retroclones where fans have remastered the old editions into digital form. These are:
 Star Wars Classic Adventures (a retroclone of 1e with some minor changes, hereafter known as Classic Adventures)
 Star Wars Roleplaying Game Revised, Expanded, & Updated (a retroclone of 2e R&E, with additional content, hereafter
known as REUP)
Comparison Summary
In general, 1e is simpler and easier for beginners; 2e versions are more comprehensive but also more complex. The grey
shading shows changes to key rules made in 2e. Classic Adventures is mostly faithful to 1e, but pulls in scale rules from 2e.

RULE 1E CLASSIC ADVENTURES 2E R&E / REUP


Skills 40 skills 42 skills (added Sleight of Hand 110 skills plus dozens of skill
and Com-Scan; renamed Medicine specializations
to First Aid, Alien Races to Alien
Species, Starship Gunnery to
Gunnery)
The Force Low number of force powers, Jedi Low number of force powers, Jedi Many force powers, Jedi get three
get all force powers for the skill get all force powers for the skill powers per skill bought, skills have
they buy, everyone with Force they buy, everyone with Force prerequisites, lightsabers separate
powers can use lightsabers powers can use lightsabers buyable power
Difculty Difculty numbers are in Difculty numbers are in Difculty numbers are more granular
Target multiples of 5 multiples of 5
Numbers
Initiative No strict initiative rules No strict initiative rules Initiative roll based on perception
Wild Die No wild die No wild die Exploding on the 6 (keep rolling and
adding 6, 12, 18, etc), a 1 is now GM's
choice of mishap, penalty (ignore the
wild die and the highest number your
rolled) or add it normally and there is a
complication (plot twist not a mishap)
Movement Rated as variable speed codes Rated as variable speed codes Rated as fxed speed rating
(Landspeeder = Speed Code: (Landspeeder = Speed Code: (Landspeeder = Move: 115; 330 kmh)
1D+2) 1D+2)
Chases Roll your Speed Code versus your Roll your Speed Code versus your Detailed speed, collision, and distance
opponent's Speed Code opponent's Speed Code rules with option to hand-wave the
details
Scale Bigger combatant doubles its Six scale levels with modifers Six scale levels with modifers based
Damage and Damage Resistance based on the diference between on the diference between the smaller
dice, the smaller just rolls 1D for the smaller and bigger and bigger combatants (e.g. Characters
damage/resistance, regardless of combatants (e.g. Characters deduct 2D from attacks against
their listed damage / armor / deduct 2D from attacks against Speeders, 4D against Walkers, 6D
resistance (e.g. Rebel shoots TIE Speeders, 4D against Walkers, 6D against Starfghters, etc.)
with blaster rife, rolls 1D for against Starfghters, etc.)
damage, TIE doubles its Hull dice to
resist damage, on counter attack)
Wound Wound levels use a simple scale Wound levels use a simple scale Wound levels are more granular
Levels of multiples of multiples

CREDITS: Created by Stan Shinn. Contact me on Google+ or at stanshinn@gmail.com for questions or comments.

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