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  1. Earlier
  2. Got a little sidetracked but I've decided to go with a more free-form playtest where you don't have to be a mutant. More player freedom and more stress on the system to handle all the weird stuff my players come up with I also made couple of sample writeups Iron Fist and Luke Cage for my players to see what well known superheroes could look like in Chimera. My hope is having a couple of example characters will help them build their own characters. Here's my writeups: Iron Fist Luke Cage I also put in a system for martial arts, not in the current version of Chimera.
  3. Late to the party but looking forward to seeing what you've done.
  4. That is an interesting idea... I know one of the players has been tinkering. Maybe I can ask some of the more intrepid players to give it a go before the session 0. It'll be interesting, the power building system is more complex than it was and has inherited some of the problems in HERO. Namely, players have to wrap their heads around seperating mechanics from SFX. The math in Chimera is more simple than Champions with it being just addition and subtraction based... no formulas to follow like in Champs, less margin of error. I know when I was learning Champions I didn't make
  5. I can't say I've really seen anything about that, other than maybe a little something for a character or in an adventure. This is almost sounding like something that you'll need to do a little research and then create your own material for in D6.
  6. Wow! Lots of work there! Good to hear that your first high-fantasy went well. I'm curious, have you done a "blind" character generation yet? One where you have players make up characters without ANY input from you other than the rules? Good luck with your ongoing work with this!
  7. It's been a long time since I did anything with Chimera, this project got shelved when the world changed essentially. For those unfamiliar, Chimera is a blending of OpenD6 and HERO System into one game. I took OpenD6 and swapped out the 'Special Abilities' for a more mature and sophisticated 'Powers' system based on HERO. Using the new power building system you can simulate just about any character for any genre you can think of. Playtest I: High Fantasy The first playtest went well, we played a high fantasy 1-shot set in the Forgotten Realms setting using the Chimera rules. The system
  8. I noticed a while ago that there weren't any rules for poison or disease in open d6. I only ask now because it actually came up with a player wanting to play an assassin poison user. Is there a section on it in a book I missed or did it just not get covered? If so could someone point me to a solution? Thanks
  9. I've thought about doing that in the past too, because I do not fear the "bucket of dice." But a player could leave their PC's Alter skill low and let those powers that include Alter just ride on the other skills being high, which would be the player making difficult Alter rolls with the other skills. So if you are going to make individual Force skills less important anyway, it would be easier to just go with Grimace's suggestion to reduce rolls.
  10. That's kind of difficult to ascertain. You would definitely be increasing the number of dice that need to be rolled, and your difficulties would be increasing possibly above 31, which kind of smells a bit of "inflated munchkinism". Honestly, if you're going to work with the concept of just one roll for activating Force powers, it would probably be better to just use the one primary Force power and then subtract a couple dice for each added Force activation that would normally be needed. So if it's a Two Force Power activation ability, you just figure out which is the best Force power,
  11. This is an old question I've always wondered about for force skills in first edition star wars. Would it break anything if instead of making multiple rolls against separate difficulties if by combing the dice pools and making a single roll against the combined difficulty would work? I'm not good with the math of it but I thought it would streamline the process a lot and keep the game moving as intended
  12. Sounds good. I know how rough it can be switching even between versions of MS Office. Hang in there!
  13. May be something of a delay on this, present pc's all use libreoffice rather than whatever version of word my old computer had, so present focus is on redoing/cleaning up house rules documents and handouts as established up to this point; none of my old existing files open correctly in libreoffice, things are moved around, spacing is wrong, font size wierd in places, pics inserted as fill for objects (charts tables etc) are gone or incorrectly displayed. Thank god i had uploaded screenies here and had printed out copies in my binder or all would be lost. Once thats all done I'll try to pr
  14. Jerry Grayson tweeted a link to a preview of his Terra Oblivion setting, which is launching as a Kickstarter project on Wednesday.
  15. Perhaps the best thing to do with regards to toughness is to break down the units into purchase parts. You purchase: Armor, Weapons, Skill/Toughness This way when your PCs build their units, you have a rough cost for how much the squad costs to field. Also, it makes for infinite combinations.
  16. I'm not sure if adding a Wild Die roll for attrition would be a good thing. Like you said, might be too "swingy". And the only thing I could suggest when you write this up is to give some "examples", but with the stated exception that the stats are all "best guesses" and can fluctuate based on the setting.
  17. Sorry guys was busy with stupid stuff, maintenence and such. Going to have to take a break and play some skyrim but i might yet summon the gumption to get this better sorted and in a player handout type format maybe with a scrap of artwork or two to make it look purdy. GM judgement will be needed as far as assigning toughness scores to units, i think it would be a mistake to lock units by toughness down into a chart unless it is understood that such is just a recommendation; for example, in one campaign peasants in leather with spears might be toughness 1 but in another a more exotic troop typ
  18. I'm thinking yes. A win by melee is them getting their shields up in time, keeping in formation or whatever, but since ranged units are out of range for them to attack. Then, even if they win, the archers get to slap them with attrition.
  19. EDIT Okay might be too favorable of quality, maybe add toughness to attrition rather than multiply it. eta 2 thoughts on ranged; treat as normal, opposed roll, but no attrition against ranged units that are not engaged in direct melee with target units?
  20. I'm going to think on it a bit and maybe try to type it out in a more coherent bullet point order with adjustments and see if we can get it to work better, I think we should retain the core concept of base 10 for organization and maybe deepen the impact of the units "toughness" concept. Optional thoughts towards this end: >maybe make it so that a units toughness score divided into base 10 dictates how many of them it takes to contribute a single whole dice to the attack roll, so perhaps ten toughness 1 creatures make a die, 5 toughness 2 creatures make a die, and so on, using roun
  21. And yes, you would have a new factor to consider when you add ranged weapons and flying creatures. Or area weapons like breathe weapons.
  22. So if you do attrition only against the victor of the round, we could have something like this: 50 Spearmen (1) vs. 30 Heavy Foot (2) 5D vs. 3D. 11 vs 11 (yes, I am rolling the dice) No skill difference, so then it would go to attrition? Spearmen lose 3, Heavy Foot lose 2 (5/2= 2.5, round to 2) 47 Spearmen vs. 28 Heavy Foot 4D+2 vs. 2D +2 24 vs 11. Spearmen win, inflicting 13 difference divided by 2, or 6 losses against Heavy Foot. Heavy Foot get attrition hits of 2, killing 2 Spearmen. 45 Spearmen vs. 22 Heavy Foot 4D+2 vs.
  23. EDIT derp, another option occured to me, we remove the attrition phase entirely, and have attrition count be inflcted by the loser of the roll, winners roll determines the winners casualties inflicted while the loser inflicts only the attrition calculation on the roll winner maybe... god i hate math.
  24. My impulse is to say yes adjust it. I mentioned it earlier as it occured to me but perhaps the toughness score should be added to or used as a multiplier for the pre-roll attrition. Or maybe it will multiply for the attrition portion but then add to the roll (or vice versa?). Let's try that now, as part of another scenario where one side doesn't have the minimum 10 guys. Let's try 50 spearmen Toughness 1, vs 5 giants at toughness 5. In D6 you almost never "don't roll", you get a wild die at least, so the giants will be rolling 1D and the spearmen 5D. 5 attrition for 50 spearmen kill
  25. Thanks for the positive reinforcement. Yea, that's the bare bones of the magic system I wanted to use. I'll tweak it a bit to hammer out any potential problems or contradictions. But in a nutshell this is my first creation for d6. Your approval must mean I'm not a boneheaded as I thought
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