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  2. Sorry, wasn't clear: I'm just making sure I'm doing the math right and that I'm correctly understanding how those three aspects interact to come up with the correct Modifier total. Given what I did, is 52 the correct Modifier cost? When I'm actually trying to create a spell I'll probably do something different (and simpler). Thanks!
  3. I think you're right, your spell is very powerful with that change target. Why don't you go for a large area spell ?
  4. Hi folks! New to the forums and new-ish to the D6 system. (I played WEG's Star Wars a long time ago.) I'm starting a fantasy campaign up and decided to use d6 Fantasy for the ruleset. It looks like it's in my Goldilocks zone between crunchy and hand-wavey. I expect this will be the first in a multitude of questions. Probably best if I just give an example: If I'm creating a spell with Area Affect (2D Circle, 2 meter Radius), Change Target of 2 Targets, and Multi-Targets of 3 targets, would the cost be: Area Affect = 4 (1 per 0.5 meters) Change Target = 30 (5 per target * 2 changes * 3 multi-targets) Multi-Target = 18 (6 per Target because of Area Effect) For a total modifier of 52? (Not that I have any idea why I'd make such a spell offhand, just making sure I've got the numbers crunching correctly.) If not, where did I screw up? Aside: Is there a spreadsheet/web-page out there that's a comprehensive spell builder? I'm making one right now but I figure I could save myself some time if I just nabbed one from elsewhere. Thanks for your help!
  5. Earlier
  6. Sorry for raising this thread from the abyss, but those links seems to be dead, even after some research. Can someone give me good links ? TIA.
  7. Sigh
  8. So sorry to hear this. Best to his family and friends.
  9. It is basically every point equal a pip. So a Dexterity of 9 is 9 pips, or 3D. Vehicle Piloting of 11 is 2 points higher than the base attribute (DEX), so that's equivalent of 2 pips (not 2 dice!). When you add the skill of Vehicle Piloting +2 to the base attribute of 3D, you end up with 3D+2 (the equivalent of 11 pips). In your example, if your attribute was 3D+2, and the Vehicle Piloting was +2, you would add 2 pips (one to get to 4D, the second one to go to 4D+1). So you have it correct in that you divide by three and use the remainder as pips. But you have to take the difference between the SKILL and the ATTRIBUTE when figuring these. So an attribute of 8 is 2D+2. But a skill under that attribute of 9 is only 1 pip above the attribute. So you would add +1 to the attribute of 2D+2, resulting in a total of 3D when rolling that skill.
  10. Charming game, Fallout Shelter. I'm surprised I haven't seen Fallout for d6 yet.
  11. Since last post the two most remarkable shows that have crossed my radar would be Stranger Things and Legion (FX) Those two shows have kind of ruined other shows for me!
  12. On page 91 of the Indiana Jones Adventures book by West End Games there are conversion notes to convert characters from the old MasterBook stuff from The World of Indiana Jones RPG into the D6 version in this book. For skills conversions it states: “To convert skills, apply the formula given above to the skill’s skill adds and then add that to the base converted attribute.” Then it gives an example by stating: “For example, a character with a Dexterity of 9 and a Vehicle Piloting of 11 [2adds] in MasterBook would have a d6 Coordination of 3D and a Vehicle Piloting of +2 [which is added to the base Mechanical score, since the skill falls beneath that attribute.What is confusing to me is do you add this value to the DICE or as pips to the base attribute? For instance, if my base attribute is 3D+2 and the conversion adds +2 to this would it be 5D+2 or 4D+2? I am additionally a tad confused how you apply the “formula given above” that it speaks about in my first paragraph here to skills. The formula it is talking about is to divide the value by 3 and keep the remainder as pips, so if the value is 13 it would come to 4D+1. Can any of you D6 and/or MasterBook WEG experts assist me with this, please? I am trying to convert Indy’s stats over to D6.
  13. Sounds like there are a lot of ideas flowing.... good to hear!
  14. Edit: On further consideration, perhaps only ignore 5 adds of armor. I considered the consequences of Simple Spear plus Heightened Strength. Also, the weapon might need to qualify as Blessed, granting benefits versus certain supernatural creatures.
  15. Mine is pretty much the same way. Here is a copy of it. Magic.pdf
  16. As I said in point 7), i tested with my 2 kids, i let them think about "effects" (they dont know anything premade spells as in AD&D or the like) and we calculated in short games situations, it was ok, fast and totally open to imagination (contrary to pre-made spells).
  17. Sadly not. Only in the lab as it were.
  18. Hi, have you already tested in game your system ?
  19. Yes it is very sad news
  20. Looks a lot like something I was working on using similar sources for inspiration as well.
  21. I saw this sad news mentioned on Twitter and found more information at Tenkar's Tavern: Stewart Wieck of Nocturnal Media dies aged 49
  22. The GodNet SB states that magic can be used in the GodNet. But each skill counts as one 'tool' from the limit imposed by your Mind value on the Push Table. And the Effect Values are limited to the relevant skill's base attribute (+5 because the book forgot to take into account the Law of Heretical Magic). Miracles are not limited. And in Tharkold, it specifies that Pain Weapons (which exist physically not virtually) can also be used in the Grid at full effect. But no rules for magic or miracles in Tharkold SB. Now I was looking at the Gatekeeper program, which hurls bolts of Lightning (Net Attack:Fire - I'm assuming that means Fire Combat). And I had a thought. Technomancers gain an option, rather than the normal skills when computing their Net Values, they may use their Magic skills. Net Attack - Apportation for ranges, Alteration of Conjuration for melee. The attack is a Fireball, Lightning Bolt, or other known or Spellchipped spell. Net Defense - most likely Alt. Their Defense is a Earth Shield or other protective spell. Net Find and Track - Divination Net Stealth and Manipulation - most probably Alt. The technomancer may use a number of spell chips equal to their tools limit, which must be jacked into themselves or the deck (extra jack slots cost $100 each). They must use chips, to bring the spell components into VX reality. Each spell constitutes a 'program', and its benefit is determined by the data size occupied. i.e. a Conjured Fireball might be Onslaught 5(4) or a Mystic Shield as Armor 3(2). The spells still function mechanically like a normal program, but the technomancer looks different from a standard decker, and has the option of using their best skills instead of melee weapons, dodge, or stealth.
  23. I was contemplating the Jakatt spears and clubs. These are Axiom 22 (or thereabouts) prayers. For that, they do not require Focus, and are very easy. But, they are pass/fail. And spears and clubs aren't much use against medieval or modern+ armor. Of course, the rules limit the effectiveness of contradictory armor. But, spend 1P or have a talisman and you can ignore that. So, my proposal is, on a Good or better success, the weapon gains the Armor Defeating Attack property (as the Horror power, i.e. ignore up to 10 adds armor). I'd considered a qualifier about living armor (i.e. anything created by Jakatt prayers). But that would also mean Monitor Kinetic Armor would be exempt.
  24. Hi, I present you the magic system i'm working on. There'll be a complete version (in french) in futur. My inspiration has many sources and comes from, Ars Magica, gurps magic, D6 Fantasy, "minisix simpler magic system" post, Rolemaster, AD&D, and Grimace's Magic & Miracles (i've had a lot of pleasure to read, and i'm actually translating in french). How it works ? First, there is 2 "magic skills" : one for verbs (in fr sommer) and one for names (in fr nommer). You use the lesser of them to reach TN. I'm steel thinking to keep only one Magic skill instead of two. 2) the system uses 9 verbs (create, heal, protect, etc.) and 14 names (air, mind, plants, body, etc.). Each of them have a base degree of difficulty (i note it °D in french version) that gives a base target number. 3) each spell has effects the player or gm want (ball of fire, magic missile, invisibility, etc.), the description helps the gm to decide what verb and name is necessary, and in special cases of very strong spells, there can be more verbs or names involved, increasing base TN. Also, it is possible to have different way to obtain the same spell effect. 4) With each spell comes range/reach, duration, mass and/or zone affected, casting time. Each gives a °D to add (or rarely substract) to obtain final TN. I use Benshmarks table in D6 Fantasy to find the good °D (expl : a speel with 100m reach has a °D of 10, 15 for 1km, etc. ; for zone of effect this is 0 for 1 sqm, 5 for 10 sqm, 10 for 100 sqm, 15 for 1000 sqm, and so on). 5) there is some special rules for special cases : the spell can obviously be resisted, divide final °D by 2 (need tweaks and tests) ; heal spells reach/range has a °D of +1 per meter, don't use benchmarks table ; Missile spells don't need skill, they use "move" verb instead ; damage spells do damages equal to the lesser magic skill, +1D per base °D of verb+name ; spells with large area of effect like fog or rain have a base area of +10 in the table (tweak) ; normal spell zone (like fireball, mass sleep...) affect a maximum radius in meter equal to lesser magic skill Dices (3d+2 = 3m radius) ; the caster *must* see, by any mean, the target of its spell. 6) ritual : it is possible to ritualize a strong spell by increasing time of casting, substracting °D found in benchmarks table (taking 1h to cast a fireball give -18 to °D). 7) my two kids (11 and 14) find it clear and easy to create the spells they want ; i can find TN of almost any spell in about 10-20 sec and i'm sure it'll be better and better as we use it. Also, we keep notes about spells we (players and gm) have already cast to gain time. 8) that's all folks, for now Comments ?
  25. Colour is an option, but for now I am doing a sort of 80s throwback design
  26. Not a bad design! Might want to add some color to it, though. That will kick it up to the "heroic" level.
  27. No problem, thank you for the site. I learned about mini six here. I am just waiting to see if more show up, to play.
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