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Lee Torres
10-26-2008, 11:44 PM
In the two Legend settings published by WEG, each die is either a success or a failure and successes are tallied instead of totalling the total dice pool. Also, instead of wound levels, both D6 Legend settings use wound points.

It seems odd that in the core D6 Classic games back then, the dice pools were totalled and wounds were simplified, and D6 Legend is the opposite.

Does anyone else think it was a bit odd that the D6 Legends rules went ultra simple and streamlined in task resolution and more crunchy with wounds than D6 Classic was at the time?

In a future development of D6 Legend, would your preference be to have the rules essentially as they are, or to aim for a simplification of the combat damage systems?

pathfinderap
10-27-2008, 09:58 AM
Yeah I know, I thought the same, it sort of jars in the overall design,

I'd like to see the damage system fall in to the same way of treating the rest of the game,

The WoD/n line uses a system that could be used for this

The Game Guy
11-01-2008, 11:03 AM
In a future development of D6 Legend, would your preference be to have the rules essentially as they are, or to aim for a simplification of the combat damage systems?

I would like simplified combat damage rules, but not so simplified that they loose any of the flavor/realism.

I want to be able to simulate real combat without being bogged down in combat rules so much that it takes a half hour to resolve a combat action.

Does that make sense?

Lee Torres
11-01-2008, 05:28 PM
Here's something I found inspirational in improving the way wound levels work in my homebrew Legend variants:

http://www.btrc.net/files/eabafree/eabanywherev10.pdf

It's a "rules-light/LARP" version of the EABA rules from BTRC - EABA has a lot in common with D6, but is slightly more complicated in terms of crunch. There's a 15-page "test drive" here: http://www.btrc.net/files/eabafree/eabalitev10.pdf

EABAnywhere is similar to D6 Legend, but a little lighter. While Greg Porter includes both a "rock-paper-scissors" and a D6 dice pool resolution system, I noticed that the "two rounds of rock-paper-scissors" was identical to a roll of 2 FUDGE dice (or 2DF), so I've used that sometimes, if I'm running an ultra-light one-shot.

In any case, the wounding system in EABAnywhere is frickin' brilliant, and has a pretty good level of crunch, but is not over the top. The whole thing is pretty stellar for only 8 pages...

See what you think.

The Game Guy
11-02-2008, 09:28 AM
I will check it out and then give you a complete review on what I think.

Thanks for pointing that out.

Lee Torres
11-02-2008, 11:23 AM
Read "Hits" in column one of page 1.2 and the column titled "Damage" on page 1.6, in particular.

The way this system uses two attributes to provide the total hits is an elegant evolution of the static five wound levels in the D6 System. Under this system, an average man with two each in strength and health has four hits, the average D6 PC, (with three each) would have six, and a character with the four human maximum in both would have eight. Inhumanly strong and robust characters like Chewbacca the Wookiee or Ookla the Mok (from Thundarr the Barbarian), with five each in those attributes, would have a staggering ten hits, making them very difficult to take down.

While the D6 System uses more of a "soak" type mechanic based on an attribute roll (making characters like Wookiees almost too difficult to take down with a blaster), EABAnywhere accomplishes this in a slightly different way. Some D6 System variant rules attempt to reach these results with Advantages like "tough" or "hard to kill."

I also like that Greg Porter's design divides damage into lethal and non-lethal attacks - allowing damage totals to be smaller than a hit point system, but reflect a realistic range of damage effects.

The Game Guy
11-04-2008, 08:06 PM
I havent had a chance to look at it but I will and I will check out the things you point out.

Thank You