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Rerun941
10-28-2008, 07:39 AM
What existing games or settings would you like to see converted to d6?
(All of em! LOL)

Seriously tho, if I can find the time, I'm going to be working on a Dark Sun (AD&D) d6 conversion. I love the setting and since it's a bit gritty and post-apocalyptic, it could be an interesting challenge to convert.

Also, the Rifts RPG from Palladium with its archaic rules system is just begging for a conversion to d6. Multi-genre and cinematic, it fits the d6 mold very well, my concern would be the escalation of power and how to handle that in d6. (Just don't let Kevin S. get wind that you're doing the conversion.)

Anyone got any other settings they'd like to see converted?

pathfinderap
10-28-2008, 11:52 AM
STAR WARS SAGA!!!1!!11

.....no..wait


Of old TSR I'd give Dragonlance a spin if someone ran it in this system,

Whill
10-28-2008, 12:48 PM
I'd like to see some cinematic ones like Dune, Lord of the Rings, James Bond, Star Trek, etc.

cheshire
10-28-2008, 02:26 PM
STAR WARS SAGA!!!1!!11

.....no..wait


I know that you were kidding, but there are a few of us that are spending time converting the new books into D6. It's not always easy, but it's getting done.

pathfinderap
10-28-2008, 03:00 PM
I know that you were kidding, but there are a few of us that are spending time converting the new books into D6. It's not always easy, but it's getting done.

I know, and you do all us D6 SW fans a service, cheers dude :)

Whill
10-28-2008, 06:45 PM
I know that you were kidding, but there are a few of us that are spending time converting the new books into D6. It's not always easy, but it's getting done.


I know, and you do all us D6 SW fans a service, cheers dude :)

Amen, pathfinder. chesire, you da man! :)

Cryonic
10-28-2008, 07:38 PM
Wouldn't surprise me to find the stuff that isn't already D6 (from WEG sources) is available on swrpgnetwork.com from the various other books.

The Game Guy
10-28-2008, 08:21 PM
I would love to see the Serenity RPG converted to D6 Space. I had considered doing that project and I may sometime in the future make the conversion and make it available.

kellhound
10-29-2008, 05:03 AM
I would like some "secret war in the shadows" type setting.
Like old Necroscope or the spanish Mutantes en la Sombra (mutants in the shadows).

Oh, and some pirate era setting, but not from a Disney franchise.

pathfinderap
10-29-2008, 09:02 AM
I would love to see the Serenity RPG converted to D6 Space. I had considered doing that project and I may sometime in the future make the conversion and make it available.

Dude, I'd play that,

Lee Torres
10-29-2008, 11:52 AM
Firefly/Serenity using D6 Space - putting it together by Harmyn at rpg.net

I couldn't wait for the Serenity game either so I also did my own variation on D6 for it. Of course I split Dice and Skills to make them independent and renamed as appropriate.

Here are the attributes I used:

Finesse
Muscle
Toughness
Charm
Nerve
Brains
Mechanics
Awareness

(Note that players got 22 dice to divide how they liked among the 8 no more than 4 in any one)

And how I broke up the skills:


__Fightin'__

1. Brawling:
2. BFG:
3. Bombs:
4. Big Sticks:
5. Dodge:
6. Horseshoes & Hand Grenades:
7. Pistols:
8. Little Sticks:
9. Rifles:
10. Scatterguns:
11. Thrown Things:

__Criminal__

1. Appraise:
2. Con:
3. Disguise:
4. Forgery:
5. Gambling:
6. Security:
7. Sneak:
8. Thieving:


__Learnt__

1. Art!
2. Bureaucracy:
3. Crafts:
4. Doctoring:
5. Flight Planning:
6. Inventing!
7. Investigate:
8. Law:
9. Scholar!:
10. Science!:
11. Worlds:

__Physical__

1. Acrobatics:
2. Climbing:
3. Jumping:
4. Riding:
5. Sports:
6. Stamina:
7. Swimming:

__Social__

1. Animal Ken:
2. Common Sense:
3. Intimidate:
4. Notice:
5. Speechifying:
6. Streetwise:
7. Seduction:
8. Survival:

__Tech__

1. Atmo Piloting:
2. Boating:
3. Body Work:
4. Computers:
5. Constructions:
6. Co-Piloting:
7. Cruiser Piloting:
8. Driving:
9. Electronics Repair:
10. Engines Repair:
11. Fighter Piloting:
12. Shuttle Piloting:
13. Transport Piloting:


Please keep in mind this was a rough draft and I was making tweaks before a few key players basically demanded a return to D&D.

(Characters got 21d to spend on skills, no more than 3 on any one initially)

And a few bits o' gear:

WEAPONS

Chester 98 ?Mare?s Leg? Short Barrel
Cost: 325 P?
Skill: Pistols
RoF: 1
Range: 3-10/50/150
Damage: 5D+2
Ammo: 12 rounds
Description: Built by the former firearms company Chester Arms on Boros, the Chester 98 has a 12 inch rifled barrel and fires a .45 caliber caseless cartridge from a magazine that hold 12 rounds.
Notes: While its size classifies it as a pistol, the barrel size makes it difficult to draw quickly (users suffer a 2d penalty on all quick draw rolls)

Marlin G50 Full Bore Revolver
Cost: 325 P?
Skill: Pistols
RoF: 3
Range: 3-7/25/100
Damage: 5D+1
Ammo: 8 rounds
Description: Wren Works CV54M is considered the standard all other auto pistols aspire to. It fires a 9mm caseless round with no noticeable recoil.
Notes: There are many different makes of this particular weapon design. It is one of the more popular weapons found on the fringe.

Wren Works CV54M Auto Pistol
Cost: 250 P?
Skill: Pistols
RoF: 3
Range: 3-10/30/120
Damage: 4D
Ammo: 25 rounds
Description: Wren Works CV54M is considered the standard all other auto pistols aspire to. It fires a 9mm caseless round with no noticeable recoil.
Notes: There are many different makes of this particular weapon design. It is one of the more popular weapons found on the fringe.

Mowser R Series Shotgun
Cost: 325 P?
Skill: Pistols
RoF: 1
Range: 3-10/50/150
Damage: 5D+2
Ammo: 12 rounds
Description: Built by the former firearms company Chester Arms on Boros, the Chester 98 has a 12 inch rifled barrel and fires a .45 caliber caseless cartridge from a magazine that hold 12 rounds.
Notes: While its size classifies it as a pistol, the barrel size makes it difficult to draw quickly (users suffer a 2d penalty on all quick draw rolls)

Lee Torres
10-29-2008, 12:07 PM
If there are any conversions people are looking for, post a request here - I've been creating and collecting conversions to D6 for many years, and I may already have what you're looking for. I can either e-mail you a file or post it here...

Lee Torres
10-29-2008, 12:14 PM
Converting D20 to D6 (by Ron Copeland from http://www.northernmountains.com/hd6/conversion.htm)

Abilities:

Converting Attributes

D20 D6
18 4D
16 - 17 3D+2
15 3D+1
13 - 14 3D
12 2D+2
10 - 11 2D+1
9 2D
7 - 8 1D+2
6 1D+1
4 - 5 1D

First, convert the character's stats using the Attributes chart.

Second, convert each of the character's chosen skills by taking their current skill, minus the ability modifier, minus 3 (because a first level character can start with 4 in a given skill). The result should be equal or less than the character's level. If less than 0 after the conversion, then the skill is 0 +
ability.

Example: A 5th level cleric with 18 WIS has "Heal" at 12

8 ranks + 4 ability modifier

D6 rank is 12 - 4 - 3 = 5, which is the character's D20 level.

Add the skill to the ability score to get the final skill level.

Using the example above, the character's Heal skill would be 4D+5, which converts to 5D+2.

For weapons skills, convert the Base Attack Bonus directly. A 10th level fighter gets +10 in weapons he is proficient with, our 5th level cleric gets +3 added to his ability for his weapon skills. Convert magic skills similarly. An 8th level mage gets his spell skills at +8.

Saving throws convert to these skills: Reflex into dodge, Fortitude into "Physical Resistance", Will into "Mental Resistance".

Finally, you can customize the character more by taking from one skill and adding to another. Do this by converting skills diminished to character points, and using those to increase other skills. For example, it takes 12cp to increase a skill from 4D to 5D, decreasing a skill fom 6D to 5D+1 frees up 10cp.

If creating a new character based on D20 level, the character gets 3D in starting skills per level. I.E if the player wants to create a new character who is roughly equal to a 6th level D20 character, he would get 18D to by skills. (This is also an alternate method for converting characters from D20.)

Feats

Converting feats is more subjective. For feats that enhance a skill, just add the bonus to the current skill and forget about the feat. For other feats, consult with the GM.

Magic

Spell Difficulty

Spell Lvl DC Spell Lvl DC
1 10 6 23
2 13 7 25
3 15 8 28
4 18 9 30
5 20

Each school of magic or cleric domain is a separate skill. In addition, a spellcaster also gets an amount of spell points, which regulate how much and how often they can cast spells.

Magic Points = Highest magic skill, in pips

For example, a spellcaster with an Enchantment of 6D gets 18 spell points

Spells cost 1 spell point for a successful casting. If the spellcaster fails in casting a spell the cost is the target difficulty - the actual roll.

Saving throw difficulty versus spells is 10 + spell level, i.e. 15 for a fifth level spell. The DC increases if the caster did exceptionally well on their skill attempt. For each 5pts a caster exceeds the spell difficulty, the saving throw DC increases by +1.

Characters get at least one spell per D level in each domain, more if the GM permits.

Generally speaking, magic damage is 1D per spell level. When converting a spell's effect, spell level is the level in D, caster level is determined the same way as spell points are (Skill - 2D, in pips), but unlike spell points caster level is calculated individually for each spell skill.

Items

Weapon damages are presented in a separate chart.

Armor is converted by taking the armor's base AC and converting to pips.

Armor check penalties are converted the same way. Armor check penalties apply to dexterity, movement, attack, and spellcasting skills when performed wearing the armor.

Example: Full Plate is +8 AC, -6 penalty in D20, which translates to +2D+2 Armor, -2D penalty in D6

Armor and weapon enchantments are similar, one pip per plus. A longsword +3 is a longsword +1D.

Magic items that give enhancements to abilities: Diving the enchantment by half. A cloak of charisma +4 becomes a cloak of charisma +2.

pathfinderap
10-30-2008, 05:19 AM
Firefly/Serenity using D6 Space - putting it together by Harmyn at rpg.net

I couldn't wait for the Serenity game either so I also did my own variation on D6 for it. Of course I split Dice and Skills to make them independent and renamed as appropriate.

Here are the attributes I used:

Finesse
Muscle
Toughness
Charm
Nerve
Brains
Mechanics
Awareness

(Note that players got 22 dice to divide how they liked among the 8 no more than 4 in any one)

And how I broke up the skills:


__Fightin'__

1. Brawling:
2. BFG:
3. Bombs:
4. Big Sticks:
5. Dodge:
6. Horseshoes & Hand Grenades:
7. Pistols:
8. Little Sticks:
9. Rifles:
10. Scatterguns:
11. Thrown Things:

__Criminal__

1. Appraise:
2. Con:
3. Disguise:
4. Forgery:
5. Gambling:
6. Security:
7. Sneak:
8. Thieving:


__Learnt__

1. Art!
2. Bureaucracy:
3. Crafts:
4. Doctoring:
5. Flight Planning:
6. Inventing!
7. Investigate:
8. Law:
9. Scholar!:
10. Science!:
11. Worlds:

__Physical__

1. Acrobatics:
2. Climbing:
3. Jumping:
4. Riding:
5. Sports:
6. Stamina:
7. Swimming:

__Social__

1. Animal Ken:
2. Common Sense:
3. Intimidate:
4. Notice:
5. Speechifying:
6. Streetwise:
7. Seduction:
8. Survival:

__Tech__

1. Atmo Piloting:
2. Boating:
3. Body Work:
4. Computers:
5. Constructions:
6. Co-Piloting:
7. Cruiser Piloting:
8. Driving:
9. Electronics Repair:
10. Engines Repair:
11. Fighter Piloting:
12. Shuttle Piloting:
13. Transport Piloting:


Please keep in mind this was a rough draft and I was making tweaks before a few key players basically demanded a return to D&D.

(Characters got 21d to spend on skills, no more than 3 on any one initially)

And a few bits o' gear:

WEAPONS

Chester 98 ?Mare?s Leg? Short Barrel
Cost: 325 P?
Skill: Pistols
RoF: 1
Range: 3-10/50/150
Damage: 5D+2
Ammo: 12 rounds
Description: Built by the former firearms company Chester Arms on Boros, the Chester 98 has a 12 inch rifled barrel and fires a .45 caliber caseless cartridge from a magazine that hold 12 rounds.
Notes: While its size classifies it as a pistol, the barrel size makes it difficult to draw quickly (users suffer a 2d penalty on all quick draw rolls)

Marlin G50 Full Bore Revolver
Cost: 325 P?
Skill: Pistols
RoF: 3
Range: 3-7/25/100
Damage: 5D+1
Ammo: 8 rounds
Description: Wren Works CV54M is considered the standard all other auto pistols aspire to. It fires a 9mm caseless round with no noticeable recoil.
Notes: There are many different makes of this particular weapon design. It is one of the more popular weapons found on the fringe.

Wren Works CV54M Auto Pistol
Cost: 250 P?
Skill: Pistols
RoF: 3
Range: 3-10/30/120
Damage: 4D
Ammo: 25 rounds
Description: Wren Works CV54M is considered the standard all other auto pistols aspire to. It fires a 9mm caseless round with no noticeable recoil.
Notes: There are many different makes of this particular weapon design. It is one of the more popular weapons found on the fringe.

Mowser R Series Shotgun
Cost: 325 P?
Skill: Pistols
RoF: 1
Range: 3-10/50/150
Damage: 5D+2
Ammo: 12 rounds
Description: Built by the former firearms company Chester Arms on Boros, the Chester 98 has a 12 inch rifled barrel and fires a .45 caliber caseless cartridge from a magazine that hold 12 rounds.
Notes: While its size classifies it as a pistol, the barrel size makes it difficult to draw quickly (users suffer a 2d penalty on all quick draw rolls)

Dude, thats cool :D,
Thats most of the game right there, (just need to sort out the ships)

The Game Guy
11-02-2008, 09:30 AM
Dude, thats cool :D,
Thats most of the game right there, (just need to sort out the ships)

I totally agree. Since I love Serenity/Firefly and I am only OK with the cortex system I would like to see that happen.

Perhaps we should make that a community project. Would you be interested in joining in?

pathfinderap
11-02-2008, 09:44 AM
I totally agree. Since I love Serenity/Firefly and I am only OK with the cortex system I would like to see that happen.

Perhaps we should make that a community project. Would you be interested in joining in?


I'd happly help with this ;)

The Game Guy
11-03-2008, 03:13 PM
I'd happly help with this ;)

Ok, then I think we will make this a community project. I will start another thread and sticky it to get this going.

Rerun941
11-04-2008, 08:38 AM
Here's a link to the current state of my Dark Sun/Athas d6 conversion:

Dark Sun-Athas d6 (http://www.geocities.com/absb941/Athas-D6.rtf)

Take a look, feedback welcome. I've got plenty of "?" in there. :)

I'm kinda stuck at the moment... do I convert every single creature/item from the original books or provide general guidelines? (or a little bit of both)

My Rifts d6 conversion is also in progress, but it's not as far along as Dark Sun-Athas.

Grimace
11-04-2008, 11:33 AM
I read through the stuff you have so far for your Dark Sun conversion. Not bad.

I think how much you convert is up to you. Obviously, with the amount of Dark Sun material, you could be converting for a long time. I think the barest minimum would be to convert enough stuff to allow someone to play at least one or two adventures without duplicating anything. So, perhaps a dozen or more creatures, a dozen or more magic spells, a dozen or more templates for characters...stuff like that. Anything less and you suffer from not enough material to get people to envision what you were doing.

As for your question marks, I'll make some comments:

Armor Agility Penalty: Personally, I like this this, but I think it depends on the feel you're trying to portray in the setting. If you want armor to be more important, and the different types of armor to have a real difference other than damage resistance they give, then include it. If not, then don't include an armor penalty.

Weapon degradation: Again, include it if this is the feel you want in the game. Realize that bone can be just as sharp as a metal weapon, but it substantially more brittle when its that sharp. Bronze and copper weapons are heavier and can initially be pretty sharp, but those weapons actually got dull a lot quicker because they're made of metal that bends too easily. So for the bone weapon you could say it breaks and becomes useless one a 1 on the Wild Die. A copper weapon (thankfully not many of those were made historically, but in Dark Sun maybe more were) gets dulled after 10 hits, regardless of damage done. Bronze after 20. Or something like that. Any 1 on the Wild Die counts as "5 hits" in terms of getting dull.

Damage type: This is another thing I'm a fan of, but you have to realize that unless you have armor or something be dependent on the type of damage its receiving, this doesn't matter. Right now your armor is one value. Static in terms of damage types. So a damage type doesn't matter in terms of armor it hits. Unless you have something in mind for the damage types and the way they interact with the characters, then you could drop it for simplicity sake. Adding in damage types adds a notch of complexity, but it also adds flavor for various weapons. So decide on what you want to do.

Various weapon damages: These will depends on what you intend to do for damage types. The Aztec sword, for example, would be a bronze age weapon and probably fall somewhere between a short sword and long sword for damage. Throwing axe would be something like 1/2 the damage of a regular axe, -1 pip per meter its thrown or some such thing. It won't be as powerful as a hand held weapon, but it's advantage is hitting at range.

Other thoughts:
I like the idea of the dehydration rules. Not too complex, but it captures the feel for the need of water. You wait long enough and soon you'll be struggling along. That's a good inclusion.

It looks like you've got a good start on things, so keep it up!

Rerun941
11-04-2008, 12:42 PM
I read through the stuff you have so far for your Dark Sun conversion. Not bad.

I think how much you convert is up to you. Obviously, with the amount of Dark Sun material, you could be converting for a long time. I think the barest minimum would be to convert enough stuff to allow someone to play at least one or two adventures without duplicating anything. So, perhaps a dozen or more creatures, a dozen or more magic spells, a dozen or more templates for characters...stuff like that. Anything less and you suffer from not enough material to get people to envision what you were doing.

Thanks Grimace! Spells/Classes are typical AD&D fare, but the undead were handled a little bit differently in the setting.


As for your question marks, I'll make some comments:

Armor Agility Penalty: Personally, I like this this, but I think it depends on the feel you're trying to portray in the setting. If you want armor to be more important, and the different types of armor to have a real difference other than damage resistance they give, then include it. If not, then don't include an armor penalty.

Weapon degradation: Again, include it if this is the feel you want in the game. Realize that bone can be just as sharp as a metal weapon, but it substantially more brittle when its that sharp. Bronze and copper weapons are heavier and can initially be pretty sharp, but those weapons actually got dull a lot quicker because they're made of metal that bends too easily. So for the bone weapon you could say it breaks and becomes useless one a 1 on the Wild Die. A copper weapon (thankfully not many of those were made historically, but in Dark Sun maybe more were) gets dulled after 10 hits, regardless of damage done. Bronze after 20. Or something like that. Any 1 on the Wild Die counts as "5 hits" in terms of getting dull.

Damage type: This is another thing I'm a fan of, but you have to realize that unless you have armor or something be dependent on the type of damage its receiving, this doesn't matter. Right now your armor is one value. Static in terms of damage types. So a damage type doesn't matter in terms of armor it hits. Unless you have something in mind for the damage types and the way they interact with the characters, then you could drop it for simplicity sake. Adding in damage types adds a notch of complexity, but it also adds flavor for various weapons. So decide on what you want to do.

Various weapon damages: These will depends on what you intend to do for damage types. The Aztec sword, for example, would be a bronze age weapon and probably fall somewhere between a short sword and long sword for damage. Throwing axe would be something like 1/2 the damage of a regular axe, -1 pip per meter its thrown or some such thing. It won't be as powerful as a hand held weapon, but it's advantage is hitting at range.

Other thoughts:
I like the idea of the dehydration rules. Not too complex, but it captures the feel for the need of water. You wait long enough and soon you'll be struggling along. That's a good inclusion.

It looks like you've got a good start on things, so keep it up!

Each of those concepts: Alternative materials, weapon breakage, and dehydration are what I would consider "core" to the setting of Dark Sun. The world is a bleak, desert, savage, post-apocalyptic existence with little or no metal available, and magic is the cause of the devastation. Very gritty, but with a definitely cinematic feel.

The damage types for weapons are a holdover from the old AD&D system. (And you reminded me that I'll need to list protection types for the armor.) Sometimes I like it, other times I think it gets in the way. I may end up keeping it, but listing it as optional rules.

Just FYI on the Aztec sword... it was actually a length of wood with grooves along the "edges" where they would glue sharp pieces of obsidian. According to the Spanish conquistadors, the swords were capable of decapitating a horse in one shot! (Thank you, GURPS Aztecs)

Grimace
11-04-2008, 12:52 PM
That's right. That's what I get for posting first thing the morning. Thanks for clarifying the Aztec Sword.

I'm not sure if I would believe the "decapitate a horse with one blow" thing. Give it a pretty good slashing and not much else...save for maybe a small bludgeoning score too. And then make it the same calibre of durability as a bone weapon.

And if that's the feel you want for the game, then keep those things. Just make sure you have a use for the various things in the game, otherwise it's just added weight with no benefit.

Rerun941
11-04-2008, 01:14 PM
Believe it or not, Obsidian stone edges are sharper than surgical steel scalpels. (but more brittle) But I digress.

I definitely agree with you on the design philosophy. Simple = elegant
or if you prefer... the ole KISS principle (Keep It Simple, Stupid)

Kalzazz
11-04-2008, 01:33 PM
Id be interested in the D6 Dragonlance idea, I loved all those novels

Kythian
11-12-2008, 08:59 PM
Rerun941: Maybe start a new thread for your Dark Sun conversion. I have a bunch of old Dark Sun materials and I think it would be an interesting project. An individual thread would be a more focused environment for comment. That is, if you want regular input.

That being said, on to some comments.


Weapon degradation: Again, include it if this is the feel you want in the game. Realize that bone can be just as sharp as a metal weapon, but it substantially more brittle when its that sharp. Bronze and copper weapons are heavier and can initially be pretty sharp, but those weapons actually got dull a lot quicker because they're made of metal that bends too easily. So for the bone weapon you could say it breaks and becomes useless one a 1 on the Wild Die. A copper weapon (thankfully not many of those were made historically, but in Dark Sun maybe more were) gets dulled after 10 hits, regardless of damage done. Bronze after 20. Or something like that. Any 1 on the Wild Die counts as "5 hits" in terms of getting dull.

I'm not so sure about having a bone or obsidian weapon break quite so readily as you have it now. A Critical Failure occurs 1 in 6 rolls (on average). That's 16.5% of the time. I don't recall the breakage rules in the AD&D 2E version being quite so drastic.

Grimace has a potentially workable idea with "# of hits" mechanic, but that's a bit too simple, IMO. What I propose is one of two options (or a mixing of both):

Option #1: Modify Grimace's basic idea so that every weapon has a Structure Value (kind of like Hit Points/Body Points for weapons), even steel. Call it SV for short. Each time a Critical Failure comes up, deduct 1 point from the item's SV. When the item's SV reaches 0, it breaks, becoming completely useless and irreparable.

Option #2: The more fragile weapons, upon scoring a Critical Failure, could be given something like a Special Ability Limitation: Flaw, causing the Difficulty for using that item to increase. Each successive Critical Failure increases the value of the Flaw until the weapon becomes essentially useless due to obscenely high Difficulties.

There could also be a repair mechanic for weapons, based on material as well. Each successful repair attempt would either restore some SV to the item, or remove one Flaw level. For added depth, if using Option #1, each time the item is repaired the Maximum Structure Value for the item would be reduced by 1 or more depending on the level of success for the repair check.

Of course, the possibility exists to combine Option 1 and Option 2, such that a weapon doesn't incur a flaw until it's SV drops below a certain threshold. That would give the more sturdy weapons a great deal of value to your players.

Those are just a couple of options off the top of my head that could be worked into the weapon degradation system. There are many possibilities, but like you said, there is a certain elegance in simplicity. It's all a matter of taste.

Kythian
11-13-2008, 07:31 AM
Ok, so I pulled out my Dark Sun E&R boxed set and looked up the rules for weapons in that setting. To give an example of how often a weapon actually breaks in that setting, a battleaxe (of any alternate material) would have a 0.625% chance of breaking on each successful attack. A miss incurs no penalty, other than obviously not doing what you wanted to do to begin with.

So here I have a set of rules that might work for your Dark Sun conversion, using a mix of Option 1 and Option 2 mentioned in my previous post.

Weapons Deterioration Rules
1. Each weapon is assigned a Structure Value (SV) based on the primary material used in the item?s construction.
2. Each time a Critical Failure is rolled in an attack (i.e. a 1 on the ?Wild Die?), the item?s SV is reduced by 1.
3. Once a weapon?s SV is reduced by a percentage (20%?), the weapon is assigned a Flaw which increases the Difficulty of all successive attacks by +1 until the weapon is repaired. Further reduction in SV results in a cumulatively greater Flaw level, increasing all associated Difficulty rolls accordingly.
4. Any weapon reduced to 0 SV is destroyed irrevocably.

Example Weapons
Wooden Spear (SV 5)
Obsidian Short Sword (SV 10)
Bone Dagger (SV 15)
Bronze Battleaxe (SV 20)
Steel Mace (SV 25)

For example, Bruth is sent into the arena armed with a wooden spear (SV 5). On his first attack, he rolls 5 dice in an attack against his first opponent. The dice come up 5, 5, 4, 2 and a 1 on the Wild Die, resulting in a Critical Failure. Even if this attack still hits, the spear?s SV is reduced to 4. Since this represents 20% less SV than is started with, the spear now has a Flaw, increasing all further attack Difficulty rolls by +1. (Alternately, it might be easier to simply subtract 1 from each successive attack roll.)

If Bruth had a bone dagger (SV 15) instead, it would take 3 Critical Failures to reduce the weapon?s SV by 20%, down to 12 SV, before the weapon would incur the first Flaw level. At 9 SV, Difficulty rolls are at +2, 6 SV, +3, and +4 at 3 SV.

To keep more in line with the way the rules are worded in the TSR product, it might actually make more sense for a weapon to incur a penalty based on a Critical Success! :eek: The logic here being that the shock of the impact causes the weapon to splinter, or suffer some other drawback. A possible ?advantage? for going with the Critical Success, is that each successive 6 rolled on the Wild Die would further reduce the SV of the weapon. The SV might also be reduced when a 6 (or 1) is rolled on the Wild Die when determining damage.

Personally, I feel that the Critical Success option is more in the spirit of the Dark Sun setting. The elation of scoring a Critical Success will be somewhat tempered by the knowledge that the weapon has suffered a shock and may need to be repaired.

Rerun941
11-13-2008, 08:54 AM
Thanks for the input, Kythian.

I hate to add another stat to a weapon to keep track of this kind of thing, but I may have to. Tho, to keep in line with the d6 mechanics, how about assigning the weapon a "wound level" similar to how armor gets "wound levels" when it takes damage? I'll have to ponder that idea some more. It would help in determining difficulty levels for weapon repair rolls. (Chipped, Dented, Broken, Shattered, Destroyed)

I agree with the weapon breaking occuring on the 6 on the Wild Die rather than a 1. (Tho, I suppose it could happen on a 1, also, but then you'd basically have a 1-in-3 chance of breaking your weapon on every hit.)