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  1. 2 likes
    Hey there, You might remember me from this thread. If not that's okay too. Anyways, a friend and I have decided to revive this little project. More news to come, but for now... here's a temporary logo I worked up. Stay tuned as we will be seeking playtesters to help break it and build it back up! Cheers!
  2. 1 like
    Colour is an option, but for now I am doing a sort of 80s throwback design
  3. 1 like
    Not a bad design! Might want to add some color to it, though. That will kick it up to the "heroic" level.
  4. 1 like
    This is in the Mini Six rulebook
  5. 1 like
    Rhysem de Anlarye Might: 2D+2 Knife: 3D Agility: 2D+2 Bow: 3D Dodge: 3D Throwing: 3D+1 Wit: 4D Language: 4D+1 Magic: 5D Medicine: 4D+1 Charm: 2D+2 Command: 3D Ride: 3D Ht: 5’11 Wt: 175 lbs Hair: Red-brown Eye: Grey Species: Human Sex: Male Quote: “Hurt not where holding is enough. Wound not where hurting is enough. Maim not where wounding is enough. And kill not where maiming is enough. The greatest warrior is he who does not need to kill.” Perks: Sorcery Complications: Personal Code Static: Block: 8 Dodge: 9 Full Dodge: 19 Parry: 9 Soak: 8 (10) Move: 15’/30’ Gear: Knife, dmg Might +1D Bow, dmg Might +2D+2, range 30’/100’/300’ Leather Armor +2 Healer’s satchel bag with various powders, wraps & bandages, and other ointments Horse w/ saddle, saddle bags, stirrups, rope, & other necessities Known Spells: Charm, ESP, Slumber Character Points: Hero Points: 1   Histories and Details: Rhysem is a human male in his mid 30s. He has red-brown hair past his shoulders but usually has the back in a 4 strand warrior’s braid. His eyes are a piercing grey as if they can see inside your soul. He is generally in leathers of green and gold, his House colors. His only weapons are that of a knife and bow. He comes from a family of sorcerers of some renown. His magical training is generalized and tailored to the personality of the individual. He has also been trained in war and functions as a diplomat, an officer, a warrior, and healer battle-surgeon. Due to his healer training, he has a personal code of honor when engaged in combat and does not believe in needless-violence.
  6. 1 like
    Or just pick a difficulty and go with it.
  7. 1 like
    Rhysem is a human male in his mid 30s. He has red-brown hair past his shoulders but usually has the back in a 4 strand warrior’s braid. His eyes are a piercing grey as if they can see inside your soul. He is generally in leathers of green and gold, his House colors. His only weapons are that of a knife and bow. He comes from a family of sorcerers of some renown. His magical training is generalized and tailored to the personality of the individual. He has also been trained in war and functions as a diplomat, an officer, a warrior, and healer battle-surgeon. Due to his healer training, he has a personal code of honor when engaged in combat and does not believe in needless-violence.
  8. 1 like
    I might give it a whirl.
  9. 1 like
    What I'm saying is have something complex is you need it. It will work with Mini Six.
  10. 1 like
    The question I ask myself is, is there a way to achieve my goal using the rules as written? Sometimes that's possible, with just a little tweak. Sometimes not. But I've found that asking that question keeps me focused and from making things too complicated.
  11. 1 like
    There was and old FASA Doctor Who game that was skill based. Only made skill checks when time or combat was involved. I was just yesterday thinking about lock picking and traps. And how well you rolled affected trap out come.
  12. 1 like
    Not a bad start using that system
  13. 1 like
    I stumbled upon Ars Magica's magic system again, the other day and really like how it's been implemented. It's simple, elegant and functional. In Ars Magica, magic has 5 Techniques (verbs) and 10 Forms (nouns). Techniques (originally presented in Latin, but roughly translate to: ) Create (Conjure) Destroy Change (Alter) Divine (Know, Sense, Seek) Control Form (again, presented in Latin, but translate to: ) Earth Air Fire Water Body Mind Magic (Arcane) Animal Plant Illusion (Senses) So in Ars Magica, to cast a spell you take a verb + noun + die roll vs difficulty (example spells: Create Fire, Control Animal, Alter Mind, etc.) To me, this fits in line with the d6 system. The original d6 Magic only incorporates the Technique (verb) but not the form (noun). An alternate d6 Magic system might be the 5 verbs and 10 nouns as extranormal skills where you add dice pools against the difficulty number. Rerun-Mage has Create 2D, Control 1D+1, and Change 2D+2... with Fire 1D, Animal 1D+2, Mind 2D. So to cast Create Fire he rolls 3D (2D + 1D) vs difficulty, Control Animal he rolls 2D+3 (1D+1 + 1D+2) vs difficulty, and Change (Alter) Mind he rolls 4D+2 (2D+2 + 2D) vs difficulty
  14. 1 like
    After I looked at my Dark Sun converstion, I realized something. AD&D magic for wizards has always focused around schools (conjuration, divination, etc.)what Ars Magica defines as Techniques. And AD&D Clerical Magic is centered around spheres (Animal, Plant, etc.) what Ars Magica calls Forms. If we take a classic AD&D wizard and convert them to d6 he should have all his skill dice in the Techniques (verbs) and none in the Forms (nouns). That doesn't mean that he can't cast spells, he's just focused on the verbs rather than the nouns. In contrast, a classic AD&D cleric has focused on the Form (noun). So, a wizard has all his skill dice in Control, Create, Destroy, Divine and Alter. While a cleric has all his skill dice in Animal, Plant, Body, Mind, etc. So casting a spell for a wizard becomes (verb) + 0D (noun) > difficulty While casting for a cleric becomes 0D (verb) + (noun) > difficulty A multi-classed cleric/wizard would have both dice pools ( + > difficulty) Alternatively, a "cleric" can be limited in his forms due to divine requirements. (e.g. A water god will not allow his followers to cast fire spells.) I think I'll be using this magic system in my Dark Sun conversion. Any thoughts?