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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. 2 likes
    Greeting D6 community! Several months ago, I had to abandon the current setup for the forums because of continued hacks into the board. Each time I cleaned up and tried to secured the boards, I failed and the hacks persisted. I didn't give up but did abandon the outdated vbulletin board. I understand there are still many sites out there running this same version 4 of vbulletin without issue. I didn't have the time to dig deep into why my board had so many security issues - obviously, the software can be maintained by those with more of a background to its coding than I. So rather than running in circles, I opted to close it for a time while I decided on the next move. I had no intentions of shutting the board down permanently, but weighed my choices during this lapse. I choose to go with IPB over other forum software I reviewed. A decision I hope the community here can grow to accept and love. Most, if not all, of the background issues of maintaining the security and code of the forum now falls to their support team, rather than me. I am paying for their cloud service, having to worry only about managing the configuration of the boards. In time, when things all settle where they belong, the site should turn along smoothly hopefully with little maintenance.
  3. 1 like
    Sigh, just found a new addiction, fallout: shelter. Has anyone made a D6 Fallout game? I remember seeing any old ones years ago that was % based. Created a spreadsheet to keep track of chars.
  4. 1 like
    Colour is an option, but for now I am doing a sort of 80s throwback design
  5. 1 like
    Not a bad design! Might want to add some color to it, though. That will kick it up to the "heroic" level.
  6. 1 like
    This is in the Mini Six rulebook
  7. 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.
  8. 1 like
    Or just pick a difficulty and go with it.
  9. 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.
  10. 1 like
    I might give it a whirl.
  11. 1 like
    What I'm saying is have something complex is you need it. It will work with Mini Six.
  12. 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.
  13. 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.
  14. 1 like
    I haven't been on the forums here for awhile and I've been used to hanging out in G+ land, so it didn't occur to me to ask here before, so this was originally posted at https://plus.google.com/+ErikAlfkin/posts/fBkbDB3Tb12 Rules hacking time: I'm getting ready to run some Mini Six after spending a goodly amount of time with Fate and Ubiquity (mostly Hollow Earth Expedition) and there are a few concepts from each that I'm considering working into the Mini Six framework. I'm replacing the existing system of Perks and Complications with what are basically Fate Aspects (short phrases used to define interesting things about a character), but done in the Ubiquity style. The player will need to define an Archetype, a Motivation, and a Flaw. These cost no points (as Perks do) but still make things true for the character and the game world, which means that they require GM approval (possibly meaning some back-and-forth between the GM and the player before that approval is given). These also give a clear framework for the character during the rest of the creation process, as well as how that character should be played. For example, an Archetype of "Roguishly Charming Pilot" says quite a bit about the character. When that player puts 4D into Charm, that Charm is more clearly defined (since, in my book, Charm can easily be charisma, beauty, or force of personality). So if the character takes over the bridge during a heated battle, the style of play makes more sense as "Hey, guys, you know I can get you through this," followed by a flash of white teeth and his most winning smile, rather than by barking out orders. That character should also have some kind of piloting skill, of course. A character whose Archetype is "Elven Scout of the Gold Leaf Realm" will have whatever abilities elves of that game world have (dark vision, for example) simply by virtue of being an elf. And an "Unlicensed Wizard, Extraordinaire" will have spellcasting ability (as well as an some kind of built-in conflict with the magical establishment, by virtue of being unlicensed). I know this makes characters more powerful than the stock Mini Six system, but this works for me because I hate seeing the beginning skills hamstrung by choosing some cool Perks. And I tend to switch games every few months, so characters don't get as much chance for advancement as they would with a longer game. I am curious to know if anyone has an opinion about this kind of shift in character power levels. Motivation should say something about what drives the character, and I find having such a thing really helps get new games off the ground by establishing character personalities pretty quickly. They can be general motivations, like "I want all the gold!" or a bit more complex, like "The shame of being dismissed from the King's service still stings" And Flaws are basically a reworking of Complications, except that there is only one instead of being open to two, and they do not provide additional CP at the end of a session (more about that below). To further tie these traits into the character, Hero Points would be given out to players who find ways to roleplay these motivations and flaws (or the GM finds ways to bring them up in the game), similar to how Style Chips or Fate Points work in Ubiquity and Fate. I'm debating about leaving the spending of Hero Points the same, or specifying that the +6 to a roll must somehow tie back into the Archetype, Motivation, or Flaw. I'm really curious to know what folks think of these ideas. Good, bad, indifferent. Any suggested tweaks? Any glaring flaws I'm overlooking? Any cool uses for this that I haven't thought of? Any way the players could make this go horribly awry? A few extra ideas: Any Aspect outside of the three that make up a character will exist but won't need to be explicitly written out as such, as they are in Fate. This affects a few of the things that follow. Spending a Hero Point requires some explanation on how it fits into the narrative. For example, buying down damage can be because the Quick Thief managed to dodge at the last moment or because the attacker had a Wound (an arrow in the shoulder) that threw off his aim. Preparatory work (what would be Creating an Advantage in Fate) can gain a +2D on a following roll, as can someone making a roll to assist. These make Aspects that, as mentioned above, don't need to be explicitly spelled out. They can certainly be used as justification for spending a Hero Point later on. ("Remember how I built that programmable robot arm to help me push the fire alarm while I was elsewhere? Well, because it's near the current fight, I'm using it to grab this guy's ankle from behind, distracting him and giving me a +6 to my attack. Here's my HP.") The final skill list I developed looks an awful lot like the one out of Hollow Earth Expedition. Not exactly the same, but heavily inspired by it. I'll post the full list once I write up all my changes as a unified document. One important note is that I have only Fight, Shoot, and Athletics to cover all fighting skills. Block and Parry will have the same value, barring Specializations (which I am a little nervous about allowing for fighting skills). I'm inclined to make Specialization only a +2D instead of a +3D, but on top of the Skill when first taken instead of the Attribute. So Charm of 4D, Persuasion of 1D, and a Specialization of Intimidation makes for a 7D, but also uses up 2 of 7 skill dice for character creation. Raising Persuasion to 1D+1 later on does nothing to Intimidation; that would have to be raised separately. If the base skill is not taken, the Specialization just adds to the base Attribute (4D Charm and 6D Intimidation in the above example). I need to play around a little with various builds and advancement combos before I'm set on this one. I'm considering a static initiative of Agility rating x3 plus pips. Adding in a dash of Savage Worlds, mooks go down (or just plain leave the fight) once they suffer a Wound. I also want to test out the idea of a separate Stun vs Wound track (similar to Savage Worlds Wounds vs Fatigue counters) because it is so helpful with things like nonlethal attacks and environmental damage. I may play it each way for a time to see how it affects things. I might also use bonuses and penalties to mimic common knowledge rolls, or I may just leave that to roleplay. I'll likely have the players define two current and/or impending issues for the setting, as well as a few faces and places, as done in Fate Core.
  15. 1 like
    Not a bad start using that system
  16. 1 like
    I made a few tweaks to the skills, making it a little more my own and, I think, slightly more flexible. Here is the new list, with some sample options and specializations: Might: Athletics: climbing, jumping, running, swimming, throwing Fight: brawling, grappling, by weapon type Agility: Acrobatics: dodging, tumbling, contortion Burglery: lockpicking, pickpocketing, safecracking, security, sleight of hand Drive: by vehicle type Pilot*: aircraft, ships, submarines Shoot: by weapon type Stealth: hiding, shadowing, sneaking Wit: Academics*: history, law, literature, linguistics, chemistry, engineering Art*: music, painting, writing, sculpting Craft*: carpentry, electronics, mechanics, medicines Empathy: body language, emotions, intuition, lies, motives Gunnery Investigate: research, bureaucracy Magic*: arcane, divine, psionics, powers Medicine: diagnosis, first aid, surgery, veterinary Navigate Strategy: gambling, games, war Survival: by terrain, tracking Charm: Animal handling: riding, taming, training Perform*: acting, dancing, singing Persuade: diplomacy, intimidate, bluff, provoke Contacts: business, streetwise, government
  17. 1 like
    Right now I have one message in my inbox to one user. If i attempt to send a 2nd message to another user, I get a message that my inbox is full.
  18. 1 like
    Hi there, I hope I'm posting this in the right place! I've just started a kickstarter campaign for Exilium, a re-imagining of my 'In Flames' Open D6 roleplaying game which I published a few years ago. Exilium will include the main game and both sourcebooks in one rulebook, with full colour art and a layout by Paul Bourne of The One Ring fame! I'm a big lover of the D6 engine from back int he Start Wars days, and really happy to be able to use it for my own games. Anyway, if anyone's interested please take a look at the kickstarter and spread the word, and any questions, fire away! Link: https://www.kickstarter.com/projects/2120854352/exilium-a-science-fiction-roleplaying-game
  19. 1 like
    Just let me know and I will setup a forum for you. Is simple as that.
  20. 1 like
    Hi guys, I've been tinkering with the Mini Six 1 Ed SRD for a while. I've attached the finished products for your use. Thank you Ray Nolan and Phil Norris. Out of respect for their property I omitted the Farnsley's Phantasm Investigations and Precinct '77 in their entirety. I know the game mechanics are are OK to include, but chose not to mess with what they have staked out. Enjoy. Mini_Six_SRD_V1dot0_Final.odt Mini_Six_SRD_V1dot0_Final.pdf Mini_Six_SRD_V1dot0_Final.rtf
  21. 1 like
    I have an open request with the support here to see about importing all the old forum posts. It seems like it can be done, just something that is out of my control to resolve. I do have SQL exports of the old board which I am saving. The old forum lives on an account with BlueHost, which in a few months I am going to let expire. I wanted to make sure I exported all the information, files, images and SQL I could prior to that date. By that time, I am hopeful most of the post will already be imported her, letting us all move to a new chapter for the D6 community.
  22. 1 like
    Yeah, it can really build upon itself. At least you realized what else you needed before you thought you were all done.
  23. 1 like
    Good to see this back up and running! Thanks Magman!
  24. 1 like
    All the old content is here, save for the images. Going to see if I can pull them off the old boards and store them here in the gallery. Another project added on the ToDo list. I will be slowly making the old content visible, but would like to get feedback and what "NEW" forums you guys want.
  25. 1 like
    Woot! Great job, Magman.
  26. 1 like
    Yes, moving from one software to the new one, I have to see, which I do not think, that they both have the same type of formatting rules within the Database. I still need to go through all the Admin Configures to see what can be turned on. But, at this point, the imported data is more or less, legacy information and might have to suffer with formatting issues. But I will see what I can do... Still a learning curve here for me. Just keep pointing out the discrepancies and I will see what can be done to resolve Thanks Magman!
  27. 1 like
    You definitely don't need to get into an ever increasing hit point things with Body Points. Roll once at character creation, keep that for the rest of the game. For my fantasy game, I had the following: Roll Constitution and add 20. That's it. One roll, and that's the total Body Points the character will have. The only way for the Body Points to raise up would be to increase the attribute Constitution. And since that is 10x the number in front of the D, that's not going to happen all that often. Someone at 3D+1 would need to spend 30 Character Points to increase that to 3D+2. That's an increase of 1 pip, which would increase the Body Points of the character by 1 whole number. If you're giving out so many Character Points that people are raising attributes quickly, then you have an issue with the rewards you are offering. So a person rolls 3D+1 (say then get an 11) and add 20. That gives them a total of 31 Body Points. That means when they take 1-3 damage, they are "Scratched" (no real harm done) When they take 4 - 8 damage, they are "Wounded" (-1D) When they take 9-17 damage, they are "Badly Wounded" (-2D) When they take 18-24 damage they are "Incapacitated" When they take 25-31 damage they are "Mortally Wounded" If the player managed to boost the Constitution attribute by 1 pip, that would give the character 32 Body Points, and would add on to the very bottom row (it becomes 25-32). Not a big ordeal, really. And in terms of weapon damage, a modern 9mm, such as the M-9, would be better at 3D+1. 5.56mm weapons would be in the range of 5D+1 damage. 7.62mm weapons would be in the 6D+1 range for damage. (When I'm looking at the D6 Adventure weapons, they are looking fair in that regard, so maybe I'm remembering some other weapons)
  28. 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
  29. 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?