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  1. 4 points
    For role players, I know it tough not to be social as its the heart and soul of what a role players is. To be among friends, socializing, having fun and escaping the reality that we live in. This time for all of us is hard, but there will be an end to it. There will be that glorious sound of dice rolling against the table, staying up to the wee hours of the night, laughing and enjoying what we all love so much- role playing with those we call family. Hang in there all (Sorry for the short outage of the website!) Best and stay safe! Magman
  2. 2 points
    No dumb question, only dumb answers !
  3. 2 points
    Malapan Kingdom Malapan Kingdom is one of several kingdoms located on the continent of Greater Larigia. The kingdom of Malapan is not known to many outside of its borders. That is not due to any sort of heavy-handed ruling system, but instead by the remoteness of the kingdom. It is a coastal kingdom, with its entire western coast touching the Parthenian Ocean. It's north and eastern borders, if they could even be considered "true" borders, are open to the vast central area of the continent known as "The Rugged Lands". The majority of the towns and villages in the Malapan Kingdom are located along the coast. Though the weather from the Parthenian Ocean is often fierce and foul, the various towns, including the capital city of the kingdom, sit in mostly protected coves along the coast. There is a central mountain range that nearly bisects the kingdom into a north and south region. Malapan Kingdom is populated by a mixture of races. The two most commonly encountered are Humans, which belong to the race of the current king, and Half-Elves. The strange aspect of the abundance of Half-Elves is there there are basically never any Elves seen in the Malapan Kingdom. There are smaller contingents of Gnomes and some Dwarves, and then just the rarely seen Halflings. While magic isn't strange in the land, it is usually only performed by magic users of the king, or from magic users that might randomly pass through once every couple years or so. The king, King Simison, is a docile king, and one who is content to live out his life being king and not needing to venture afar to defend his realm or to begin a crusade. He treats his people modestly well, not demanding too much in the way of tribute, so the villagers and townspeople can actually save a little money and actually live a little better than people in other lands. The King has several Lords who help him control the various towns and villages in the quasi-divided kingdom. Those Lords are: Lord Quulan of Cloverdale Lord Morto of Silverpine Lord Bessim II of Seaside City Lord Penrose of Riverbend Lord Don of Belto Keep Each Lord tends to pattern their own actions after the king, and take an easy hand in governing their respective areas. Only Lord Quulan of Cloverdale has any sort of drive or enthusiasm, and that is a result of the occasional encroachment of hostile forces from the south and east. As a result, Lord Quulan is quite a fighter and strongly believes that the King should do more to help bolster the borders on the south and east. Towns and Villages of Malapan Kingdom Malapan: Capital city and home of the King, this large city rests in the fertile valley at the mouth of a river and along the protected coast of Malapan Bay. The city is walled, with five gates into the city. The main castle rests along a ridge that extends almost to the shoreline. Ransur’s Crossing: Closest village to the capital city of Malapan, this village has the only bridge spanning the Malapan River. Ransur’s Crossing sits a little over half a day’s journey from the city of Malapan. Menathesalus: A small, fortified village resting on the foothills of the Emeron Mountains, Menathesalus sits nearly a full day’s travel from Malapan City. Storm Haven: A fishing village, resting on the northern shore of the peninsula that forms Malapan Bay, Storm Haven is rarely traveled to, due to its remoteness. It sits in a small cove, protected from the rough seas that pound the shoreline. It is almost two days journey to either Menathesalus or Seaside City, from Storm Haven, and the path is not for those unaccustomed to traveling. Seaside City: Another sizable town, Seaside City is a prospering trading and fishing center. Protected from foul weather by its location, the city is the first town on the western side of the Emeron Mountains and commands the only passage southward. The keep of Lord Bessim II is one of the largest keeps in the land, mainly due to the wealth of the city and the quantity of workers able to expand the dwelling. Pine Cove: A village that sits two days travel southward from Seaside City, Pine Cove sits on the edge of the Morrin Woods. A road allows access through the woods to Pine Cove, and continues southward to the town of Silverpine, which lies two days away. There are several inns located in this village, as it is a main stopping point for travelers moving north or south from the larger towns. Silverpine: A mid sized town, Silverpine has much fertile land and lots of space to expand to. Lord Morto has a small keep in the town and relies on the townspeople, many of whom are hunters, to be the primary defenders of the town. While this town rests on the coast, shipping is not the primary business in Silverpine. Fur trading, hunting, and farming are the primary businesses. Rossell Bay: With woods surrounding it, and sitting in a calm, well-protected bay, Rossell Bay is a small yet peaceful village. The village sits two days travel south of Silverpine, and nearly four days travel northwest of Cloverdale. Roads connected this village with the two towns, but parts of the journey have been known to be dangerous unless escorted. Rossell Bay has several groups that offer their services for escort out of the village. Cloverdale: Cloverdale is the southernmost town in the kingdom. It is also nearest the borders of both the "Rugged Lands"...an area filled with lawless people and vile monsters, and the "Grand Seymour Kingdom"...an area that actually has some kingdom forces, but doesn't patrol it's own frontier much, allowing for ruffians and monster tribes to set up in the void of control. This hostile area has resulted in Cloverdale becoming a fortified town with walls and a substantial Keep to hold the men-at-arms of Lord Quulan. The people are mistrustful of newcomers to their town, as they have been attacked too often to welcome strangers with open arms. Even with the mistrust of newcomers, there is a healthy bit of trade that goes on in this town, so the markets are usually well-stocked. It is nearly four days travel from Cloverdale to the nearest village of Rossell Bay. Riverbend: A major town that sits well east of Malapan city. The people here are mostly farmers, and Riverbend is the major food producing town for the entire kingdom. As such, Lord Penrose is the most wealthy of the Lords, and tends to eat well, resulting in his portly appearance. The people in this town are open to travelers and outsiders. Belto Keep: This area is not so much a town or village, but is instead a stout keep and bailey that makes up the northernmost defensive position for the Malapan Kingdom. There is always a garrison of about 20 men at the Keep, and these men are the most combat-experienced soldiers in the entire kingdom. They are constantly fighting off monsters that come in from the Rugged Lands. They have all but been forgotten by the King. Lord Don, the one in charge of the Keep, keeps his men in shape and on alert. They perform monthly journeys to Storm Haven to acquire food and materials needed, and occasionally to get another couple of men to help fill their ranks. The "Northern" mentality is one of self-sufficiency, and a reliance only on themselves. The Strange History of Malapan Malapan is, for all of its appearance, a stable but small kingdom. But there are little indicators throughout the land that hint at something that happened long ago....but it all seems to be forgotten. The local histories of Malapan only pick up from a couple hundred years ago. Prior to that, there seemed to be no written records. Scattered about the land there are hidden ruins, relics, and forgotten locations that give hints to a different past for this land. Even the prevalence of Half-Elves, yet nary an Elf to be found, has led a few to wonder what happened. Still, none have really made an effort to find out more. The people of Malapan seem more than happy to just let the status-quo remain as it is, and to live their lives knowing only what they know. The first notable ruin lies deep within the Emeron Mountains. It is the remnants of fortified town and what was once a great Keep. The details in the ruined remnants of buildings indicate they were constructed by a race other than Humans. Signs indicate a great siege and battle occurred here many hundreds of years ago. Buried deep under the rubble of the collapsed great Keep, there is an entrance to a great tunnel, ornately carved through the rock. It leads both down and away from the ruins, and has many carvings detailing a history of Elves and some sort of wicked looking beasts, and a war they seemed to have fought for many centuries. The passage ends in a massive cave-in which cannot be cleared by normal means, no matter how many people were to attempt. The other notable ruin lies on an island out in the Parthenian Ocean. It is a great, inland castle, mostly still in fair condition. The castle and the surrounding area has been massively overgrown with hundreds of years of plant growth. If one were to find the castle, they would not easily recognize it as a castle, as trees have grown up in the courtyards, vines are covering the massive walls, undergrowth is everywhere, including into the main rooms on the main floors of all of the buildings inside the castle. All wood doors and timbers have rotted away and been replaced with vegetation that makes it look like gates of vines and leaves rather than arches of stone. Residing in this castle are many mindless creatures that have found the area to be naturally defensible and protected. They attack anything that comes near, and swarm when their prey seem too strong for just a few of them. Should such a prey be able to defeat enough of them, the creatures would scatter and run away. Inside the castle there is still iron gates protecting dust-coated and apparently "worthless"-looking magical armor sets and weapons. There is another room, hidden behind a stone wall and activated by a trigger push statue on the wall, that holds an alcove with magical ingredients and a spell book loaded with many magical spells including some quite powerful spells. There is also a magician's robe and magician's hat which provide magical protection for the wearer of 3D, as well as giving a temporary boost of +1D in Magic Power as long as the hat is worn. The ornateness of the material, coupled with the fact that it has not aged to dust, should cue that they are magical in nature and designed by some race other than Humans. Scattered in various other places through the land, there are smaller artifacts and ruins that can stumbled across. There is a stone pool with crystal clear water in it that rests near a lake and within a forest. A person with the Magic Power can look into the water and see images reflected in it of events from a time long ago. There is also a long forgotten tunnel and cache of weapons in the mountains near Belto Keep. Other small, long forgotten shrines and statues are scattered in generally difficult to reach locations or overgrown areas. They hint at the fact that once this land was teeming with Elves and they fought against an empire of Gnolls lead by a War Gnoll and a host of Gnoll Warlocks. The Elves managed to defeat the War Gnoll, but the warlocks had put a curse on them and doomed their race to decay. With the Gnolls gone, Humans began to move in and worked hand-in-hand with the Elves, but year after year the Elves died off and no new elves were ever born. Only offspring from Humans and Elves could seem to avoid the decay curse. Eventually the Elves disappeared, leaving only Half-Elves around. The Humans forgot about the Elves, and the Kingdom was formed, with history forgetting about the Elves and the deep hidden secrets of the land that happened hundreds of years before the Humans ever arrived. There is also long buried and lost weapons from the Elves that may be found by accident. Remnants on an ancient battlefield may result in a finely-crafted Elvish weapon or armor being found while digging or while walking through some old growth forests as a person trips over an overgrown bit of armor. Creatures found in Malapan Though, long ago, the Gnolls were defeated by Elves, they were never wiped out entirely. The various tribes of Gnolls had fractured the survivors had fled and scattered across the land. It's still possible to run into small (1-6) groups of Gnolls, mainly in the mountains and rarely in the old forests. GNOLL STR 4D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +1 Shield +1D / +1D / +1D Brawling Parry +1 INT 2D Attack: either 1 weapon attack or 1 claw attack Claw Attack STR+1D+2 Weapons: Longsword STR+2D Halberd STR+2D+2 Battle axe STR+2D+1 Large Spiders can be found throughout the land, typically in the forests. They typically stay up in the trees and drop down on their unsuspecting prey. They can also be found in caves. LARGE SPIDER STR 1D+1 Move: 6 Web: 15 Scale: Human Brawling +1 Fear: 2 Hit Points: 8 CON 1D+1 DEX 2D Dodge +1 INT 1D Attack: 1 bite attack STR * If the character suffers hit point loss, the spider injects poison. The poison causes 1D loss of hit points for 3 rounds * These types of spiders can spin webbing, though the webs are not hard to break and are flammable In the mountains and also found on occasion in the hill areas of the kingdom, there are several monsters. Giants and Ogres and even the uncommon Troll can be found in those locations. MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 OGRE STR 6D Move: 9 Scale: Human Brawling +2 Fear: 8 Hit Points: 29 CON 4D+1 DEX 3D Melee Combat 3D+2 INT 2D+2 * gains +2D to all melee weapon attack damage due to immense strength Weapons: Various TROLL STR 7D Move: 12 Scale: Human Brawling +1D+2 Fear: 12 Hit points: 48 CON 6D DEX 3D+2 Brawling Parry +1D+2 INT 2D+1 Observation +2 Attack: 2 claw attacks plus 1 bite attack if target is grabbed Claws STR+1 Bite STR+1D * Trolls never roll to run away from fear; they are fearless. * Trolls gain the bonus in Observation due to their excellent sense of smell. * 30 meter infravision, though they don’t suffer any adverse effects when operating outside. * If this creature loses all of its hit points, it is not killed. The parts will be “out of action” for 1D6x10 minutes. The parts of the bodies will wriggle back together and knit back into a full creature. * Regenerates 3 Hit Points per round 3 rounds after it takes its first hit point loss. The creatures that have taken up "residence" in the ruins of the old castle on the island, are a tribe of Tasloi. While not quite mindless, they have no interest in "human things" and basically act like animals with some minor intelligence. TASLOI STR 1D+2 Move: 9 Scale: Human CON 1D Fear: 2 Hit Points: 7 DEX 3D Sneak/Hide +1D+2 Armor: Small Wooden Shield +1 / +1 / +1 Melee Combat +1 Melee Parry +1 INT 2D+2 Attack: 1 Attack with either fists or weapons Fist STR+2 Weapons: Club STR+2 Javelin STR+1D+1 Short Sword STR+1D+1 * these creatures are suited to the darkness of jungles. They suffer –1 to all actions in full daylight, but do not suffer any penalties in darkness (outside, rather than underground) * Stealth: gain +2D to Sneak * Can speak own language plus monkey/ape and rudimentary common
  4. 2 points
    Hi all! I'm currently days away from releasing a cross platform app for Android and iOS that lets you manage your OpenD6 characters. I've been working part time on this for fun and plan on releasing it for free sometime this weekend, likely. Here's a quick video showing you the work to date - https://youtu.be/3GGaBId5rp8 The project is open source and the project code is hosted here - https://github.com/sentry0/OpenD6Toolkit Features: Die roller Supports both classic and Legend styles of rolling Statistics are also tracked on your dice Character tools Select a template to build your character from Automatically calculates your point cost Supports the three base genres out of the box (Adventure, Fantasy, Space) Supports all options (Advantages, Complications, Special Abilities) Save/Load/Delete characters Game Templates The app supports custom game templates that may be used to build characters There is a companion project for sharing templates here - https://github.com/sentry0/OpenD6Toolkit-Game-Templates Custom templates means you can support games that use the Mini-6 ruleset easily Future Plans: Embed the full SRD into the app GM tools (campaign log, initiative chart, NPC health tracker) A library of OGL OpenD6 and related games Thanks! Phil
  5. 2 points
    Jerry D. Grayson has announced that the new setting book for Mythic D6 will be available as a "pay what you want" (including free) PDF for the next fortnight: Khepera Publishing - Bastion, FREE for Black History Month
  6. 2 points
    There is no official tutorial...I'll have to write one For now this will have to do: Go here Copy the file contents into a text editor like Notepad (or Notepad++) Give it a name by editing line 2 Add/Edit/Delete attributes and skills (or anything else for that matter) Save the new template to Google Drive/iCloud or to your phone directly Tap the "Upload" button under the "Templates" section on the home screen Select your template Build your character I can help you with the above if you find yourself running into issues.
  7. 2 points
    I always prefer a traditional forum over "modern" social media.
  8. 2 points
    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.
  9. 2 points
    Jerry D. Grayson of Khepera Publishing, creator of D6 POWERS, GODSEND Agenda, HELLAS: Worlds of Sun and Stone, ATLANTIS: The Second Age, and more, has a Kickstarter for a new Open D6 game that uses an update to the D6 Legend system. This is complete game with a setting based on superheroes vs. chthonic entities, but the game is billed as being versatile enough to handle any heroic action adventure genre. It has already far exceeded its funding goal, and Jerry is going crazy with adding on to the packages. I'll highlight two: $20 (Digital only) - PDF of the MYTHIC D6 roleplaying game + All the achieved Stretch Goals in PDF + 5 Godsend Agenda PDFs + one Khepera Publishing PDF of your choice from the HELLAS: Worlds of Sun and Stone or ATLANTIS: The Second Age line! $35 - Print copy of the MYTHIC D6 roleplaying game + everything in the $20 digital package above! I pledged $35. I have already have the entire Hellas line (it's great), but this will complete my Godsend Agenda collection plus get me the core book for the Atlantis game which I totally missed out on except a Free RPG Day giveaway. 20 days remaining!
  10. 2 points
    Hello, I'm a french rpg player of 46 years old and I'm searching another light system for a french game that I didn't like the rules. I was searching ressources for D6 system and I found this board, so I'm here :). I hope I can talk with you to learn more from D6 system. Regards.
  11. 2 points
    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!
  12. 2 points
    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
  13. 2 points
    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
  14. 1 point
    Many years ago, back in the 90s, I melded Wound levels and Health Points together. I used it in my fantasy game long before D6 Fantasy ever came out. I got the idea from the "D6 System" cookbook. Worked like a charm for years of playing with multiple people! Basically the Health Points were calculated and kept track of. When a character was hit, they roll Constitution+armor to resist the damage. If any damage exceeded the resistance, the difference was subtracted from the Health Point total. If the character lost from 1 to 10% of their Health, they were considered "Scratched", meaning they suffered -1D penalty for the rest of the round and the next round, then back to normal results. From 11% to 25% of Health lost, the character was "Wounded". -1D to all but resistance rolls until healed. From 26% to 50% of Health lost was "Wounded Twice". -2D to all rolls but resistance until healed. From 51- 75% of Health lost was "Incapacitated". Person had to make a roll to avoid being knocked unconscious, was certainly knocked prone, and was at -3D to all rolls until healed From 76 to 100% of Health lost was "Mortally Wounded". Character was knocked unconscious for amount of time, and when regain consciousness, was at -4D to all rolls until healed and would lose 1 Health point each round until either they passed away or were healed enough to be out of "Mortally Wounded" category. More than 100% of Health lost and the character was Dead.
  15. 1 point
    Masts have a bearing on speed based on the amount of sails on them. You can have a single masted ship with a lanteen sail on it and it can move along nicely. You can have a two-masted ship with square sails on it that can go faster, but handle worse when traveling close-reach or trying to go close-hauled. A ship with 3 masts can have a mix of square sails for speed and some lanteen sails for maneuverability. The problem with each is that the bigger ship you get to handle more masts, the heavier that ship becomes and the more sails are needed to make it move. So, depending on how you want to work movement, what distances you want to be traversed in however long a time span, I would give a boost to square sails over lanteen, but reduce maneuvering for square sails. Then you can get into "suping up" your sailing ship by adding spritsails, topsails, jib sails, top gallant sails, sky sails, and such. The main thing you have to consider is ALL speed is determined more on wind speed, but you get better movement from that wind based on sail type and total sail coverage. That's why square sails (with more fabric coverage to catch the wind) help ships go faster when the wind is right. Lanteen sails (the tri-point sails you see on modern sailboats) can catch the wind, but they don't have quite the coverage so they can't go as fast. But what they lack in speed they gain in maneuvering, as a the Lanteen sails can catch the wind at wider angles compared to a square sail. So while a ship with only square sails might only be able to turn to Close-Reach (about 90 degrees to the direction the wind is blowing), a lanteen sail can go all the way to Close-Hauled about 135 degrees to the direction of the wind and can still move (although not very fast). Typical directions for sailing are: Running Reach - typically facing the direction the wind is blowing TO, or within 15 degrees from that direction Broad Reach - typically out to about 45 degrees to either side in the direction the wind is blowing towards Beam Reach - typically up to 90 degrees to either side in the direction the wind is blowing towards Close Reach - is up to about 125 degrees to either side, basically heading back towards the direction the wind is blowing from, about the best square sails can hope to do. Close Hauled - is about 150 degrees or so in the direction the wind is blowing from. Many ships cannot do this, as it takes lanteen sails and good strong wind to make any movement In Irons - directly facing into the wind.... you ain't moving forward, and may even be moving backwards if you have square sails. Here's a link to an image of the wind directions: I'll also provide the stats I made up about 8 years back for a sailing ship: Sloop Masts: single mast - fore and aft rigged Scale: Large (2) Hull: 3D+1 Maneuver: 1D+2 Seaworthiness: -5 Crew: 6 men minimum, 75 men maximum Weapons: 6 guns (3 starboard, 3 port) - upgradable to 10 guns Cargo: Small capacity Speed: Running Reach = +2 Knots (maximum 12 Knots) Broad Reach = +1 Knot (maximum 12 Knots) Beam Reach = +1 Knot (maximum 10 Knots) Close Reach = no modifier (maximum 6 Knots) Close Hauled = -2 Knots (minimum 1 Knot) In Irons - no movement Starting weapons: 2 - "3 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 4 men Reload: 10 rounds Ammunition: iron shot, grape shot Range: 1-40 / 180 / 600 Damage: 4D - iron shot, 3D+2 over 3 meter area - grape shot Penetration: 1D 4 - "4 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 5 men Reload: 12 rounds Ammunition: iron shot, grape shot Range: 1-50 / 200 / 680 Damage: 4D+2 - iron shot, 4D over 3 meter area - grape shot Penetration: 1D
  16. 1 point
    Ok, I changed up how my directories are arranged... these links will always have the most up to date version of the docs. Chimera (current) Character Sheet - Form Fillable
  17. 1 point
    OK, here are a couple of links: Chimera Character Sheet - Form Fillable I basically just need to finish writing the equipment chapter and the document will be done. Thanks for your interest, I hope you enjoy it.
  18. 1 point
    I'm currently working on my own distro of openD6. I'm pulling in a bunch of ideas from other open SRDs/Games like; True20 D&D 5e Fantasy Craft A little from Mutants and Masterminds A touch from Mongoose Legend I really believe that the sunsetting of True20, the near non-existence of Unisystem stuff has left a nice hole in the medium-crunch generic RPG arena. Sure, it's a small arena but I really like the enthusiasm of the intimate crowds. It's starting with a solid base of D6 (I love the dice pool, the wild die, the savvy details...). I want to lean more on D&D style combat where more advanced maneuvers will be an option. Without levels and escalating hit-points, I'm confident that borrowing some approaches from d20 will streamline the basic combat system. I want to create both a basic game and a toolkit. The toolkit would support GMs/creators where they can choose what dials or complexity they want, put together a campaign using online tools, and either give the players a ready-to-play booklet or incorporate the chosen elements into a product. The basic game will be focused on ease of learning, fast play and diving right into the action. It would be the Generica Open RPG "players handbook and guide". My hope is to have the underlying layer where GMs/creators can tweak the rules, add in or remove complexity, make templates and design things. Then, you put together a "game" that is tailored to what you want to run/publish. The players don't have to know all the fiddly bits. They make choices, spend some dice to customize and get into the adventure! Are folks here interested in me posting about my design process? I thought it might be fun to watch me wreck your favorite system where you can scold me while I do it. 😄 Also, as I make decisions it would be nice to have some experienced D6 GMs to bounce things off of, in case I'm 'mathing' wrong or heading into 'unplayableness'. Thanks and ciao for now,
  19. 1 point
    It does indeed! Thank you! I checked out a word doc version of the buffy the vampire slayer D6 iteration to see how undead were handled there, too. I'm beginning to shy away from a uniform "monster manual" approach as taken in d&d, where a monster of a given type is the same in general with known pre-packaged abilities and weaknesses, and leaning toward making it vary by creature and adventure, otherwise the flexibility of D6 is lost; or at least not utilized to its fullest potential. it's funny how once players get a good grip on D6 simply nothing else will do, anything else is too limiting. amazing in truth. so long as everyone knows that: 1) to be touched by undead will have extranormal negative results such as fatigue or drain 2) silver, magic, religous items/influence or spending fate point per attack is required in the short term 3) negative effects may require intervention of priests/temples or quests to mitigate or remove 4) many such creatures can be defeated short term with above methods, but long term defeat may require methods to break the curse that created them. This would prevent players from memorizing a laundry list of "right moves" vs assorted undead, instead, they'd have a short list of things generally known to be useful against most "spirits" or "devils of the flesh", reviving the fear horror and mystery such creatures used to evoke before everyone read the monster manual and became cold blooded professionals. It would keep them on their toes and "honest", as it were. Thanks again, your input has helped greatly with the creative block i've had with this matter, and i've also recently surpassed another with regard to a possible conversion of the fuedal lord simulator that was the birthright setting; where counties/territories had a stat for material/magic capacity listed like (6/2); in D6 i'd simply convert those to dice and treat it the way the "funds" attribute was treated. Thus a player with lands would allocate these material or magic "funds" dice in a month to different projects to achieve their fuedal desires; raising troops or increasing trade or filling the forest with gargoyles or whatever. Think of the Stronghold series of video games were you have to assign workers to a wide range of projects to make the food and supplies needed to build walls and raise armies and such. Still going to nail down something similar for mass combat too, both tactical where units of 50-100 troops of similar kit become single entities and manuever and opposed roll (draw heavily from D6 star wars capitol ship combat for this I think) and strategic level, though I think at the strategic level opposed command rolls would give me the gist of an invasions outcome. So maybe an invasion would begin with opposed command rolls for a general outcome, a tactical level battle using groups of archer/infantry/cavalry similar to a SW-D6 capship battle, and a small adventure for players within that tactical setting similar to the scene/encounter/round break down in star wars where they have at least some influence on the large scale outcome. While sorting these things out i'm also trying to decide the type of campaign setting i want and that i think my players will like, which is hard in terms of balancing everyones expectations with my own, but I think I'm nearly there. I'd love to share my thoughts on that but this IS a creature conversion thread and I do not want to derail it too badly, I'll try to limit further contribution here to statting critters and maybe make a different thread or add to an existing one whose subject is world building or similar, I believe theres one of yours, Grimace, discussing your years of homebrew for D6 from before the release of D6 Fantasy, I may dump my jumbled thoughts there when next I get time. As of now, though, I'm thinking creature conversions are best done on an individual adventure basis, the zombies of the black temple may be very different from the cannibal corpses of dark-light tower for example. Thanks again gentlefolk!
  20. 1 point
    Happy New Year to you all!
  21. 1 point
    The concept of Advanced Skills is perfectly fine. It would just kind of depend on which skills you feel are (A). Advanced skills should be high level learning type skills. Rocket Science, so to speak. Something like (A) Surgery. I found putting a more limited increase on how quickly a character may raise in skills was easier to control the "bucket o' dice" issue for advanced characters. But making some skills, appropriate for your setting, is also a reasonable method to limit some skills even more.
  22. 1 point
    I just want to thank you Grimace, after reading through some of the things you did to integrate the systems together, you inspired me for my new conversion approach. I've got all of my notes jotted down, I'm going to take a couple of converted test monsters and report back on if I made my job easier or not.
  23. 1 point
    Holy WoW, there is a lot of great ideas in this thread. Great work to everyone involved. Now, everyone (especially Durran), get back to work! Obi
  24. 1 point
    Thanks a lot for your detailed explanation, that was everything I needed! Me an my players just wanted to play some sessions on vanilla version but it seems, that we need some upgrades right away I was checking only "Rules Upgrade", but didn't touch the "Companion".
  25. 1 point
    Appreciate those that let me know about the Spammer(s). I deleted their post and restricted their account. Hopefully we do not see more of them. Thanks Magman
  26. 1 point
    WEG put out some rules updates and clarifications in the 1st Edition Rules Companion, one thing they worked on was scaling combat. A character scale Thermal Detonator does 10D damage. If you check the damage scale table on 21 of the Rules companion, it shows that your character's ship is Starship Scale. The chart reports that the most that any die can deal in damage is a 2. So, depending on what the damage dice came up with, the most damage that your ship could have taken would be a 20 (10x2). The ship rolls its hull normally and compares the capped thermal detonator damage to the uncapped starship hull's resistance. Then decide damage levels normally.
  27. 1 point
    Thanks RR.... I haven't been doing much in gaming for a while and I really fell away from d6 stuff... worst of all I had this site bookmarked wrong so I thought it shut down about the time WEG was sold to the new owners. Anyway, howdy!
  28. 1 point
    In process... Thus far, it's not too bad. It's my labor of love with a ton of "this is how I want my game to work" tossed in for good measure. 😄
  29. 1 point
    Thank you, I'll keep people posted. K
  30. 1 point
    Hello everyone. My name is Colin Cantwell. I conceptualized and modeled the ships for the first Star Wars film. At the behest of fans, I am letting these four decade old photos see the light of day. Most were taken in my backyard in 1975 after kitbashing the pre-production models for the the X-Wing, TIE, Death Star, and others. Kitbashing is a method of model building that myself and a few others pioneered in the early 70's. Essentially, you take pieces from cannibalized model kits (cars, planes, trains, etc...) as well as shapes from around the office and house. Look closely and you will see pill bottle engines and Easter egg fuel tanks. Most of these ships would be used with only minor modification. The exception is the Falcon, which was scrapped at the last moment due to its similarity to the recently released "Eagle" from Space 1999. My Sand Crawler design would also be replaced by Ralph's. All of these designs are original, although I did work closely with Ralph in the early days of the project (what a genius!). I hope you enjoy them. If you would like to learn more, follow me on social media or take a look at my Reddit "AMA's". You can also see higher resolution photos and descriptions on my website www.cantwellcollection.com/models.html
  31. 1 point
    Indeed.. ..and after I bought it I first wanted to give it an minimum/bed evaluation, however the guy changed a few very minor aspects ..and what´s more important added quiet a few conversions of monsters and many pregenerated spells.. so I chnaged from 1 to 3 out of 5. It is not a new system nor a new approach but saved me a hel lot of time, as I just wanted to start playing. My group liked it .. I do not gain money from adverstising ;-) However, there´s always still a lot of work to do converting premade adventures :-( By the way, I have a question concerning Body Points of monsters: Are they really calculated like PC Body Points. I could understand that for medium huamoid creatures.. how about an ogre? Gargoyle? i know I am the DM and could in- or decrease as I like it, however I´d like to stay as much in line as possible (to the games and the gamers advantage?
  32. 1 point
    Someone did a HELL LOT OF WORK.. I bought it and it saved me muuucho work as it is a very nicely done conversion from d20 to d6. Not mainly monsters, but spells, races and others.. https://www.drivethrurpg.com/product/190833/Open-Fantasy I hope linking it does comply to the forum rules.
  33. 1 point
    Happy New Year, all ODsixers ! I wish you plenty OD6 games this year 2019.
  34. 1 point
    I'm not seeing anything on the Magic/Powers in that link for the version 1.1, did it get done?
  35. 1 point
    Traffic here on the forums has been nonexistent the last few months. This question whether keeping it going is even worth it. I understand that the D6 rules an old thought of the yesteryears and nothing new is being introduced. Topics for conversation is hard pressed to come by. Whil, a past moderator of this forums, and a long supporter of Star Wars D6 has taken over the popular Forum Rancor Pit ( http://www.rancorpit.com/forums/index.php ). There are communities out there for everybody's interest, the Rancor Pit is a good example. Perhaps, general D6 just isn't enough to keep interest alive. So I figured I would give the community a voice to let me know what they think and make a case for either side here. Should the forums stay open and why he nobody is coming. Thanks
  36. 1 point
    The second edition of Fire Ruby Design's Summerland is featured in the Halloween sale at DrivethruRPG, along with a few supplements and adventures, until the end of the month. Unlike the original, this new edition is an Open d6 game. I saw the first edition when it came out and found the premise intriguing, but didn't like the look of the rules. This makes it a lot more attractive.
  37. 1 point
    Looks like the death of G+ might breathe some life back into this place! ?
  38. 1 point
    A person could say that this site exists as a way to allow people to see the possibilities of what can be with OpenD6. Yes, it's not the most active. But there IS information on this site that will be helpful for those who might become interested. And some of us do come in here to see if there is ever new developments with the site. I'm happy to provide information or ideas for people if I can. And this way is superior, in my opinion, to anything in social media. It conveys more, and keeps the material easy to find, contrary to social media.
  39. 1 point
    No new content unfortunately, but I've recently revamped the design and structure of my love letter to the Mini Six game system - Mini Six Fanatic! Just sharing 'cause I care
  40. 1 point
    Caring about D6 and Mini Six is a good thing.
  41. 1 point
    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.
  42. 1 point
    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.
  43. 1 point
    Or just pick a difficulty and go with it.
  44. 1 point
    What I'm saying is have something complex is you need it. It will work with Mini Six.
  45. 1 point
    Not a bad start using that system
  46. 1 point
    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
  47. 1 point
    Hi all. I created two D6 Legends based tabletop simulation games of (American) Football and Baseball. Both are available on Drivethrurpg.com Here are the links too: http://www.drivethrurpg.com/product/201363/D6-Football http://www.drivethrurpg.com/product/203832/D6-Baseball
  48. 1 point
    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.
  49. 1 point
    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.
  50. 1 point
    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)
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