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D6 Online 3.0


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Durran last won the day on December 16 2018

Durran had the most liked content!

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About Durran

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  • Birthday 09/21/1985


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    Washington State, USA


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    Undertaking unrealistically large gaming projects and almost never finishing them.


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    College Student, Stay at home Dad


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  1. Happy to help, made me double check that I had converted it over. Spell resistance is an ability that is pretty potent when ported over, on the weak end it adds a bit of difficulty, but against heavy hitting endgame monsters it'll likely end up making casting the powerful spells you need very tough since the difficulty to cast a high level spell should be pretty difficult. +14 to the difficulty is a huge difficulty boost.
  2. I have a section for Spell resistance in my conversion guidelines. It essentially gives a penalty to the caster's skill check to target them with harmful spells.
  3. Page 122 of the D6 Fantasy book talks about assigning body points to NPCs: On page 141, it mentions that only armor and other defense modifiers are subtracted from damage when using the Body Point system, so that's the big spot where scale will be accounted for. Scale will subtract from damage before being ticked off of their Body Points. Lastly, to answer your question for how many BPs an Ogre should have, Page 127 has a few sample monsters and such. A giant has 26 BPs and a Scale of 6, so I would imagine that an Ogre would be right around there, maybe a little smaller scale and fewer BPs. In the D6 Fantasy Creatures book, they have a Gargoyle in there, which is suggested at slightly smaller than human sized scale (0-3), and 18 Body Points. YMMV
  4. Looked at the full preview. Looked like a carbon copy of D6 Fantasy from the few pages they show off, with different artwork.
  5. Interesting concept. I've seen RPG's used for helping to teach languages. I hope the project works out for you.
  6. Welcome! I'm still here as well, I check back every couple of days unless someone replies to my thread.
  7. The good news is, that once I switched over my conversions, I've had to look a lot less stuff up. So, my Sunless citadel has maybe 5 or 6 more named creatures to convert, then I'm done. I'll post a link to my blog when I finish. I appreciate all of the help and suggestions folks have voiced (over the years)!
  8. I updated my conversion document to 2.0 including the new (A)Magic skills, and new weapon damage conversion guidelines. Conversion Guidelines v. 2.0.pdf
  9. If you do decide to start doing your own creature conversions, I would suggest doing them by challenge rating rather than alphabetically. The weaker monsters have fewer abilities, and more likely you're going to be populating your game with more of the lower CR creatures to start with, so your conversions will be better usable.
  10. So, I've been re-thinking how I'm going to do magic in my conversions/games. I came across my first spellcaster conversion while doing the Sunless Citadel for a solo play: Belak the Outcast. Looking at my conversion guidelines, he would have a +4 to his Miracles skills, but what would his starting attribute be? The answer I came up with is to incorporate a system from D6 Star Wars: Advanced Skills. Now, when converting a Spellcaster, you find their highest spell level able to be cast, and this becomes their advanced skill level. For the example of Belak: he's a 4th level Druid, able to cast 2nd level divine druid spells. So now under the Acumen attribute, he has (A)Nature's Miracles 2D. This (A) skill gets combined with the parent attribute to try and cast spells, so Belak has a 3D+2 Acumen, combined he rolls 5D+2 to cast any spells. Hopefully this makes sense. Casting Classes: Cleric: Acumen - (A)Divine Miracles Druid: Acumen - (A)Nature's Miracles Sorcerer: Charisma - (A)Spontaneous Magic Wizard: Intellect - (A)Wizardry I'll probably cook up some additional options for each of them, giving Wizards lower difficulty numbers on spells that they prepare every day, whereas Sorcerers are able to shape their spells using metamagic for less of an increased difficulty. A cleric's deity has to condone the action being undertaken by his cleric.
  11. Typically, if you want a combat/monster encounter to be "balanced" with your players, you'll want to put your group against something which has combat skills equal to, or a little higher than your best player character's, withing 1 or 2D. Since in D6 most of the skills to hit are also the skill to defend. Full disclosure: My monster stats are untested. I currently don't have a group, nor have I had a quiet moment to try running these in a solo RPG setting. Most of my knowledge of balanced combat encounters is in Star Wars D6, but I would imagine that the principle is largely similar in D6 Fantasy. I'm thinking about re-doing weapons using the weapon's D20 die as a benchmark. 1D12 = 4D, 1D10 = 3D+1, 1D8 = 2D+2, 1D6 = 2D, 1D4 = 1D+1 So, the maximum damage gets converted over to pips, 3 pips per 1D.
  12. Yeah, I moved over to MeWe as well, just to keep in contact with a few folks. Not sure if I like it better than a traditional forum, but we take what we can get...
  13. Looks like the death of G+ might breathe some life back into this place! ?
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