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D6 Online 3.0


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Durran last won the day on December 16 2018

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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. As the title states, this will be where I muse about converting equipment from D&D to D6. More to come.
  2. Bookmarking this, since I've been converting over level 1 adventurers to test class builds. I'll post more here once I've converted over various class templates.
  3. I was thinking about taking XP and CP and splitting them up. XP is used for improving the character, while the roll improvements are retooled into something like Karma or whatever. Characters get Karma for completing objectives, good role-playing, and being heroic. Being an a-hole can lose a character Karma, and at negative levels, they'll suffer social penalties with decent folk in the world. I want to encourage characters to be heroic, and discourage the typical murderhobo behavior. This seemed like an easy way to do it. XP, I will also be tracking, and level will be just used for approximate character benchmarks. I was thinking about taking the level scale in 3.5 and dividing it by 100 to get my D6 levels. 10XP earned gets you to level 2. 1900 gets you to level 20. Even though I'm dumbfounded about the idea where a character manages to use 1900 points for improvements, but I'm trying to emulate D&D in the D6 system, so there has to be some high level play involved. These will get adjusted after play testing, of course. I'm in the middle of my work week right now, so I'll have to come back to my conversions during the week if I get some time to work on it. My wife has also started classes again, so my free time has dwindled to only a couple of hours a week. I'm starting to remember why this ended up on the back burner. 😁
  4. For some reason it won't let me edit the above post. Found some formatting issues which I fixed on the source document. 🤣
  5. I'm several monsters in with my new conversion method. So far I'm pretty satisfied with how it's going. I'm going to finish converting up through CR1 before I post my conversion notes. I'm on Giant Fire Beetle so far and going strong, but after each monster I make little tweaks to my initial decisions, so I have to go back and update them just a bit.
  6. I do like the simpler approach.
  7. 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.
  8. 🤣 Okay, I'm motivated to get back to work on this project. Challenge Rating 1 monsters, here I come!
  9. Interesting idea. The character combines schools of magic to do different things. So, say he wants to summon a wall of fire, he'd roll his Summoning skill and his Elemental Magic skill, each at -1D?
  10. I was thinking about doing "classes" as templates, each "class" would be special because of the combination of special abilities it would receive. But, my first priority was to populate the world with converted monsters and magic before I started worrying too much about PC classes and how to balance them out.
  11. Glad to be of service! 1st Edition reads well, but there are some reasons why changes were made to later additions, probably because people ended up in situations in their games where there was no official explanation on how to handle them. If you want to stick with the Feel of 1E, but with some clarifications and additions from the Rules Companion, you should check out Star Wars: Classic Adventures. It was a fan project to combine everything rules related from 1E into a single source. It's been what I use when I play 1st Edition, since I'm coming from the bloated 2nd Edition: Revised and Expanded. However, I'm not sure where you might find it nowadays since the death of G+, I'll hunt around and see if I can find you a link.
  12. I agree with Grimace. D6 Fantasy as written can be pretty crunchy, and having to raise each skill and attribute individually is about as granular as you can get. If you want to keep musing here in this thread, then that's okay, but I'm not sure I want to follow you down this particular rabbit hole.
  13. 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.
  14. Sorry to hear that they didn't feel like it was D&D enough. I think part of my motivation to start this project, was that I didn't like the "feel" of D&D in the first place, only the setting. I wanted something that felt like an adventure game set in Greyhawk, Faerun, or some other established D&D setting, rather than something like a miniatures combat simulator with minimal story development. Another thing that I like about D6 versus the typical D20 D&D is that player characters are meant to be special. Your 5th level expert blacksmith is actually better suited for going into a dungeon to handle goblins than the first level players. I think D6 can make it so that a master blacksmith can easily have zero combat ability because all of his years have been dedicated to learning his trade and how to haggle on the price of his goods. You just don't put any dice into his combat skills.
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