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D6 Online 3.0


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Everything posted by Durran

  1. Okay, so since no one has replied, I'm going to assume the project is dead, and I'll muse my notes here for cooking up ship stats. I'm sure @Grimace will have some useful suggestions, since he always seems to. So, being a total dummy when it comes to stuff from Age of Sails, I'm going to start simple and then increase the complexity as research and suggestions roll in. I'm thinking about doing 5 Basic types of ships: Gunboat, Schooner, Brig, Frigate, Warship. Stats at this point will include: Crew, Cargo, Speed, Maneuverability, Cannons, Hull, & Scale. If there are any other suggestions that anyone has at this point, please let me know!
  2. Thread Necromancy! I recently was considering doing a D6 Pirates type campaign and have been looking for some ship stats if anyone has cooked anything up. Has somebody cooked up detailed ship stats for D6? Was this project ever completed?
  3. I've found that a flat decrease of a single difficulty level is sufficient, or add an extra difficulty level without the tools. It typically works out to roughly a +5 bonus to their skill check, which is ample. Masterwork or magical tools might reduce the difficulty by 2 levels, or give the single difficulty level reduction with a +1 to +1D to the skill check. YMMV.
  4. A few days late, but Happy New Year! I hope the best of last year is the worst of this year for everyone!
  5. Happy to be of service! I hope you'll let us know how the game progresses.
  6. I run it that way, I only give the wild die to major NPCs.
  7. First off, Welcome! It's good to see someone else here. Sword and Sorcery tends to have people starting out broke at the beginning of each adventure. Funds dice represent the overall buying power of characters through bank accounts, investments, trade goods, etc... If you want to keep players from simply buying whatever, then I suggest doing away with the Funds dice completely. Switch over to coinage, and remind players that in the setting, they're adventuring to live the good life whenever they can. Between adventures, they sell, trade, and give away their loot so they can stay in a fancy place, drink the best wine, and sleep with the most beautiful professional women. After each drunken bender, they're broke again and need to head out and find some more riches, but give each one a fancy new piece of equipment that they've been wanting which they could have bought, stolen, or won. Also, if you want to avoid a lot of the record keeping with coins, have the items sold be gems, jewels, artwork, or something that has a value not really set like coins. I hope this helps a bit, it was the way that my old GM used to run his Conan games, and we had a lot of fun doing those.
  8. As the title states, this will be where I muse about converting equipment from D&D to D6. More to come.
  9. 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.
  10. 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. 😁
  11. For some reason it won't let me edit the above post. Found some formatting issues which I fixed on the source document. 🤣
  12. 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.
  13. 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.
  14. 🤣 Okay, I'm motivated to get back to work on this project. Challenge Rating 1 monsters, here I come!
  15. 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?
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Interesting. I look forward to really looking over these when I get a few moments of peace. My family is post-move; everything is still in boxes and we don't have reliable internet, I'm using my phone as a hotspot to check in on my various forums. Feel free to muse here whenever you like, I haven't looked into 5th edition D&D yet, so most of my converted material is from 3.x.
  22. Upon further reflection, I feel like having dead take up a wound level makes sense, otherwise you're really limiting how "limited" the target it. So, if we include Dead, it would look like: 1-3 = Mortally Wounded 4+ = Dead Right?
  23. My first thoughts are to not include "Dead" as a wound level, that is the result of rolling higher than your table. So, I'm thinking that perhaps we'd count down from dead, so a mook with 2 wound levels gets: 1-3 = Incapacitated 4-8 = Mortally Wounded 9+ = Dead Would this be how you guys would handle it?
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