Jump to content
D6 Online 3.0


  • Content Count

  • Joined

  • Last visited

  • Days Won


Mavelic last won the day on December 28 2019

Mavelic had the most liked content!

Community Reputation

19 Good

About Mavelic

  • Rank
    Junior Member
  • Birthday 04/09/1965

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. And a lot of dices to roll in your adventures !
  2. Thank you Grimace for your idea, and even if this is different of what I was thinking first, you gave me interesting elements to work with. Tell me what you think about that : 1) I split many existing skills to have a wider palette of possibilities and fine tuning for pcs 2) for rare/very complex skills, I use advanced (A) rules from SWREUP 3) for quite complex skills, I use your idea of progressively increasing cost and limiting progression. Comments ? Have a good eve ! Regards
  3. No dumb question, only dumb answers !
  4. Hi, That exists too in opend6, take a look at fantasy, adventure or space for "funds" rules p.14 (in all 3 books), then take a look at the "equipments" chapter. Have a good xmas
  5. Hi, In Fantasy p47, it is writen "Whenever any player, including the gamemaster, makes any roll, (...)", so per the rules, it concerns all rolls, then all npcs. But, as a GM, i consider only major npcs (sort of, equals to pcs) could have a chance of major success (6s on wild die), minor npcs are only there to warm the encounters. No rule is written in marble, so you do as you wish and follow the only true rule : make everybody happy !
  6. Hi, As i'm also playing GURPS beside od6 (fantasy), i wonder if there is a mean to make some skills harder to learn than other ? I explain : In gurps, there is 4 "levels" of difficulty to learn a skill, depending if it's easy (savoir-faire, brawling, gun), average (broadsword, Electrician, Public Speaking), hard (Mathematics, karate, Forgery) or very hard (Surgery, Alchemy, Computer Hacking), so a skill "default" or start at attribute -0 for easy, -1 for average, -2 for hard and -3 for very hard. I like the idea a skill is harder to learn as it is more complex to study. In od6, all skills seems to be "easy" as they directly add to attribute, weither it is a simple (say levage) or a very complexe (say hyperdrive repair) to learn. I know it exists, in SWREUP the Advanced skill, which start, sort of, at "no default" ; interesting idea but it sounds a lot like those pseudo attribute like Magic or the like. So, how to improve difficulty to acquire (at start) and learn a skill in od6, depending on its complexity ? Thanks in advance for your comments ! Regards
  7. Happy New Year, all ODsixers ! I wish you plenty OD6 games this year 2019.
  8. Maybe you could take a look at opend6 "Adventure" and 'Adventure locations" to get some ideas how to adapt your background. https://ogc.rpglibrary.org/index.php?title=OpenD6
  9. We are alive ! Nice you use opend6 for your game. Merry Xmas (from France) !!
  10. Installed Very interresting and useful. Miss a "how to" make custom template : any tutorials ? Tank you again
  11. That's really a good project. Is there any mean to print characters ? Any pc version ?
  12. i'm not a programmer, but if i can help in any way, i'll do. Possible to help for en possible french translation, if this is envisaged doing. Regards
  13. Well, I agree with that, there is no reason of PB bonus, it doesn't really make sense ; for distance shot, there is aiming bonus (+1D per turn) and i think that's enough. I know you use a mixed wounds/body points with target making Physique roll + armor vs Physique+weapon, so I would like to know about your own armor system : is it balanced compared to Fantasy original ?
  14. Thank you for this fully detailed answer ! So, if i understand correctly, you would apply -5 range modifier to hand (close) attack ? I thought it was just for *ranged* attacks, not close combat. Thank you again
  15. Hi, Again I need a bit of explaination concerning ranged weapons combat modifiers. If my target has a base combat difficulty/passive defense value of 10 (Fantasy p.60), then if a pc shoot him with a long bow at long range, the base difficulty with markesmanship skill should be 20 (10+10) regarding Common Combat Difficulty Modifiers (p.61) ; if the shoot come from short range, difficulty becomes 10 (10+0), so from point blank the difficulty should be 5 (10-5)... OK, but... If the pc attack the same target with a sword instead, obviously from point blank (less than 3 meters away then), the difficulty to hit with melee skill is still 10 !?! There is not a problem there, a strong advantage for ranged weapons ?? Also, if pc use aiming time (up to +3D to hit), it becomes really easy to shoot a target from far. So, how you play/rule ranged weapon combat (medfant essentialy) ? Some exemple please ? Or I missed something essential ? Accustomed to GURPS ranged table (adding both speed+range), sometime what is obvious becomes not obvious to me... Thanks in advance
  • Create New...