Jump to content
D6 Online 3.0

JusticeZero

Members
  • Content Count

    17
  • Joined

  • Last visited

Community Reputation

10 Good

About JusticeZero

  • Rank
    Junior Member
  • Birthday 01/20/1975
  1. We ended up using Soak for PC's and Wound Levels for monsters/mooks. Works fine.
  2. I just don't use any hit locations. If you're in a fight, you're trying to hit the best location. None of this "i'll just take a harder shot and shoot them in the head" nonsense, since in those systems, the ONLY number that matters is how much damage someone's head can take. Only an idiot WOULDN'T go for a head shot. This should be reflected by the MOOKS also ONLY making head shots if they have any chance of pulling it off. If that's an issue, then maybe the called shots thing is a problem.
  3. I keep the wild die exploding/devouring behaviour, but results are still plotted purely on the result; if someone had an otherwise low roll with an exploding 6, and then just squeaked by, then they just squeaked by; if that same roll still didn't beat the difficulty, then they still failed. Likewise, if someone rolls 4d and gets 6, 6, 4, (1) it becomes 6, 4 =10, and if that beat the difficulty, then they succeed with no issues.
  4. I was just treating it as normal damage that one soaked with Presence>Mettle rather than with Physique+Armor, myself. I *think* that they would probably be pretty much balanced already in that regard. Then again, PC's in my game don't have access to Extranormal, and I haven't had to design around that yet.
  5. Looks OK to me. For ideas on what happens to land creatures that go back to the water, look at dolphins and whales; they generally don't gain water breathing, but they do get the ability to hold their breath exceptionally well. Arctic you might look at the adaptations with the natives from polar regions; barrel-like chests which are deep and large retain heat, which then can be annoying if they try to go to hot climates. The reverse, physically, is true for desert climates. The traditional african set of features (dark skin, dark curly hair, etc) have been described to me as standard adaptations to what are, essentially, higher levels of hard (solar) radiation; this is common to the equatorial savannah that is seen as the "birthplace of humanity" by some theorists. When you speak of forest dwellers cultivating the land below, you should be careful of the type of forest. Many of the forests/jungles of the world are virtual deserts at ground level; the big trees push out undergrowth, such as food crops. The layered forests that one might see in some places seem to me to have less tree growth in them; younger and thinner trees without a coherent top cover to move around in. Culturewise, the main thing that I would say is to break beyond the imitation model when looking for ideas. Instead of making your cultures fit a model, work out your situation, start coming up with cultural flavor that is an adaptation of the situation, then start weaving together your flavor from those. If they start looking like an existing culture, and they need not be a geographical match, then you can start looking at that culture for ideas, but don't try to make your cultures into '____ with funky houses'. Many cultural aspects of different cultures have nothing to do with their climate, but instead spring from unique historical factors that are unlikely to appear again in that combination. Some cultures i've assembled were memorable because I resisted the temptation to connect the dots the moment a pattern emerged. Keep going back and pulling things out, and only start connecting things together when you've found a good three or four tendencies to work with.
  6. In the game i'm running, players have essentially been driven back to a stone age, hunter-gatherer level. A lot of the skills on the base D6 Fantasy sheet are pretty pointless (Streetwise when there are no streets?) and others seem a bit too broad (Survival). Does anyone know of some other skills and systems for skills that I might be able to slip in to replace the ones we don't need?
  7. I'd think that the ability to smack someone with a penalty to their actions would be useful without controlling their actions.
  8. For the moment, I just linked Confusion to a low damage standard attack, so that they both go off together.
  9. Right, it's that frustratingly boring aspect that I have issues with. It also seems like if players got hold of decently powerful Stun weapons, that many combats could be made a walk in the park - long 'boss' fights turn into 'I shoot them, they fall down, I do thisandthisandthisandthis to their unconscious body..'
  10. Thus, if you have 5D of Firearms and you want to get the jump on the less skilled character, then burn some of your dice up and use them to add to your Perception, and you can still perforate the guy with the dice you have left over; you can spare them, your skill is high enough; you don't NEED all 5D to hit a guy who hasn't had a chance to raise an active defence.
  11. Stun damage is bothering me. You take damage, it gives you a stunned level, maybe a bit worse but it's at -2 levels so it isn't likely to kill you - that part seems OK.. but then the character falls unconscious for a few minutes? No way to 'shake it off' or resist or anything beyond the original Soak roll? O-kaay.. so basically, if an enemy uses stun damage, then early in the combat they will hit someone, who will roll soak, shrug, stand up and walk into the next room to play on the X-Box, because they are out of the fight. Not "I won't be able to do much", not "I need to make checks to see if I can come to", just "Okay, tell me when the fight ends, i'll be playing Oblivion." That doesn't seem very conducive to a game to me; am I reading it right, or is there something I missed, or are there other ways of handling it?
  12. Well, that's pretty much the main feature that the original was known for - the ability to shoot through just about as many layers of accuracy penalties and dodging bonuses etc as you could possibly find like they weren't there. They also were good at seeing through any sort of stealth; other than that, they weren't a major threat. The Wisps are armor-defeating, and i'm wanting them to be the ones that the turtles with massive Soak totals have to deal with first. In that regard though, the Stun damage rules worry me. It looks to me when reading them that the way that Stun damage works is "If the attacker beats the defender's Soak roll by even a single point, the player who was hit immediately stands up and goes to play on the X-Box until someone calls to tell them that the fight is over and they won." I'd rather have the fights involve people being bounced down to greater levels of incapacity over the course of the fight, rather than having characters rapidly removed from play.
  13. Trying to run a D6 Fantasy game loosely based on the Shadow Shard areas in the MMORPG City of Heroes. IMO, these were not a great zone for MMO superheroes; hardly anyone ever goes there and it doesn't really fit all that well. However, it occurred to me that the general mythos etc. seemed like a great basis for a fantasy game set there.. not planning on publishing it or anything right now, it's just something I felt like running for awhile. If I really felt like it, I could change a few more things to make it, well, about as similar to the original inspiration as most fantasy is to Tolkien, really. =) I have 5 templates, all basically at a hunter/gatherer tribal level; there is no Extranormal available to the party, but each template has access to a set extraordinary ability. I'm not experienced enough to know if I got the balance and design optimized enough. My starting monsters are also a bit of a puzzler; i'm using Body Points for NPC's and Wound Levels for PC's, as in testing it seemed that WL's would result in the party being injured a lot, but hard to kill, where Body points have the issue with HP of making the party very difficult to slow down without killing them outright. Everyone has Poverty, in the form of 'no money, not much to trade, and what equipment they have is pretty makeshift, unless they can make it themself.' Basic premise, as per a modified form of the source material, upon which some liberties have been taken, is that some force invaded the world, killing and enslaving the inhabitants - starting with the Gods. The demons of the hells, the angels, all eradicated in battle; pantheons slaughtered, a tiny few surviving Gods left as slaves for the invaders. Humanity was pressed to service in ways which make slavery seem benevolent, treated with levels of respect similar to that which we treat mold and bacteria. Later, one of the enslaved Gods tried to conspire to overthrow their captors; this was only partly successful, however; the other surviving slave God that He tried to conspire with had been driven insane. Instead of following His plan to free the world, the Mad God decided to use more of a "scorched earth" concept instead. All of the Mad God's strength was, instead, used to shatter and destroy the entire world, throwing it back into chaos in order to seal it away. The Kind God ended up permanently besieged, after more or less (slightly less) stalemating the remaining servants of the invaders; after stopping the other remaining (and now invader-friendly) God from opening the way for the invaders to return, He was left with no remaining strength or power to do more than remain sealed away in a floating fortress, defending against an endless siege by the remaining servants of the invaders, but unable to leave or offer His support beyond His walls. Though there is no really concentrated destructive agency left, humanity's position is tenuous to say the least, and dwindling every day, with the world left shattered and warped beyond recognition, the powers upon which mankind might call upon for aid broken, sealed away, or transformed into unknown and alien forms. Templates Protector Sort of a chieftain, ie a wartime/emergency leader; skilled in fortifications, traps, defensive fighting. Agility 3d+2 Coordination 2d Physique 3d+1 Intellect 3d+2 Acumen 2d+2 Presence 2d+2 Poverty R1 (standard) Combat Sense Devotion R2 "Defensibility/security nanny" - The character's uncanny awareness is, in part, because of their intense focus on concentrating on defensibility and security; if they stop visibly making sure that everything is just so and defended against possible attack, they lose the advantage of Combat Sense. Small shield (+2d), Javelin (+2d), hides (+2) Rockbreaker A laborer and crafter, they build things and do most of the construction type work. Their experience with heavy labor lends them profound strength in battle. Agility 3d+1 Coordination 2d+1 Physique 4d(+1) Intellect 2d+1 Acumen 3d+2 Presence 2d+2 Poverty R1 (Standard) Increased Attribute (Physique) Price R1 - Use it or lose it - Increased Attribute is only usable if the Rockbreaker found an opportunity to do heavy physical labor during the previous adventure. Sledgehammer (+3d), tools Explorer In tune with their environment, the Explorer seeks out new places for the tribe to hide and new resources. In battle, their stealth and mobility is their main advantage. Agility 3d+1 Coordination 2d+1 Physique 3d Intellect 3d Acumen 4d Presence 2d+1 Poverty R1 (Standard) Silence (-1 Restricted: Only in natural settings) Price R1 - Only through the continuing attention paid to the local area can the Explorer retain their uncanny ability to blend through the thorns and grasses. An Explorer must spend time actively studying their surroundings every adventure, or they will lose that edge until they again spend time acquainting themselves with the lands through which they pass. Quarterstaff (1d+2), camping and survival gear Hunter A tracker and archer, hunters gather food and strike enemies from afar. Agility 2d+2 Coordination 4d Physique 3d Intellect 2d+1 Acumen 4d Presence 2d Poverty R1 (Standard) Good Luck Debt R1 - The hunter's fortune at the hunt is felt to be tied to their loyalty to their fellows; so long as they share the bounty of their skills, fortune favors them. hunting sling (+2d, 10/100/200), knife (+1d) Kindly Priests and healers of the imprisoned benevolent god, these are shamans, healers, scholars, leaders. Agility 2d+1 Coordination 2d Physique 2d+1 Intellect 4d Acumen 3d+1 Presence 4d Poverty R1 (Standard)makeshift armor.. Skill Minimum: Healing (One skill only) Devotion R2 - Devout follower of the Kind One - if their zeal and faith flags, doubt allows them to again make mistakes in the medical skills taught by their order. Healers kit, Large knife (+1d) Monsters: Watcher A giant floating eye, with teeth for eyelashes and spines, which floats usually near the ground. Extremely aware of their surroundings, and absurdly accurate, these are scouts and guards. Agility 3d, Fighting 5d, Coordination 4d, Marksman 20d; damage 1d, plus optional accuracy bonus (usually ~5d), Physique 3d, Intellect 2d+1, Acumen 5d, Search 8d, Presence 4d, Move 12. Physique damage 1d+2. Body Points 10. Armor - spines +1d. Brute Just what it says on the can; a violet tower of rocky skin and muscle with a crystal instead of a head and one of it's two arms massive and clawed. Agility 1d+1, Fighting 3d+2, Coordination 1d, Eye bolt 1d+1 (Huge damage, but very slow, multiple round casting time, and unlikely to hit anything but a large stationary target), Physique 6d, Lifting 8d, Intellect 2d, Acumen 2d, Presence 4d, Move 8, Physique damage 4d, Body Points 24. Natural Armor 2d, Bludgeoning Arm +1d. Natter A goo and crystal thing, about the size of a large-ish dog, that steals things and sneaks around.. Agility 3d, Flight 3d+1, Fighting 4d, Contortion 10d, Stealth 4d; Coordination 4d, Throwing 5d; Physique 4d; Intellect 2d; Acumen 2d, Disguise 3d, Hide 4d; Presence 2d; Physique damage 2d; Body points 15. Claws +1d. Elasticity (rank 6), Glider Wings, Natural weapon - throw goop 3d entangle. (Source material allows these to merge together into a gestalt too, but I don't know how to represent that.) Wisp Golden floating distorted 'stretched' humanoid figures; torturous creators of of pain Agility 2d, Flight 3d; fighting 5d; Coordination 3d, Sleight of Hand 4d, Marksman 4d; Physique 3d; Intellect 5d; Acumen 3d; Presence 5d, Intimidation 8d, Mettle 8d, Confuse 5d+2; Physique damage 1d+2, Body points 12; Confusion (2) plus ranged attack; Natural ranged weapon, armor defeating (mental attack, not physical; iron will et al defends instead) 3d stun damage (The rules for this seem excessively nasty; the slightest bit of damage looks like essentially an instant kill, in that it immediately takes the character completely out of the fight with no recourse; am I reading that right??) I need some help getting things dialed in, of the "I've been playing/GMing a lot, and I think you haven't thought of the ramifications of ____" sort. Or of the "That monster is going to do ____ to a normal character, is that really what you were aiming for?" kind.
  14. First thing you might want to do is to find what differentiates humans from everything else. For instance, humans are the only thing in the animal kingdom, for the most part, that can run a marathon; everything else just collapses long before the finish line. As for quills, i'm sure a porcupine-base character could body-check something if it came up.
  15. Which means that you go before any of your allies! That can really be helpful! And if not, hold your action off until you are where you want to be.
×
×
  • Create New...