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D6 Online 3.0

trechriron

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trechriron last won the day on June 4

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About trechriron

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    New Member
  • Birthday 10/28/1971

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  • Location
    Renton, WA

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  • Occupation
    Computer Nerd
  1. I was thinking of moving to static target numbers for defense. However, the way difficulties work in standard D6 I'm not sure that's mechanically "sound". What do people here prefer (in general), opposed rolls or static target numbers?
  2. Here are my notes and designs thus far. May make some sense in places and hardly in others. 😄 Let me know if you have any questions. Should be able to get more design time in over the next couple days and certainly this weekend. https://drive.google.com/drive/folders/1EhygS7c1lndsFbzn4w7d-QhU6j_OKrUl?usp=sharing
  3. I'm currently working on my own distro of openD6. I'm pulling in a bunch of ideas from other open SRDs/Games like; True20 D&D 5e Fantasy Craft A little from Mutants and Masterminds A touch from Mongoose Legend I really believe that the sunsetting of True20, the near non-existence of Unisystem stuff has left a nice hole in the medium-crunch generic RPG arena. Sure, it's a small arena but I really like the enthusiasm of the intimate crowds. It's starting with a solid base of D6 (I love the dice pool, the wild die, the savvy details...). I want to lean more on D&D style combat where more advanced maneuvers will be an option. Without levels and escalating hit-points, I'm confident that borrowing some approaches from d20 will streamline the basic combat system. I want to create both a basic game and a toolkit. The toolkit would support GMs/creators where they can choose what dials or complexity they want, put together a campaign using online tools, and either give the players a ready-to-play booklet or incorporate the chosen elements into a product. The basic game will be focused on ease of learning, fast play and diving right into the action. It would be the Generica Open RPG "players handbook and guide". My hope is to have the underlying layer where GMs/creators can tweak the rules, add in or remove complexity, make templates and design things. Then, you put together a "game" that is tailored to what you want to run/publish. The players don't have to know all the fiddly bits. They make choices, spend some dice to customize and get into the adventure! Are folks here interested in me posting about my design process? I thought it might be fun to watch me wreck your favorite system where you can scold me while I do it. 😄 Also, as I make decisions it would be nice to have some experienced D6 GMs to bounce things off of, in case I'm 'mathing' wrong or heading into 'unplayableness'. Thanks and ciao for now,
  4. I was formatting this in the process of my work last night, and noticed something odd... For the "ones", instead of a '4' and a '6', there is a '3.5' and a '5'. I noticed in the fantasy book (under spells) that it appears to have been "photoshopped" or modified somehow (there's a slight discoloration to those entries...). Anyone have any experience or know of any reasons why this was changed from the rest of the logarithmic pattern? I did some spot conversions, and the '4' '6' entries would work as well as the rest.
  5. In process... Thus far, it's not too bad. It's my labor of love with a ton of "this is how I want my game to work" tossed in for good measure. 😄
  6. Hello D6 enthusiasts! My name is Trentin Bergeron, I've been gaming for 37 years now. Started on the red box. GM usually. Currently working on my own game that borrows much open content from D6, D&D5e, True 20, Fantasy Craft, & Legend. Looking forward to discussing all the D6 goodness, retro-clones, forks, and upcoming projects!
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