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D6 Online 3.0


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About asmkm22

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    Member: Rank 2 ( 50% )
  • Birthday 01/01/1924
  1. I've never been a big fan of space combat. It's like romance plotlines; great for movies, but not easy to make it work in pen and paper rpg's. Even when you do get it to work, the end result is nothing like the movies.
  2. I have opend6.net and opend6.org. I have a website in the works, since about may of this year, but it's not reliant on either domain name. If you want either, I'll be happy to transfer ownership to you. I think d6Online is a better name though, since it encompasses more than just the recently opened verison.
  3. Finished the Rome series last week. Waiting for the new Dexter season, and glad Lost is finally over. I still break out Firefly every month or so.
  4. I started with Revised edition, so it sounds like it would be worth looking into the 1st then. Thanks
  5. My first response doesn't seem to have gone through... Short version: it actually encourages teamwork. Sure, everyone can go every-man-for-himself and just attack whatever they want. If the faster characters kill something others are also attacking, then actions are wasted. Thing is, actions are declared publicly, so everyone knows what each PC and NPC is doing that is slower than them. In my testing, I've encouraged players to coordinate their actions with each other to achieve a greater sense of teamwork. As an example, I was testing this with a group which included, among others, a slow-but-powerful fighter and a quick dagger rogue. Events happened like this: Declared actions... (The rogue rolled highest, with the NPC, second, and the warrior third. ) 1. The warrior declares an all-out attack on the NPC. 2. The NPC, knowing the massive warrior is about to attack him, splits dice into mostly all defense and declares a shout for help. 3. The rogue, seeing the NPC is about to call out for help, decides to try and get behind the him and grapple into a choke hold. Resolution... 3. The rogue successfully gets behind the NPC, and initiates a choke-hold. 2. The NPC, no longer able to effectively call out due to being choked, is left with his defensive dicepool. 1. The warrior makes his attack on the NCP, who is now distracted, and partially immobile. His chance to hit is increased, which results in a fairly devistating attack. All in all, that one round of combat was very satisfying and dynamic for everyone. It turned what otherwise would have been a standard "we both attack him" into a very suspenseful round of attempting to control the flow of the fight.
  6. I'm playing around with an idea that's somewhat related to this. Basically, everyone rolls initiative (higher is faster). Then, starting with the slowest result and moving up, each player declares his or her action. Finally, resolve each action starting with the fastest and working to the slowest. In game time, everything more or less happens in the same time. In limited testing, what this does is awards fast characters with not only a chance to act first, but to do so with a better understanding of what everyone else is doing. Slower characters tend to have to choose their actions more carefully, or risk having it invalidated (such as attacking someone that dies to a faster character). The idea has worked best when everyone has the same initiative rating, or close to it. I bring it up because that method, in a lot of ways, has built in mechanics for figuring out how to actively or passively defend. If you're fast on your feet, and see 3 people have already declared attacks on you (described as something like reading their body language moments before they act, like how a goalie knows where the ball should end up), you could assign defensive actions accordingly (or simply declare all out attacks if you think you could kill all 3, since your actions will resolve first). Anyway, it's an idea i've been testing out for a few sessions, and shows a lot of promise so far.
  7. I think the reason some people feel gyped by spending character points on rolls is that, although they survived a shitty encounter, their character has not actually improved any as a result. Back when I played D6 Star Wars, I pretty much never saved CP's on principle alone. As a player, it's always been my opinion that characters are not meant to die, so having to spend points just to stay alive generally meant the GM didn't balance the encounter very well. As a GM, I hold the exact same opinion. I tend to intigrate player characters tightly into the overall story, and it sucks when one actually dies. Not only does it become difficult to try and introduce the newly-created character into the story at an equal level of importance as the deceased, but the whole process ends up looking contrived (which it kind of is). Factor in the understandable disappointment in the player having a character they grew to love suddenly die without any real meaning beyond bad luck, and it's just bad business all around.
  8. Seriously, the idea is really over-the-top-funny. Imagine Katrina, but with oil...
  9. The idea of a hurricane actually flinging oil inland is kind of funny to me. It sounds like something outrageous I'd have happen to PC's. I think all this oil spill has really made me want to do is role up a new Werewolf: The Apocalypse campaign. Beyond that, it's all just one big black comedy.
  10. Simplicity, and it's ability to scale well. Nothing beats a system which can be explained in 10 minutes.
  11. Thank you Eric, for these posts. It cleared up a few things in my mind, which is nice. I hope schooling is going well for you, and wish you the best.
  12. Something like this would be really great! Maybe start a poll to see what genre has the most interest, and then go from there?
  13. My home brew method is modeled after Ars Magicka. It's pretty fun, even though it's a complete ripoff.
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