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D6 Online 3.0

asmkm22

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Everything posted by asmkm22

  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.
  14. 1. Elder Scrolls 2. Vampire Earth 3. The Wheel of Time What are yours? Anything goes here. Just curious what people think would work well with the system.
  15. I received an email from him this morning. I imagine he's just been busy with other things, and probably gets a lot of stuff.
  16. I'm currently building a backend for something similar to this, although it's more of a working concept more than anything right now. I'll try and post more info later today, when I have a break. As for the .net and .org URL's; i currently own them, but I plan on transfering them to whomever ends up with .com. Until that is determined, I'm happy to let the community use them as needed.
  17. opposing dice rolls work ok for some things, like sneaking past a guard. others, like picking a lock, aren't nearly as realistic. lets face it; a locksmiths skill in installing a lock would only apply to custom locks. all others are simply the result of a manufacturing process, which is fairly consistent. Also, when the dice pool is opposed for tasks like that, I find it often strips the importance of the characters' abilities away, in favor of hoping the GM just happens to roll low. heroic tasks should be heroic, but when they translate to a dice pool they are often able to be achieved with less than heroic stats.
  18. Also, I think I want to clarify what I mean as "core setting" a little, since it might not be the best descriptor. It would be nothing "official" and could easily be swapped out some time down the road if another setting were developed or licensed or whatever. for me, the main function is to have *something* present on the site to make it more than a place to download rules. If that's all I wanted to see, I'd just forward everyone to the thread here that lists download mirrors. I happen to call it a core setting, but not because I think it's the best, or even a flagship setting. If nothing else, it would server as an example of the basic material needed to be created in order to upload your own setting.
  19. That's the sort of core setting I'm thinking of, without getting an actual IP. I just think that most people choose a game based on a setting or genre, and not the rules system. D20 is one of the few companies that can get away with selling books based on the fact that it's D20, and not <insert setting here>. D6, as it stands, is a good system, but it will never simply sell itself. There needs to be a reason for the average, time-constrained, role player or gm to think OpenD6 would make a great choice.
  20. The vision in my head, which is probably very different from Ericks or anyone elses, would be a site that basically serves three functions. 1. Provide a set of standarized core rules for OpenD6. It would include basics, such as character creation, attributes, skill resolution, and combat. It would not include things like equipment, skills, and races. For the most part, this section would be static, unless the core rules needed a revision or something. 2. Core setting, which would have to be created beforehand. This is where skills, races, equipment, meta-plots, etc, would be located. I'd prefer whatever core setting gets used to be something that's not very generic, like a Star-Wars space ripoff, but rather one that really has some thought put into it. Septimus would have been great. The genre probably doesn't matter as much, but the creation of such a setting would be required. This section would also be fairly static, unless the plot was expanded upon. 3. User-submitted material. This would have a few subsections, but essentially contain any full settings (which generally would have to include at least skills, equipment, races, and fluff) or rules variations that people have. They could be actual changes to the rules, such as alternate character creation methods, or additions which cover new topics, such as mass combat or psionics. This is the section that would have the most interaction, and allow uploading of data. I'm fine with a wiki format, however I've had spotty experiences when it comes time to print pages, particularly in how page breaks are formatted, and with tables. A minor issue, but I think presentation is very important.
  21. I own opend6.org and .net, but I'd be happy to transfer one or both to him if he has something in the works for it. It's the .com that Erick currently owns.
  22. Thanks for the input. Part of the reason I'm wanting to collect a large ammount of input on what people want is because I don't want to spend 20 hours designing a database only to have to introduce lots of random changes in 6 months. But yeah, your points are all valid and taken
  23. OK, so I'm going to get started on designing a site as a central repository for opend6 material, since WEG's has definitely fallen to the wayside. What I want to know is, from the community's perspective, what should such a site do or have? I now know what WEG intended for the site, but I'm more interested in the community's desires. Any and all ideas or recommendations are on the table right now, while I hammer out a basic road map. At the very least, I'd like the site to function as a D6 version of d20srd.org.
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