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cheshire

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About cheshire

  • Rank
    Member: Rank 3 ( 0% )
  • Birthday 05/18/1976

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  • Interests
    RPGs, Star Wars Minis, caving, hiking, reading, and historical fencing.
  1. Bringing back D6 Online

    I understand the challenge. I had do deal with some hacks on a website at work. It's no fun, and it's a terribly frustrating ordeal. I'm glad to see that you had the committment to user security.
  2. New campaign and using miniatures...

    Hey, Omegawolf79. Welcome to D6 gaming, and welcome to the forums. I've played both the d20 and D6 incarnations, and use minis pretty regularly in my games. Usually it's just there to show relative position, some ranges, and generally add clarity. Rather than using a grid map, I use a white board so I can draw the features of the adventure, and we generally estimate ranges (or they're determined by GM fiat). As the game already has blast ranges, cover, and the like people just use the minis to loosely represent those features. But you're right. The Revised & Expanded book does not have tactical minis features. They do have a Star Wars Miniatures book, but that's more mass combat than it is tactical use of the minis in an RPG. The D6 books were very light and cinematic play, where later systems (such as the SAGA Edition) where very highly tactical. (Both of which games I enjoy, but for very different reasons.) Character points are the same that you spend for boosting rolls and for improving characters. It becomes a greater decision whether or not you're going to spend them if you know that you're depending on them to bump your character at the end of the session. If you're interested in more Star Wars D6 resources there is another board with a bit more traffic: http://www.rancorpit.com/forums but the registration can be kind of a bear. (Make a post here if you can't get in there, and I can talk to the admin.) And there's a pretty good podcast out there on the game: http://atthetablegames.com/shootingwomprats/
  3. Next Issue...

    Thanks for the update. I really appreciate it. For some reason I hadn't seen you on in a while and figured I'd post in reply here. But don't worry, when our schedules meet up again I'll be bugging you and Brett.
  4. Next Issue...

    If you don't mind me asking, how are the materials coming? I'm willing to be really patient and everything, it's just that I paid an artist for the accompanying images on my adventure, and the licencing agreement only goes as far as their use in the mag. I'd just like to know it's going to see print so my money is not spent for naught. Again, I'm not pushing anyone. I'm just looking for an honest evaluation of how the issue is going.
  5. Fantasy in D6 - explain it to me

    I don't want to go over too much of the same territory that Grimace has, but I've been using D6 Fantasy for years with an ongoing campaign. Granted, the sort of carefree and humorous tone we've set has a lot of bearing on the game, but it's the farthest thing from a D&D dungeon crawl. Though the players have put quite a lot of their stats in combat, a smash through a dungeon is the farthest thing from what our game is. Magic isn't really front and center in our game, but we do have some magic use. And yeeeeeeah.... I think if someone had taken a razor blade to the magic section of our book, then I probably wouldn't notice for months. I went ahead and created my own magic system that (unlike Grimace's) somewhat resembles a Force power mechanic, though it is NOT based on a Control/Sense/Alter system. I've got three skills the players usually use (and a fourth Necromancy skill that some of the villains have used), and a number of spells that players can learn underneath that skill. So, in that respect the mechanic is similar to the Force powers, but with a considerably different flavor. Basically, I've taken the basic ideas of the D6 Fantasy book, and ran my own direction with it. Yes, we keep the same basic core mechanics of wild dice, skill usage, and the like, but we've also ditched quite a lot, patched our own ideas in with it, and have experimented with several new ideas along the way. Overall, it's run well, and not at all like a dungeon crawl. Generally my players have found creative ways of maneuvering around many combat encounters when they see a more efficient method using trickery, stealth, and environmental factors to their advantage.
  6. Next Issue...

    That sounds like an article I'd like to read! It's always good to see what's up and coming in D6.
  7. "Unwieldy" weapons

    If you're asking what was the intent when the author wrote it, then you're asking an exegetical question. If you're asking for my interpretation of those words, then yes, the writer probably meant for a +5 modifier for a weapon over 60 cm. Though I'm not sure that it's really going to get you anywhere particularly good. Let's assume that the author meant that the weapon incurs a +5 unless it's well balanced or whatnot. It's saying that you're going to take a +5 for swinging a yard stick. I've got a rapier that's almost double the 23 inch marker set by the rule (that is unless we're counting the hilt too, then I'm pretty sure it's more than double). To say that I'm the one taking the penalty to hit the guy of similar skill with a 22 inch "rapier" is stupid. IF the author meant that it necessarily does take a +5 , then I would argue that the author may have an improper understanding of the D6 system, the metric system, or the length of most melee weapons. Maybe all three. But that's just one factor among many, really. The rule is written in a really vague way. What makes it hard to grasp? What makes it difficult to throw? Certainly if things are particularly awkward, then it should probably merit a penalty... but then that goes back into it being part of the GM's discretion.
  8. Fright Checks

    There are a few instances where people have devised a sort of "mental damage." There is a psychic damage chart in the Star Wars module "Domain of Evil" which can be found in Classic Adventures Volume II. I have a document in my 4shared (link below) on the Jedi Academy Training Manual D6 Conversion that has a conversion of the Thought Bomb Force power. Though it isn't "fear checks" there are some things that can be ported over or at least give some inspiration. However, the clearest thing is in the D6 Magazine Volume 3 where they have an article on fear and madness checks. Let me know if any of those help.
  9. Westward Review

    Thanks for the review Ur Athal. I've only been able to thumb through my pdf copy, and I appreciate being able to read a full review.
  10. I haven't seen 1st Edition in AGES and I've never owned a copy. Though I do remember it as being a bit different, and I also remember reading that there were changes from 1st to 2nd edition to make combat a bit riskier.
  11. Got my Westward PDF today

    I got my PDF of Westward. Has anyone else had a chance to look it over? I did a quick glance at it and it looks like WNG has had some real growth after Azamar. It's a fine looking product. Unfortunately I havent' done much more than just a preliminary walk through. However, i do see some familiar names in there. Hish did a fair bit of work, and it looks like Peter Schweighofer did some writing for it as well.
  12. I'll re-post the request on the Rancor Pit, but it's kind of a mix of new additions and long-time RPG enthusiasts. My guess is that if either Whill or Grimace don't remember it, then your chances of finding it are slim. I know that Topps was running a Star Wars Galaxy magazine, and they sometimes had RPG snippets in there. Though I don't think they had anything of that nature in there. Though if I can find my index of those articles I'll look through it.
  13. Heroes of the High Seas open project

    Heard! Ships and ship combat would be the biggest draw for me. Something where I can take a small catalog of ships and sprinkle a few varieties into a seafaring campaign would be great. I've got a good setting going already, but I've always felt relatively landlocked. And yeah, about as it is in the Star Wars D6 would suffice. Unlike the space combat which is purely fictional/theoretical the naval engagement could draw on a touch of researched realism and that would really have my attention. So, perhaps it may have a few more details than the Star Wars system would. Of course, there's only so much detail and fine tuning that the D6 system is designed to handle. But Star Wars isn't a bad place to start looking. They at least took into account gun batteries, fire arcs, fire rate, and the like. I'll tell ya, spending an afternoon on the gun deck of the USS Constitution got my gears turning as to the possibilities here. Unfortunately I'm too tied to a couple of other professional projects to really invest the time. But if there's any possibility Heroes of the High Seas had naval elements I could plug in without too much fuss, you'd definitely have me as a customer.
  14. Westward

    Yay, I get a free copy... ... oh wait, I already paid for one in the Kickstarter. Never mind!
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