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fantomx11

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About fantomx11

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  • Birthday 03/29/1980
  1. Well, to simplify it, the skills are freeform and not rated. If a skill would help a roll you add a d6 to your pool. If multiple skills would help a roll you add a d6 for each. I could go ahead and list some skills that would be a part of a character archetype. Rpg.net suggested I add rules for building models (which makes sense since that is quintessential to Lego).
  2. I cross-posted this from RPG.net I have been working on a RPG that can be played with younger kids and using LEGO. I thought I'd post the rules here and get some critiques. This is based on a stripped down Minisix/D6 Legend with a smattering of FirstFable thrown in. Dice Basics This game uses regular six sided dice. Dice pools are written as a number followed by a “D” (i.e. “1D”, “4D”). The number is how many dice to roll. For instance “2D” means roll two dice. When rolling a dice pool, any die that results in 3, 4, 5, or 6 means you get to take a brick. One die rolled is always the wild die. Use a different color die to represent this or roll the dice one at a time making the last die rolled the Nexo die. On the first roll of the wild die, a result of 1 means you lose a brick, a result 3, 4, and 5 mean you get a brick, and a result of 6 means you get a brick and a get to roll the wild die again. On subsequent rolls of the wild die, a result of 1 does not mean you lose a brick. How to Make a Character 1: Distribute 12 dice between the four attributes. No attribute may have less than one nor more than four dice assigned to it. 2: Choose your likes and dislikes 3: Choose 3 skills. 4: Choose 1 complication. 5: Select a special thing. 6: Set your brick rating. Attributes Each character has four attributes which measure basic physical and mental abilities that are common to every creature. Characters distribute 12D among the four attributes. These are rated on a scale of 1D to 4D. Strong: represents physical strength, toughness, and amount of damage dealt when striking unarmed. Fast represents aim and coordination. Smart: represents mental creativity and intelligence. Charm: represents charisma, resolve, and leadership. Likes and Dislikes You should chose at least three things your knight likes and three things your knight dislikes. These can help you know how your knight would react to different situations that might happen while playing the game. There is no limit to the number of likes and dislikes you can add. Skills You may choose up to three things that your character is good at. Anything that you can do could be a skill. Anytime your skill would help in the current situation, you get to roll an extra die. Sometimes multiple skills would help. In those cases, add an extra die for each skill that would help. You can add more skills, but every skill you add means you must add another complication. Complications Complications are things that your character is not so good at. Like skills, they should be something that are likely to be used in the game. “Doesn't like to eat spinach” is not a good complication. “Is afraid of roller coasters” might have some uses, but “Trips over her own feet” would be really good. Anytime your complication would hinder you in the current situation, you must remove a die from the die pool. Anytime a complication takes a die away from a pool, you get to add the die to your bonus pool. Special Thing Special things are something that is unique to your knight. It might be a magic weapon or a special fighting technique that only your character knows. Special things get 5 bricks that can be added to any roll where the special thing might help. However, be careful, the 5 bricks go away once they are used. Some special things, like the one that you get during character creation, get their bricks back at the end of the adventure, and some of them simply go away. You can also use your special thing when describing your actions as much as you want, you only lose bricks when you use them to help a roll. Brick Rating You have a brick rating that will be used to determine how resistant you are to being defeated. Characters start with a brick rating of 4. Game Mechanics Actions Your entire game will be spent doing actions. Most of the time these actions will be simple and easy. You won't have to roll for them, you just say you are doing them and that's the end of it. Challenges Sometimes an action will require bricks to complete. The GM will tell you how many bricks it will take to be able to complete the action. Then, you will get to roll some dice and see how many bricks your knight was able to get. If you were able to get at least as many bricks as you needed, then your knight was able to complete the action. How many bricks you will need is based on how difficult the action is: Very Easy: 1 brick Easy: 2 bricks Moderate: 3 bricks Difficult: 4 bricks Very Difficult: 5 bricks Heroic: 6 bricks Learning From Your Mistakes If your knight attempts a challenge and gets no bricks at all, then it means that your knight has learned from the mistake. You get to describe how your knight learned from his or her mistake and add a related skill to your skill list. Helping If you wish to help another character to overcome a challenge, then you may do so. Most often this is a simple thing and all you do is describe how you are helping and the other character gets to add a die to their roll. However, if it is a particularly complex challenge, or it would be hard for you to help, then you may have to succeed at your own challenge to see if you are able to help the other character. Extended Challenges On certain challenges it isn't so much a question of whether you will complete the action, but how much time you spend completing the action. In these cases, every time you roll, any bricks you get can be set aside and kept until you have enough bricks to succeed at the challenge. The most common extended challenge is combatting monsters, where the stronger ones might have more bricks than you can generate in a single roll. In more tense situations, there might be a limit to how many times you can attempt an extended challenge before you have failed at the action. Contested Challenges There will be times when you don't have just a static number of bricks that you need to succeed. You will also have another character actively opposing you. In those cases, you will both roll and the bricks your opponent gets will be subtracted from the number of bricks you get. The bricks left over will determine whether you succeeded at the challenge or not. Like extended challenges, the most common contested challenge is combatting monsters where monsters get to oppose attacks made against them. Brick Ratings All characters have a brick rating. If they lose those bricks through a challenge against them succeeding, they must take a new complication based on the outcome of the challenge. Getting Rid of Complications Many complications can never be gotten rid of entirely, but they can change. If it makes sense that a complication would change (or, rare as it is, go away entirely) then you simply make the change to your complication when it makes sense. Bonus Pools Every player (including the GM) gets a bonus pool of dice. Dice from the bonus pool can be added to any dice pool (even those rolled by other players) unless there have been dice added to a bonus pool from that dice pool.
  3. I'm gearing up to do a strange pirates game along the lines of this thread and thought I'd share a few of the thoughts I've had. In keeping with the low-fantasy idea, magic is really not showy, there are no measurable effects of magic (i.e you don't see magic users hurling lightning and fireballs at their opponents). Instead magic is, for the most part, charms, curses, and maybe a mystical item or two (ala Jack Sparrow's compass). Mechanically the effects of magic are buffs/debuffs. Many mythical creatures (werewolves and vampires, I'm looking at you) have found it easier to integrate in pirate crews because the pirates don't particularly care if you've made a pact with the devil, and appreciate the prowess of these creatures, and because most of mainland Europe has organizations specifically for hunting and killing said creatures. Magic users also count among this group. The Pope has granted the Supreme Sacred Congregation of the Roman and Universal Inquisition special fleets that are tasked with hunting down these heretics in the New World. Also, I've updated the map I made last year. I am still of the opinion that ship battles are mostly uninteresting to multiple players (due to the limited mechanical interaction available) and intend to have them be chases where the cannon fire/maneuvering/damage control merely makes it easier for your ship to close in and board or escape your opponent, depending on what your goal is.
  4. So, let me set the stage. It was c. 2000 and I had never played an RPG. I bought the beginner box for SWd20 because I saw it in the bookstore. I liked it enough that I bought the core rulebook for it as well. Being unfamiliar with RPGs at all, I saw some Star Wars RPG books at the bargain bin at the local Game store and snatched them up (not realizing there was a difference between Star Wars D6 and the book I had). They are the only two D6 books I own in a physical form. They are Classic Adventures Volume 4 and Heroes and Rogues. Being completely inexperienced, I never used them because the numbers in the book didn't match the rules and it would be another 4 years or so before I became aware of D6 as a system (through the Starcraft D6 and Appleseed D6 games). Anyway, my brother brought over a couple of boxes of mine that apparently made it to his house when he moved (he lived in my house while I was living out of state). Inside were a bunch of old video game guides, aggressive skating magazines, the two Star Wars books, school year books, and other miscellaneous papers that I thought I had lost. Now that I know more about the D6 system, maybe I'll make use of them.
  5. Take a look at Wheel of Fate on the Fate RPG Yahoo group (http://games.groups.yahoo.com/group/FateRPG/). It's in Files\To Be Sorted\Loose Files. It is a D6 dice pool game with Aspect mechanics written by Rob Donoghue, one of the original authors of Fate. There are two copies, but the rules are the same. They are just laid out differently. Personally, I would make Aspect uses worth +2D to relevant actions (Since Hero Points already give +1D). The way to make it not feel like wasting a turn when they could be hitting the guy is make it harder to hit in combat. Then maneuvers are useful because without them no one can hit (also, using maneuvers to set up a buddy's attack is great for getting the quick but weak guy to set it up so that the powerhouse gets a bonus to his attack). One way to get players to create aspects that can be used against them is to reward them when an aspect is used against them, just like in standard Fate. Give them a Hero Point every time an Aspect is used against them. This takes the sting out of the detrimental use because you know you're getting a bonus that you can use later.
  6. I figured I should post my criteria for rules when I design them. They don't have to be the criteria for this project, but they'll give you some insight into what I look at before I say "this is a good rule." The criteria are listed in order with the most important first. The only ones that are required to be met are the first two, but the more it can meet, the better it is. For these criteria, "subsystem" can be inserted any place I use the word "rule" I've never really sat down and formalized my principles, so I may have missed something, and probably did, but that's the gist of my principles.
  7. it depends. if you want to emphasize the role of helmsman, then you need to make the skill useful for piloting a ship, therefore it should stack. this could be justified by it not only being about how fast the ship is, but knowing where to go based on the terrain (where reefs are, shallows, or any other underwater hazards) based on the current rig, and based on the current winds. all of that can be abstracted into a simple roll of pilot + ship maneuverability. on the other hand, if you want to deemphasize the role of helmsman, just leave it at the ships maneuverability, anyone can make the roll, and they get to focus theirskills on other things.
  8. Oh I wasn't saying stats for ships would be wrong, I just don't think we need to get into detail of whether you have 18 pounders or 20 pounders. Leave that for games where that's a feature like GURPS or HERO.
  9. Personally, I think that's overthinking it a bit. If I wanted to play a realistic naval warship game, it would not be as part of an RPG. I think instead, we should consider the best way to emulate what you see in movies and read in books. Now, I haven't read too many books in the genre, but I've seen a few movies, and for the most part, they don't bother with what kind of ammunition or size of the guns. It's just fire and you miss, or fire and you hit. Also, firing on the other ship is only something to force a boarding situation so you can bring out the swords, boarding pikes and belaying pins, swing dramatically from one ship to the other (and there are always ropes available to swing from one end of one of the ships to the other end of the other ship even if it doesn't make a lick of sense that such a thing should exist, and the rope is always the perfect length so that you are only a few feet above the deck at your destination), and fence along the yards. Forcing the boarding may come when your ship has taken so much damage from canon fire that it is "sinking", but it never sinks until you've boarded the other ship. Edit: I have seen movies where one ship is out of range of the other, so range could be a factor. What we really need is some kind of system for boarding stunts. For instance in Against All Flags, Errol Flynn slid down a sail using his sword, cutting it in two. This had the simultaneous effect of slowing the ship and getting him closer to where he needed to be to fight the main bad guy (plus it looked really cool). I don't think we want to get too specific on the stunts because it limits player creativity (like the way the d20 system has a list of possible moves, I've never seen anyone try to do anything not on the list because it's not available). What we need is guidelines on how to set the difficulty of a stunt.
  10. Of course. I kind of like the three core book set, and think Adventure is probably the best fit for this, but any version of D6 could work, I imagine.
  11. found this: http://www.obsidianserpent.com/index.html Thinking about navigation. I really like the idea that the roll determines how long it takes you to get there. The reason for the delay can vary. For instance, thinking back to pirate movies I've seen, in Captain Blood there's a scene where Errol Flynn and Basil Rathbone both set off from the same place headed for the same destination with the intent of catching any prizes they can along the way and joining up to split the spoils at the destination. Errol Flynn shows up late because he ended up on the far side of the island. This could be used dramatically as well, for instance consider the situation where the pirates want to sneak into town and approach from land. With a failed navigation roll, instead of approaching the island from the far side of where the port is, they end up right at it and now they have to figure out what to do now that the port knows they are in the area. Similarly, perhaps instead of coming right at the port, the failed navigation roll represents a ship that saw them in the area and warned the port about them, but they don't know that so they come in from the land side to find a completely armed and alerted town. Basically, a failed navigation roll introduces some kind of complication into the PCs plan, and it may not even have anything to do with navigation itself. What the exact complication is going to be contextual to the plan.
  12. I think this would be as uninteresting as navigation rolls for interstellar navigation tends to be. Maybe as some optional rules to be used only rarely when it increases drama, but in pirate movies getting lost because you don't have a good navigator rarely is an issue. As far as hazards that I can think of, you have hurricanes (and or storms), lack of wind, shallows, reefs, perhaps a tidal wave once in a while, inaccurate maps. Can't think of any more off the top of my head
  13. I wouldn't be so sure about that. Just do a Google search for the term "Brony".
  14. perhaps the atlanteans and merfolk that i mentioned earlier are actually the same. the don't want to kidnap sailors to sacrifice to their god, but to work as slaves and rebuild their civilization.
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