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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 t
  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
  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 th
  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 becau
  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
  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 rol
  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 pin
  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
  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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