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Grimace

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  1. I'm not sure if adding a Wild Die roll for attrition would be a good thing. Like you said, might be too "swingy". And the only thing I could suggest when you write this up is to give some "examples", but with the stated exception that the stats are all "best guesses" and can fluctuate based on the setting.
  2. And yes, you would have a new factor to consider when you add ranged weapons and flying creatures. Or area weapons like breathe weapons.
  3. So if you do attrition only against the victor of the round, we could have something like this: 50 Spearmen (1) vs. 30 Heavy Foot (2) 5D vs. 3D. 11 vs 11 (yes, I am rolling the dice) No skill difference, so then it would go to attrition? Spearmen lose 3, Heavy Foot lose 2 (5/2= 2.5, round to 2) 47 Spearmen vs. 28 Heavy Foot 4D+2 vs. 2D +2 24 vs 11. Spearmen win, inflicting 13 difference divided by 2, or 6 losses against Heavy Foot. Heavy Foot get attrition hits of 2, killing 2 Spearmen. 45 Spearmen vs. 22 Heavy Foot 4D+2 vs. 2D+1 14 vs 6. Difference of 8 means 4 more Heavy Foot are killed. The Heavy Foot inflict 2 hits on the Spearmen 43 Spearmen vs. 18 Heavy Foot 4D+1 vs. 1D+2 10 vs 4. Difference of 6 means 3 more Heavy Foot are killed. They kill only 1 Spearmen in response. 42 Spearmen vs. 15 Heavy Foot. I think the concept of inflicting damage upon the victor seems like it might work, trying to keep a runaway from happening. At the same time, once it has happened 3 rolls in a row, it still pretty much turns into a runaway battle. Even if I end up taking into account the "offset" due to Heavy Foot vs. Spearmen, that would be another 5 losses to the Spearmen, but they would still have enough to effectively wipe out the heavy foot and likely lose less than half of their starting numbers.
  4. Yeah, that would work fine. If this is for the design of your own magic system, just use what works for THAT magic. Don't rely on something else that may not fit what you have in mind for the magic. If it's not for the magic system, you'll have to forgive me as I don't have any of my books around me that I can reference to give that info to you.
  5. Interesting. Yeah, I think something would have to be taken into consideration about troop quality. A rabble of goblins isn't likely to be as effective as a trained unit of dwarves, even though the goblins may have more bodies than the dwarves. Basically, a goblin at 3D combat vs. a Dwarf at 6D combat is about twice as good as the goblin. Goblins use numbers in an attempt to overwhelm a "better enemy". (consider it akin to the 1980's logic that said "Quantity is a quality all its own"). So 50 Goblins against 30 Dwarves gives the Goblins 5D and the Dwarves 3D. Yes, the Dwarves would probably be a 2 hit whereas the Goblins are a 1 hit. But just cracking the numbers for the attrition, the Goblins lose 3 and the Dwarves lose 2 and one more is wounded. Then the roll. Goblins get 21. Dwarves get 5. Difference is 16. Dwarves would lose 8 more! So the Goblins are down to 47, and the Dwarves are down to 20...with one of them wounded. Do you then adjust the values? So is it 4D+2 for the Goblins and 2D for the Dwarves? Or does it stay at the higher 5D and 3D? As you can see, the better trained, and likely better armored Dwarves are going to get butchered. So there should be something to better reflect skill level and perhaps armor difference of foes. After a second round, if I adjust the numbers, The Goblins lose 2 for attrition, the Dwarves lose 1. Then the roll. Dwarves get 11. Goblins get 20. Difference of 9. That's 4 more losses and another wound (or you could say the one wounded dwarf dies, so it would be 5 losses) So the Dwarves lose 6 more, and the Goblins only lose 2. Remaining force is Goblins 45, Dwarves 14. If that adjusts again, the Goblins are at 4D+1(?) and the Dwarves at 1D+1. Goblins lose 1. Dwarves lose 2. Roll Dwarves 6, Goblins 15. Difference of 9, so 4 more Dwarves lost and one wounded. Total losses is Dwarves 6 and Goblins 1. Remaining forces is Goblins 44 and Dwarves 8. It'll just get worse from there. So I like the IDEA, but there needs to be something to better reflect the training of the groups, and possibly any armor differences in the groups.
  6. I "kind of" think I get what you are going for, but I'm still fuzzy on the math. So you're taking 100 spearmen and grouping them into 10 groups of 10 men. Each group generates 1D in attack? But you said that spearmen inflict 10 wounds. How? Just by having 10D in attack? Do they roll and compare to the attack of the heavy foot? And you said it went to 65 heavy foot and 93 spearmen. But if the heavy foot only suffered 5 losses, wouldn't they be at 70 heavy foot? What constitutes more or less durable units? I've give you an example of a mass combat grouping I had in a fantasy campaign I ran back in the early 2000s. I had 30 Hybsil, 48 Centaurs, and a group of player characters. They were going up against 80 Orcs. Now I could group the 80 Orcs into 10 groups of 8, or 8 groups of 10. The Hybsils I could do 3 groups of 10. But the Centaurs...what? 4 Groups of 10 and a Group of 8? 4 Groups of 12? 6 groups of 8 to reflect they are more robust for less bodies? And how would I determine the hits they could take? Do I just "wing it" to decide the Hybsils take 1 wound, the Orcs 2, and the Centaurs 3? Or is there some other way of determining the wounds a group could take?
  7. It depends on which system you are using. If you use a system kind of based on the "Force" from Star Wars, you will be limited based on your Force dice number. If you use other systems, they may have other methods. Sadly many do not easily list (so it can be found) what it takes to gain new spells. Often times it is the die level in the Magic or some such.
  8. Once you get the concept down, and settled on a type of mechanic for the magic system, the next thing you will need to do is determine the "power level" of the magic. Are there "low level" magic and "high level" magic, or is it all really powerful? If it IS really powerful, what is the limiting factor of the magic? Can only one really powerful spell be cast per day or before the caster has used up all of their components? Then you have to start putting Die codes in for the effects of spells. Low power magic is going to be 1D to 3D or so. Mid level power is 4D up to 6D or so. High level power is 7D or greater. Decide whether you want your magic to be something the targets can "resist" against. Basically, does a target get a chance to roll to "not suffer" any damage from the spell? Or does the spell automatically cause damage? Decide whether your magic is an "instant hit", with no die roll needed, or if they need to make a Spellcasting skill check or something in order to successfully hit the target. If you have an auto-hit spell (for example, a "magic missile" that automatically hits the target, but the target roll dice to resist the damage..potentially mitigating the damage a little) you can use the Die ranges I listed above. If you make it so the spell caster must roll to successfully hit with the magic missile, so that the target can be missed completely, and then also has a resistance roll, you may want to adjust the die ranges up 1 or 2D. So low level magic might be 2D to 5D and so on. Once you have the ranges to work within, write up a couple of spells you have in mind for the magic. What effect does the spell have. How much components, if any, does it use? What is its range? Is there a skill level or attribute level requirement in order to cast the spell? Make up a couple of spells. These spells will be your "base line" to build from. If you are wanting the magic to be powerful and strong, these first couple of spells will be a benchmark. If you envision that spell to be a "staple" of the spell caster, then all other spells will be built around it. Future spell Y is supposed to be more potent than the "staple" spell, so you bump up the Die codes a die or two. Future spell X is supposed to be less potent, so it's die codes may be only pips or 1D lower than your "staple" spell. After you get 5 or so spells written up with your mechanics, STOP! Make an NPC who is a spell caster and another NPC who is not a spell caster. Have them go toe-to-toe. Does the spell caster snuff out the regular NPC without any threat? Is that what you wanted? If so, mission accomplished. If not, then you know you set your die codes too high, or your component requirements too low. Did your mock combat take too long to resolve and your were shooting for a fast-moving magic system? Time to revamp! Did the regular NPC take out the spell caster without suffering much in the way of damage? Is that what you wanted for a starting character? If not, you need to rethink some things. Don't just assume you need to bump up the die codes for damage if the regular NPC won the battle. Perhaps you made the requirements for the spell caster too restrictive. Perhaps you found that your component requirement only allowed the spell caster to cast one or two spells, and that didn't take out the regular NPC, then the spell caster was helpless. If that is what you are going for with a starting spell caster, then you are on the right track. If you want your spell caster to need to rely on others some of the time, and not be the all-powerful uber character right off the bat, then perhaps you're going for a spell caster being able to cast only a couple of spells early, and then rely on other characters for protection. You should be able to get a good read on the power levels of the spells and the casting ability of the spell caster for your magic system. If you have success with the first NPC vs. NPC, then make a few more spells and give those a try as well. Then put your NPC spell caster up against a couple 3 or 4 NPCs and see how they fair. YOU should have in mind how you want this magic to work in your setting. These tests should be good at showing any obvious, glaring holes in your system.
  9. Okay, first bit of advice is to "non-mechanically", come up with a method of how your magic will work. Is it going to be component based? Prayer based? Mana based? Willpower based? Mind based? Whatever it is, you need to have that figured out. Then you need to decide whether those components will play a big part of small part in the "casting" of the magic. Do they need to have it to do it? If so, how do they get the components? Will the components go away when something is cast? Are the components reusable? Then decide how you want this magic to "feel" in terms of when people are playing/using it? Do you want it to be fast and quick? Slow and calculating? Will the caster be able to "flick their finger" and have it cast, or do they need to draw a design in the dirt or scribe a symbol on something to cast it? Once you have all that figured out, then you need to look at potential mechanics to FIT the aspects that you determined above. Will "points" work with what you decided above? If not, then what will? Will die codes and the requirement of a roll work with the above? Then compare with which potential mechanics you just chose to see if they fit with the the "feel" you decided on. If you want "fast and quick", but the mechanics you thought of require spending components and scrawling something in the dirt, then that doesn't really work together. Go back and rethink your potential mechanics to find something else that may work. Keep tweaking and adapting as you build the components/no components, and the "feel" of how things are cast, until you get something that is the "bones" of your magic. Then you begin to fine-tune your mechanics, determining power levels of spells cast and what kind of spells cast, and whether anyone will be able to resist the magic you just created. Also, go find the "D6 System" book and download it. Look through that. That is what I used when I started designing my fantasy rules more than two decades ago. You can also look on DrivethrRPG for the "Magic & Miracles" book that lists 2-3 magic systems and gives a brief overview of them. It's in D6. You may be able to use some ideas from that. Hope this helps a little.
  10. I've developed several magic systems for D6...before there was ever D6 Fantasy. I could offer lots of advice, but I kind of need to know what you general "know" about designing things in D6. Have you made things from "whole cloth" before using D6? Either vehicles or creatures or stats for things other than characters? Are you willing to think "outside" of the parameters of D6 Fantasy? To not be bound by what you've read in those pages and willing to think and develop things that may go beyond what you generally accept at D6 rules? Are the magic systems you're thinking of significantly different from the current magic to warrant a new design, or can you just rename the magic system in D6 Fantasy to match the "feel" of your magic? Or do you have a particular feel you're trying to accomplish with a particular magic system? If I can figure out where you fit in terms of development in the D6 system, I will know what sort of advice is going to be more helpful to give.
  11. Many years ago, back in the 90s, I melded Wound levels and Health Points together. I used it in my fantasy game long before D6 Fantasy ever came out. I got the idea from the "D6 System" cookbook. Worked like a charm for years of playing with multiple people! Basically the Health Points were calculated and kept track of. When a character was hit, they roll Constitution+armor to resist the damage. If any damage exceeded the resistance, the difference was subtracted from the Health Point total. If the character lost from 1 to 10% of their Health, they were considered "Scratched", meaning they suffered -1D penalty for the rest of the round and the next round, then back to normal results. From 11% to 25% of Health lost, the character was "Wounded". -1D to all but resistance rolls until healed. From 26% to 50% of Health lost was "Wounded Twice". -2D to all rolls but resistance until healed. From 51- 75% of Health lost was "Incapacitated". Person had to make a roll to avoid being knocked unconscious, was certainly knocked prone, and was at -3D to all rolls until healed From 76 to 100% of Health lost was "Mortally Wounded". Character was knocked unconscious for amount of time, and when regain consciousness, was at -4D to all rolls until healed and would lose 1 Health point each round until either they passed away or were healed enough to be out of "Mortally Wounded" category. More than 100% of Health lost and the character was Dead.
  12. Well, I designed my own magic systems, so my magic users have to "tap into" the energies around them in order to have the oomf to cast their spells. Armor inhibits that ability, roughly equivalent to the amount of the body the armor covers. So it doesn't flat out deny the magic users the ability to wear armor, but it does diminish how effective their magic is while they are wearing it. Usually the magic user wears minimal armor, so as to be protected, but not so covered as to make the ineffective with their spell casting.
  13. Grimace

    Chimera

    Giving the option when a critical failure occurs is neat, and a good idea. It's similar to a number of other games and offers up the opportunity to expand or change things on the fly. I'm curious about your skill of Dodge and proposed secondary attribute of Evasion. Is that not the same thing? What does one do that the other does not? Good to hear that your first playtest ran relatively smoothly!
  14. Masts have a bearing on speed based on the amount of sails on them. You can have a single masted ship with a lanteen sail on it and it can move along nicely. You can have a two-masted ship with square sails on it that can go faster, but handle worse when traveling close-reach or trying to go close-hauled. A ship with 3 masts can have a mix of square sails for speed and some lanteen sails for maneuverability. The problem with each is that the bigger ship you get to handle more masts, the heavier that ship becomes and the more sails are needed to make it move. So, depending on how you want to work movement, what distances you want to be traversed in however long a time span, I would give a boost to square sails over lanteen, but reduce maneuvering for square sails. Then you can get into "suping up" your sailing ship by adding spritsails, topsails, jib sails, top gallant sails, sky sails, and such. The main thing you have to consider is ALL speed is determined more on wind speed, but you get better movement from that wind based on sail type and total sail coverage. That's why square sails (with more fabric coverage to catch the wind) help ships go faster when the wind is right. Lanteen sails (the tri-point sails you see on modern sailboats) can catch the wind, but they don't have quite the coverage so they can't go as fast. But what they lack in speed they gain in maneuvering, as a the Lanteen sails can catch the wind at wider angles compared to a square sail. So while a ship with only square sails might only be able to turn to Close-Reach (about 90 degrees to the direction the wind is blowing), a lanteen sail can go all the way to Close-Hauled about 135 degrees to the direction of the wind and can still move (although not very fast). Typical directions for sailing are: Running Reach - typically facing the direction the wind is blowing TO, or within 15 degrees from that direction Broad Reach - typically out to about 45 degrees to either side in the direction the wind is blowing towards Beam Reach - typically up to 90 degrees to either side in the direction the wind is blowing towards Close Reach - is up to about 125 degrees to either side, basically heading back towards the direction the wind is blowing from, about the best square sails can hope to do. Close Hauled - is about 150 degrees or so in the direction the wind is blowing from. Many ships cannot do this, as it takes lanteen sails and good strong wind to make any movement In Irons - directly facing into the wind.... you ain't moving forward, and may even be moving backwards if you have square sails. Here's a link to an image of the wind directions: I'll also provide the stats I made up about 8 years back for a sailing ship: Sloop Masts: single mast - fore and aft rigged Scale: Large (2) Hull: 3D+1 Maneuver: 1D+2 Seaworthiness: -5 Crew: 6 men minimum, 75 men maximum Weapons: 6 guns (3 starboard, 3 port) - upgradable to 10 guns Cargo: Small capacity Speed: Running Reach = +2 Knots (maximum 12 Knots) Broad Reach = +1 Knot (maximum 12 Knots) Beam Reach = +1 Knot (maximum 10 Knots) Close Reach = no modifier (maximum 6 Knots) Close Hauled = -2 Knots (minimum 1 Knot) In Irons - no movement Starting weapons: 2 - "3 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 4 men Reload: 10 rounds Ammunition: iron shot, grape shot Range: 1-40 / 180 / 600 Damage: 4D - iron shot, 3D+2 over 3 meter area - grape shot Penetration: 1D 4 - "4 Pounder" cannons Scale: Large (2) Style: Ballistic Crew: 5 men Reload: 12 rounds Ammunition: iron shot, grape shot Range: 1-50 / 200 / 680 Damage: 4D+2 - iron shot, 4D over 3 meter area - grape shot Penetration: 1D
  15. Yep, unfortunate loss to the gaming community. 😢
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