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Grimace

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  1. If you're interested, send me an email... you can find my email in my profile. Put D6 Fantasy in the subject line, and I'll send some things along. You can then use or discard what you want, modify if needed (but the system I have had years of play time, so I know it does the trick), and beautify as you desire.
  2. Did someone say monsters?! CENTAUR STR 4D Move: 18 Scale: Human CON 4D Fear: 8 Hit Points: 28 DEX 4D Melee Combat +2 INT 2D+1 Armor: Body Shield +1D+1 / +1D+1 / +1D+1 Weapons: War Club STR+1D+3 Composite Long Bow 4D+2 Light Horse Lance STR+Move+2D BUGBEAR STR 5D+1 Move: 9 Scale: Human Brawling +2 Fear: 6 Hit Points: 22 CON 3D+1 DEX 3D Melee Combat +2 Thrown Weapons +2 INT 3D+1 Weapons: Mace STR+1D+1 Warhammer STR+2D Spear STR+2D GHOUL STR 2D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D INT 1D+2 Attack: 2 claw attacks and/or 1 bite attack Claw attack STR+1D Bite attack STR+2D * If actual hit point loss is inflicted on a character, target must roll Moderate Willpower check or be paralyzed in fear for 2 rounds * Immune to Charm and Sleep * This creature is kept completely at bay by Protection from Evil spells HILL GIANT STR 5D+1 Move: 12 Scale: Large Brawling +3D Fear: 16 Hit Points: 58 CON 4D+1 DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +3D Thrown Weapons +3D+1 INT 2D Weapons: Thrown Rock STR+2D Club STR+1D * can hurl large rocks up to 20 meters, or smaller rocks much further * usually keeps a couple of Dire Wolves as guard dogs DIRE WOLF STR 3D Move: 18 Scale: Human Brawling +1D Fear: 6 Hit Points: 24 CON 3D+2 DEX 4D Dodge +2D Running +3D INT 1D Attack: Bite STR+2D RED DRAGON STR 10D+2 Move: 9 Fly: 30 Scale: Giant Brawling +4D Fear: 34 Hit Points: 119 CON 8D+1 DEX 3D INT 6D Magic Power: 9D Attack: Up to 3 Attacks a turn, or may use breath attack every 3 rounds Claw (up to 2 attacks a round) STR+2D Bite STR+5D Tail STR+3D+1 Fire Breath 10D (30 meter range, 10 meter width) *this creature is completely immune to all forms of fire *most dragons speak many languages, including their own Dragonese, and up to 18 other languages.
  3. And here is my skill breakdown, based on class types and with the corresponding attribute listed: General Skills: Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA Priest Skills: Ancient History INT Engineering INT Herbalism INT Music CHA Reading/Writing INT Astrology INT Healing WIS Local History CHA Navigation INT Religion WIS Rogue Skills: Lockpicking DEX Find/Set Traps INT Ancient History INT Music CHA Blind Fighting WIS Forgery DEX Reading Lips INT Tumbling DEX Spellcraft INT Pick Pocketing DEX Martial Arts DEX Local History CHA Appraising INT Disguise CHA Gem Cutting DEX Tightrope Walking DEX Ventriloquism INT Rally Friends* CHA Wizard Skills: Ancient History INT Engineering INT Navigation INT Religion WIS Gem Cutting DEX Astrology INT Reading/Writing INT Spellcraft INT Warrior Skills: Navigation INT Armorer INT Charioteering DEX Mountaineering WIS Survival INT Artillerist CHA Blind Fighting WIS Bowyer/Fletcher DEX Endurance CON Running CON Weaponsmithing INT *Special skill only available during generation
  4. Oh, and as for the "bulletproof Wookiee", I dealt with that by having both Strength and Constitution for attributes. That way someone super strong wasn't necessarily super durable unless they boosted Constitution as well. And since they're boosting two attributes, they are hindering other attributes. I dealt with that by providing more skills in the other attributes, so they were making beefy characters at the expense of not being able to use as many skills. For example, the attributes I used were directly taken from AD&D. STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA
  5. Let me know if you decide to "steal directly", as I may be able to send you more complete aspects that aren't simple snippets. I ran this version for a few years, so I have a lot of material for it.
  6. This is Faith Power, or Prayer Power, which is used by Druids, Clerics, Paladins, Rangers. What is faith based power? This is power bestowed upon a person by some other force, be it a deity or nature itself. Those who devote their faith to whatever facet grants them power gain the ability to “pray” for the powers that can be gifted to them. Since the power is only limited by the person’s ability to believe enough in their “power grantor” there is no limitation on what a faith based individual can call upon in regards to power. The only limitation is if they will be granted the gift of that power when they need it. Faith power, or prayer power, is indicated with a dice number. Some characters may start with 1D in their Faith power, which allows them to pray for the gifts of power. Other characters may start with less than a die, which means they must increase their Faith in order to be able to pray for the powers. A person, such as a Cleric, may have 1D in their Faith, but they have the ability to pray for any power within their deity’s realm of influence. Whether the power will be granted to them depends on their roll. If it is high enough, the power is granted to them. If not, the prayer was not done properly or the deity did not feel the need to bestow power upon the person. As a person’s Faith power increases, this increases the amount of dice that may be rolled when attempting to pray for a power. While it may seem powerful for the faithful to be able to call upon any power available to them, depending only on how well they pray as to whether the power is granted, there is a limit to the number of times the powers can be successfully used in a day. That is limited to the number of pips in the Wisdom attribute (Charisma if using the generic attributes). If a prayer attempt isn’t successful, it does not count against the maximum number of powers granted in a day. However, to avoid the “I keep praying until I get it” syndrome, after each failed attempt at a prayer in a day, the difficulty to have the power gifted to the person praying is increased by 5 per failed attempt. So if a person must get a 15 to have the power gifted to them, and they fail on their attempt, the difficulty to get that same power to work, should they try again, increases to 20. If the second attempt (within the same day) fails as well, the difficulty then would increase to 25, and so on for each failed attempt. Basically, just because you keep praying for something doesn’t mean it’s going to get any easier to get it. In fact, it might even test your faith as it seems to get an even more remote chance of that particular power being gifted to you when you need it. The cost to raise the Faith power score is equal to 10 times the number in front of the D for the current score in Character Points. If it is less than 1D, then the cost is simply 10 CPs per pip up to 1D. So a character that has 2D+1 in Faith power would need to spend 20 CPs to boost the Faith up to 2D+2. Another 20 CPs would then boost the Faith power up to 3D. Then 30 CPs would be needed to boost the Faith power up to 3D+1. Rangers and Druids can choose from the following "prayers": Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Know Direction, Light, Purify Food & Drink, Trip, Animal Friendship, Calm Animals, Detect Snares & Pits, Entangle, Faerie Fire, Goodberry, Invisible to Animals, Pass Without Trace, Shillelagh, Animal Messenger, Barkskin, Dust devil, Charm Person/Animals, Slow Poison, Fire Trap... Clerics and Paladins can choose from the following "Prayers": Create Water, Detect Magic, Detect Poison, Light, Read Magic, Bane, Bless, Comprehend Language, Cure Light Wounds, Detect Evil, Detect Undead, Resist Fire/Cold, Invisible to Undead, Magic Stones, Obscuring Mist, Protection from Evil, Magical Vestment, Sanctuary, Remove Fear, Hold Person, Remove Paralysis, Silence, Spiritual Weapon, Shield of Faith, Cure Serious Wound, Cure Critical Wound.... That should give you an idea of some of the prayers of each type of class. There are more spells than what are listed, but I didn't want to type them all out. And here is a sample "prayer" of Goodberries: Goodberries Range: Touch Duration: 1 day Difficulty: 10 Effect: This enables the user to have up to 6 freshly picked, edible berries to be used in one of two ways. One: each berry can be eaten and acts as a complete meal, filling a person up and providing all of the nourishment they need. Two: each berry can be used to cure 1 Hit Point of physical damage to the person eating it. The most hit points that can be gained back by eating Goodberry, per day, is 8. And another one: Resist Fire / Resist Cold Range: Touch Duration: 1 round per D in user’s Prayer Difficulty: 11 Effect: This allows the touched person’s skin to become toughened enough to resist Fire or Cold, as chosen by the user. The person gains +1D+2 to Constitution when resisting attacks or effects of the appropriate temperature, including magical attacks. In addition an affected person only suffers half damage from the attacks they are protected from. So if a character failed the resistance roll by 8 against a fire attack and they were protected by Resist Fire, instead of suffering 8 damage they would only suffer 4 damage.
  7. For classes, I did the following: Players chose a Character Class. Warriors = Fighters and Rangers Wizards = Mage Rogues = Thief and Bard Priests = Cleric and Paladin and Druid If a Fighter was chosen, and the character had a Strength of 4D, they could then roll their Strength to see if they get a Strength bonus. Depending on the roll, they could get no bonus, a bonus of +1D to Strength all the way up to a bonus of +4D to Strength. A Roll of 19 or less meant no bonus. Starting at 20 and going up meant a varying Strength bonus. Then they got starting skill dice dependent on the class types: Warriors get 12D to allocate to skills Wizards get 10D to allocate Priests get 11D to allocate Rogues get 10D to allocate Then each sub-class had a certain list they could choose skills from. Fighters can choose from General Skills and Warrior skills Rangers choose from General and Warrior Mage choose from General and Wizard Thief from General and Rogue Bard from General and Rogue Cleric from General and Priest Paladin from General and Priest and Warrior Druid from General and Priest Then I went with class restrictions and benefits. Paladins could only be Human. But they could automatically detect Evil from 20 meters away. They are immune to all disease. They can "lay hands" once per day to restore 1D Health to an individual. They may "cure disease" once per week. All Evil creature that attack the Paladin or any good person within 3 meters of the Paladin suffer -1D to their attack roll. They may "Turn Undead" like a Cleric when their Prayer Power reaches 1D or more. They must tithe 10% of all money they collect or earn. They may not have more than 10 magical items as they believe faith in the almighty is power enough. They may never knowingly commit an evil act, otherwise the Paladin loses all special abilities until the repent sufficiently. They must always uphold the law. Druids may identify all plants and animals with perfect accuracy. They may pass through overgrown areas at normal movement rate without leaving a trace of their passing. They may only wear natural armors (leather, hides, wooden shields). They are limited to only the following weapons: club, dart, spear, dagger, scimitar, sling, and quarterstaff. Clerics may "Turn Undead". They may not use any Slashing or Piercing weapons in combat. Mages are limited to every race except Gnomes. Gnomes may never be Mages. They cannot wear any non-magical, metal armor as it interferes with their ability to tap into the mystical energies. They may weapon any magical armor as long as it does not reduce their Dexterity. They are limited to the following weapons: Dagger, quarterstaff, dart, knife, sling. They start with a Spell Book. A Thief is limited to the following armor: Hide, Leather, Padded or Elven Chain Mail (but NOT normal chain mail). They are also limited to the following weapons: Club, Dagger, dart, knife, lasso, short bow, sling, broadsword, long sword, short sword, hand crossbow, and quarterstaff. They can gain a bonus if they have high enough Dexterity. Dex of 3D+1 = +1 to Lockpicking skill. Dex of 3D+2 = +1 Pickpocket, +2 Lockpicking, +1 Sneak/Hide. Dex of 4D = +2 to Pickpocket, +1D to Lockpicking, +2 to Sneak/Hide. Those are just some of the classes. Then I also gave starting money based on the general class grouping. Warriors got 200 GP, Wizards got 120 GP, Rogues got 260 GP, and Priests got 100 GP. Hopefully this gives you some idea of how you can still have "classes", to give the feel of D&D, but you don't have to do levels and can still use the normal D6 rules and skill progression (character points).
  8. I just don't understand why you feel the need to throw in so many other dice just because D&D did it. D6 is not D&D, but it can be made to feel similar without having the variety of different dice. Instead of D8 for a Longsword, do a 1D+2 or something like that. Or use something like this: Weapon Damage Damage Type Special Notes Dagger STR+1D Pierce Knife STR+1D Slash Short Sword STR+1D+1 Slash/Pierce Scimitar STR+1D+2 Slash Long Sword STR+2D Slash/Pierce Broad Sword STR+2D+1 Slash Bastard Sword STR+2D+26 Slash 1 or 2H Claymore STR+3D7 Slash 1 or 2H Falchion STR+2D+3 Slash 1 or 2H Two Handed Sword STR+3D+1 Slash 6 This weapon is easier to wield with two hands. For users that use two hands with this weapon, they gain an extra +2 to whatever they roll to hit. Emulating a Cleric or Druid is easy. I did it in my fantasy D6 game when I converted AD&D to D6. Clerics pray for things. Druids would do the same, but they "pray" to nature, or to the Earth, the Air, the Water. You can check out the concept in the "Magic & Miracles" book. https://www.drivethrurpg.com/product/92079/Magic--Miracles If you want or need elaboration, I can help. For the record, I had some hard-core D&D players play my D6 D&D conversion. While it was different than D&D, it kept the feel of D&D they admitted, but did things that made more sense. Skill reduced the chance of being hit. Armor reduced the damage you suffered IF hit. I still used the concept of "Vancian" magic as that is what D&D used at the time. And the players admitted that it felt VERY different being a Magic User compared to being a Cleric. And while the weapons were all of the same name as AD&D, the damage that they did was a translation TO the D6 system rather than an amalgam of D6 and D20. So my recommendation, and especially if the players have played D6 Star Wars and loved it, is stick with D6 and make something that only "feels" like D&D, but doesn't use levels and doesn't use different dice. You can still have "classes" if you want. Heck, I had a loose concept of classes in my fantasy D6 game. There were Warriors and Rangers and Thieves, and Monks, and Samurai and Berserkers and Magic Users, and Clerics, and Conjurors. I threw many different monsters and had many different races, from Centaurs and Hybsils to Kobolds and Griffons and Pegasus, and Orcs and Githyanki and Hydra and Gibberlings, and I even threw in a Red Dragon! So it can be done, and done specifically with D6.
  9. That way lies madness. Things will become so obfuscated as to potentially lose the fluidity of the D6 system. If you want more crunchy, use the D6 Fantasy book as it is written. And if they want granular advancement, going to levels is NOT the way to get granular. If your players think it is, then they desperately need to play the regular D6 system so they can REALLY see what granular advancement really is.
  10. It looks like the email you used for the account has also changed, meaning you are still in the "awaiting email confirmation", barrataria. But hey, welcome back!
  11. Not certain, but there's a good chance it was noticed late in the process, so instead of re-doing their entire column, they just printed an overlay and stuck in on, thus giving it that look when it was printed.
  12. For mooks, I typically go with "Stunned, Wounded, Incapacitated, Dead". So 4 steps, but with narrower bands in each compared to a PC. So it would be something like this: 1-2 over = Stunned 3-5 over = Wounded 6-10 over = Incapacitated 11+ over = Dead. But those number are a floating target, as a common thug might have something like above, but an NPC Bouncer might add +1 to every level to make them a little beefier. 1-3, 4-6, 7-11, 12+ And NPC Elite Guardsmen might have +2 over that. 1-5, 6-8, 9-13, 14+
  13. I am definitely into "opposed rolls", especially when it comes to resisting damage. So dodging, resisting damage, anything that helps protect the player characters against character death, I found it better to NOT take that away from the players. My players have griped about just having a set number, with nothing they can do, to stop the damage.
  14. Interesting. It looks like a portion of it is very similar to what I went with for a "generic" D6 system. Damage types is one that I used, though I didn't go to the level of detail you went to. I also had a sort of "weapon tech" level. Looks like a good start.
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