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Everything posted by Grimace

  1. 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!
  2. 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.
  3. 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+
  4. 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.
  5. 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.
  6. Yes, it will be interesting to see what they come up with. Hopefully it comes out in retail for greater visibility.
  7. Those are really neat! Great to see some of these early designs and see the subtle changes that were made to the final product (or rather significant changes!). It's a shame the T-16 didn't make it into the finished movie as more than a prop used by Luke. Thanks for sharing!
  8. My fantasy stuff was made well before there was an OpenD6 or Mini Six. I used what felt best based on the D6 System book.
  9. Here are some creatures I converted from AD&D to D6, probably 20 years ago... Maybe these will give you some ideas of what you could do. 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 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 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 DROW STR 2D+1 (Male) Move: 12 (Male) Scale: Human 3D (Female) 15 (Female) Brawling +1D Fear: 4 Hit Points: 14 CON 2D DEX 4D Armor: Alloy Chainmail +2D+1 / +3D / +1D+2 Melee Combat +1D Buckler +1 / +1 / +1 Melee Parry +1D Missile Weapon +1D Sneak/Hide +1D+2 INT 3D+2 (Male) 4D+2 (Female) Magic Power: 1D (Resistance only) Weapons: Alloy Long Dagger STR+1D+2 Alloy Short Sword STR+2D+1 Hand Crossbow 2D+2 (+ poison) Alloy Mace STR+1D+2 Javelin + Atlatl STR+1D+1 (+20 meter range) *all Drow wear black boots and cloaks that have a built-in +1D to resist fire attacks *poison on crossbow bolts causes Sleep unless an Easy (8) roll is made. Sleep lasts for 1D6 rounds then suffers sluggishness (-2 pips) for the next number of rounds equal to Sleep. *there are some Drow that are magic users and have higher Magic Power which may be used to cast spells *typically carry their wealth in a small leather bag hung around neck and tucked under their armor *120 meter infravision. Suffer –2 pips if take action in full, broad daylight *each one can, once per day, cast Dancing Lights and/or Darkness at 1D ability *female Drow can also, once per day, cast Detect Lie and Dispel Magic at 1D ability *for every 10 Drow, a higher skilled male will be present and will carry an Alloy Buckler (+1D / +1D / +1D) *for every 30 Drow, there will be at least 1, and as many as 6 females present. One will be a Magic user of at least 4D power GALEB DUHR STR 6D Move: 6 Scale: Large Brawling +1D Fear: 18 Hit Points: 63 CON 4D+1 DEX 2D INT 4D Magic Power: 20D (limited) Attack: Two Rocks Claws Claw STR+2 (Blunt) * Can use Magic Power to cast the following spells: Wall of Stone, Pass Wall, Stone Shape, Move Earth * May also animate stones within 6 meters of creature * Suffers double damage from cold attacks * Not affected by lightning or fire attacks 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 GITHYANKI STR 6D Move: 10 Scale: Large Brawling +3D+2 Fear: 14 Hit Points: 70 CON 5D DEX 3D+2 Armor: Magical Splint Mail +3D+1 / +3D+2 / +3D Melee Combat +4D Melee Parry +3D INT 4D+1 Weapons: Magical Silver Two-Handed sword STR+6D Magical Longsword STR+4D+1 * the weapons wielded by the Githyanki are cursed and may only be wielded by the creature. Others attempting to wield it find themselves overcome with the desire to kill anyone and everyone. It is also very difficult to simply cast the weapon aside, requiring a Difficult Willpower roll to do so. * most Githyanki will only wield the magical longsword, though some may wield the larger weapon * some of the Githyanki encountered may be combination fighters and magic users, with the Magic Power of 3D GOBLIN STR 1D Move: 6 Scale: Human CON 1D Fear: 2 Hit Points: 6 DEX 2D Melee Combat Armor: Small shield +2 / +2 / +2 INT 2D+1 Weapons: Mace STR+1D+1 Spear STR+2D * 20 meter infravision. Suffers –2 pips if take actions in full, broad daylight MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 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.
  10. Out of curiosity, have you looked into the Magic & Miracles OpenD6 book on DriveThruRPG for ideas?
  11. What kind of stats are you looking for? Creatures? Spells? Weapons?
  12. Cool. Downloading it now. By the way, it appears the "full size preview" does not show anything. It says the file is corrupted.
  13. It is more balanced according to the D6 System book, as that is what I used because D6 Fantasy wasn't produced yet when I made my fantasy rules. Basically, my armor protects against Slashing, Piecing and/or Blunt damage. So each weapon had that damage type listed. When a target is hit by a weapon, the target rolls Physique + Armor (vs. type of damage) and the attacker rolls Physique + Damage of weapon. So my weapons and armor are balanced to work with each other. It should roughly work with D6 Fantasy, as it is D6, but if you don't use both the weapons and armor, there's no guarantee of balance.
  14. Yes, if you use the range modifiers, then I would use it. Honestly, I don't give any added benefit for Point Blank range. For me, Close is 0, Medium is -10, Long is -20. No bonus for Point Blank. But if you are playing with all modifiers, then I would apply the Point Blank for Melee IF (and only if) the target is not actively dodging/parrying.
  15. Okay, looking at the page you listed, the following aspects are applicable: Base defense of 10 is correct. That is what a person gets if they are not doing anything to avoid the shot. No Partial or Full Defense rolls. So firing as per your examples is correct...if the target is not doing anything to dodge or avoid the shot. Now, as for your melee combat example, that's not entirely accurate. If you have a person with a sword attack a person close to them, chances are the target is not going to just "stand there" and get the base 10 example. But, if they did, you could easily put the base defense at 10, and then -5 for being in "point blank" range (melee range), puts the difficulty to hit the person at 5. Realistically, though, it is going to be an attack and a defensive roll by the target, which completely takes the place of the Base Defense 10. An example: Fighter 1 attacks Monster 1. Monster 1 intends to fend off the attack of the fighter, and swing for the fighter's head. Fighter is going to take a vicious swing at the monster in hopes of cleaving it in two. Fighter rolls Fighting of 6d for his attack. He gets a 26. Monster 1 is taking two actions, so -1D to each action. First is a parry of the attack. Monster's Fighting ability is 5D+2. But this roll, with the multi-action penalty, puts the roll at 4D+2. It rolls a 20. With the +2, that makes it 22. The monster is hit! If the monster survives the hit, it can take its second action, also at a -1D due to multiple action. The fighter, on the other hand, would have a Base defense to avoid the attack, since the fighter only declared 1 attack. Damage of the sword is 3D+Physique. So the fighter rolls 7D and gets 30. If using Body Points, the Monster takes 30 hits and depending on what percentage of the total hit points is lost, it could be wounded or even dead. If using Wound Levels, the Monster rolls its Physique and gets to minus that amount from 30 to see what level of injury was inflicted by the blow. Say the Monster rolls a 16. That would be a difference of 14. That would put the Monster is Mortally Wounded and knocked unconscious. So the Monster would not get to roll its second action. If, instead, the monster rolled a 27, that would put the difference at 3, meaning the Monster is Stunned, suffering an additional -1D to any further actions that round. Then the Monster would be able to attack the Fighter, but would roll Fighting -2D to see if it hits. Fighting is normally 5D+2, so that is reduced to 3D+2. Monster rolls and get a 9, for a total of 11. Fighter did not have any other actions, so his Base Difficulty is 10. But, considering the range, that puts a -5 to the difficulty. Thus the fighter is hit on a 5 or greater. The Monster roars and swings its massive claw at the fighter's head. The Fighter realizes too late that he wasn't ready for an attack, and catches the blow on the side of his helmeted head. Now the Monster rolls damage, which is Physique. Say it rolls a 21. We can add +2 for the claws, making it 23. The Fighter would normally not get to roll if using Body Points, but in this case he has a Helmet on, which provides protection! So he does get to reduce the damage in Body Points. Now they don't have a helm listed, but you could extrapolate that a Buckler is +2 (Page 116 in D6Fantasy), so an armored helm might be +1. That reduces the damage by 1, making only 22 points of damage that is lost using the Body Points system. If you use Wound Levels, the Fighter would roll Physique and add +1 for the helm. But there is also the option of inflicting additional damage on the head (Page 70 in D6 Fantasy) of +12. Yes, it also adds to the difficulty to hit the target, but in this case, the Monster still qualifies. So now it's 22 + 12, for a total of 34. In Body Points, chances are the Fighter is going down from the blow. Using Wound Levels, the Fighter would roll Physique and add +1 due to the helm. So if the fighter got a total of 19, that would be a difference of 15, putting the fighter in Mortally Wounded status. Hopefully this helps you understand it more.
  16. I wish you luck in your endeavor. I use Windows, and have good knowledge of D6 in all of its iterations. I could help out with testing if you are in need of people. I cannot help out monetarily.
  17. I'll look into your examples for pages and get back to you with an explanation. Saw this too late for a full explanation.
  18. Yeah, there are a couple of us who still look into this place every so often. Here's hoping things work out and your inventive juices get flowing again!
  19. Classic Adventures is decent if you are hurting to come up with ideas for adventures. But honestly, I think after you read through the first two books you have, you'll probably have plenty of ideas for adventures. So I don't know if I would call Classic Adventures an "essential" addition. It's decent, but not essential.
  20. Welcome to WEG Star Wars! Once you go WEG, you won't want any other. As for "must have" material, since you got the special 30th Anniversary set, I would say you have the essential! The main RPG and the Star Wars Sourcebook! I've used the Sourcebook for so much, as it's jam packed with Star Wars good stuff! If you're really itching to pick up some other 1st edition sourcebooks, I would look for the following 3: Rebel Alliance Sourcebook Imperial Sourcebook Tramp Freighters All three of those give you so much to go on, you can run massive amounts of adventures with those and the two books you start with in the Anniversary set.
  21. Looks like, upon my cursory look over, that you've put some good effort into this. I downloaded it to look at with a more discerning eye as things slow down. Thanks for sharing!
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