Grimace

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Everything posted by Grimace

  1. It is basically every point equal a pip. So a Dexterity of 9 is 9 pips, or 3D. Vehicle Piloting of 11 is 2 points higher than the base attribute (DEX), so that's equivalent of 2 pips (not 2 dice!). When you add the skill of Vehicle Piloting +2 to the base attribute of 3D, you end up with 3D+2 (the equivalent of 11 pips). In your example, if your attribute was 3D+2, and the Vehicle Piloting was +2, you would add 2 pips (one to get to 4D, the second one to go to 4D+1). So you have it correct in that you divide by three and use the remainder as pips. But you have to take the difference between the SKILL and the ATTRIBUTE when figuring these. So an attribute of 8 is 2D+2. But a skill under that attribute of 9 is only 1 pip above the attribute. So you would add +1 to the attribute of 2D+2, resulting in a total of 3D when rolling that skill.
  2. Sounds like there are a lot of ideas flowing.... good to hear!
  3. Not a bad design! Might want to add some color to it, though. That will kick it up to the "heroic" level.
  4. Yep, I read it the same way. 2 to 4 spells, with a maximum of 6 with specialization.
  5. Reading you 5 by 5
  6. Pickpocket is definitely NOT a core. Stealth might be. Search, yes. Tracking, maybe Wit...will depend on your use of it.
  7. It will depend on whether Nocturnal releases it under the OGL or if they keep it all under Product Identity and fully copyright protected. Best to read the fine print on Nocturnal material that comes out.
  8. Might start getting into the "too specialized" for a core rules. Difficult to say for sure. I guess it depends on whether you think it is important enough to be considered "core", or if it's just a further refinement that is optional at best.
  9. OpenD6 is open. Not much they can do about that. They can make changes to D6, official changes, and NOT make them open. That's their prerogative. But what's been opened will, under the OGL license, remain open.
  10. I think I remember a brief, and rather small, release of cards that people could get for D6. It was supposed to add enhanced things you could use to describe things and fire your imagination. I've never seen them, and I knew of only one person who ever had them (online), and they didn't find them particularly amazing (more like an "interesting idea, but not really necessary"). I don't even know if they are even posted anywhere online. I have never seen them.
  11. If it works for you and your players, then use it! I never understood the convoluted nature of the Magic system in D6 Fantasy, etc. books. Just too much work and none of the enjoyment. It's the very reason why I came up with my own Magic system (highlighted in "Magic & Miracles"). I didn't relish spending a lot of time calculating up spell upon spell. I wanted a completed spell listing without all of the "bones" showing in it. I don't care how the spell was built and all of the features that added to the difficulty to cast it. My players didn't either. They wanted to know what they needed to roll to get the spell to work, and what the spell did when they rolled that number. That's it! So if you have a player who loves to spend a lot of time calculating up spell after spell, then hopefully this system works out better than what was published in the D6 Fantasy book. It never worked for me, and I have something different now, and no reason to use a spell construction formula, but I hope this works for what you're wanting it to do!
  12. Interesting idea. If you give it a play through, let me know how well it works.
  13. Maybe "Thinking Based" as well, for the educators, inventors, scholars Otherwise, I think you have the vast majority once you add in Pilot based.
  14. Somehow I don't think so.
  15. Savar, you may be at or very near capacity for your messages. I sent a message to anlarye, but before I could, I needed to delete some messages from my inbox. I was "over" capacity. I believe all of our prior messages from the old site also ported over, and this site has less capacity for keeping messages. So clean out your inbox and see if that alleviates the problem.
  16. No, that was under a much older discussion board format. This site has undergone a number of changes since then and the chat room is no more.
  17. I'll be hanging out in the chat room for the next half hour if anyone wants to chat about whatever.
  18. If a profession has a "requirement", will you offer opportunity for a starting character to gain skills needed for the requirement before they actually get to chose a profession? If not, it may be a bit like a "unicorn" in that people see a profession but cannot get it because they cannot meet the requirements, so they chose a different profession and will likely never think of changing their profession once they achieve the requirements. Or am I misinterpreting what you mean by "requirements"?
  19. I would suggest the order in which a person would need to learn it in order to play the game. However, as I know from experience, sometimes the ideas for a particular idea flow more smoothly than an idea that you MUST come up with because you are trying to keep it in order. So attempt to keep some order, but don't let the order bog you down if you end up getting a brainstorm on a particular idea out of order. Just make sure you assemble the rules in the correct order.
  20. Yeah, it can really build upon itself. At least you realized what else you needed before you thought you were all done.
  21. Good to see this back up and running! Thanks Magman!
  22. Yes, you could make a completely new mechanic PI, but that kind of defeats the whole purpose of OGL. Just think if the creators of Mini Six did that. You wouldn't be able to use any of their material. So do a favor to those who may very much enjoy your new mechanic.... make it OGL (non-PI) so others can use that idea in their works just like you may use some works from others in your work. If you want to keep aspects of a SETTING as PI, then by all means do so. That way only you can legally expand on that setting. But if it's a mechanic for D6, consider putting it into OGL so that others can use it in future works as well.
  23. If things are multiplied, such as attributes, the cost is added BEFORE multiplying! Unless you find that too costly, then put it after. But my gut says put it before multiplying.
  24. I think, to better fit in with D6, rather than putting a "maximum" and reducing it upon each reincarnation, you make it more and more difficult to advance the character with each version of themselves. So a person that is on their first version is just like a regular character for skill advancement. But once they die and come back, now they have to pay +1 more to do what they used to in order to advance. They die again, and come back, well now they have to pay +2 more than normal. Third death, now everything is +3 more expensive. This is for skills and and attributes! So while they get the benefit of always being able to come back alive, they have the drawback that it's more difficult for them to learn things. It doesn't "reduce" anything of theirs, it just makes it more difficult for them to get up to a high level of skill. That provides some negative feedback, so to speak, for dying too much. Plus, you can weirdly track how much a character has died based on their penalty. A character is at +7, that means they have died and come back to life 7 times. But advancing from 2D to 2D+1 in a skill now costs them 9 Character Points instead of the usual 2.
  25. Yeah, I, too, am puzzled by the auto-failure of the spell in the 4th round AND the suffering of potential damage. Why in the world would a person EVER keep it up if the failure is automatic AND there is damage to resist? You need to determine if the benefit of the spell is worth enough for the person to keep it up, regardless of the pain and suffering they might experience. At the same time, don't have the spell automatically fail if they go over. Only have it fail if they fail to resist the damage inflicted upon them by holding that spell up even into the threshold where pain starts impacting them. So if the spell was, say, "Fast Speed" and a person got to double their movement each round, but didn't have to make checks for the increased movement, they might not want to keep that power up if it starts to cause damage to them. However, if they are being chased by a cybernetic ursine that intends to shred them, they may feel the need to resist that 22 Stun damage is worth keeping it up because the alternative would mean being torn apart by the metallic bear. Also keep in mind that you can't necessarily have the same effects for keeping spells up. Inflicting "stun attacks" against a person for keeping spells active might be rather mundane if there is a spell that increases a character's endurance to resist damage to a significant degree. So maybe some could affect the body, while others affect the mind. Imagine a mental check that, upon failure, causes the person to lapse into a sleep-like blackout stage for a number of rounds. So it doesn't physically damage them, other than they might fall down, but their brain is hindered to the point that they shut down.