Grimace

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Everything posted by Grimace

  1. 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.
  2. 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.
  3. I'll be hanging out in the chat room for the next half hour if anyone wants to chat about whatever.
  4. 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"?
  5. 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.
  6. Yeah, it can really build upon itself. At least you realized what else you needed before you thought you were all done.
  7. Good to see this back up and running! Thanks Magman!
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Again, I have one setting that used this idea, and I was dabbling with another. Professions make sense in some settings, but not in other settings. So use professions carefully, and make sure they make sense for the game you are running. I also tied initial starting skill choices to profession, besides starting funds. That way each character had a different feel from another. Kind of like how templates worked in Star Wars.
  13. In one setting, I used 8 attributes once. It worked for that setting, but would not have worked for every setting. What's great about D6 is that it allows a person to make tweaks to it, and use it how they want for certain aspects. The one I used it for was a Gamma World type conversion to D6.
  14. I thought that while it paid homage to the original, it was different enough to stand on its own. Some parts were some of the best acting I've seen in Star Wars movies.
  15. Yeah, do you have an easier to access version of it?
  16. I can't seem to get anything on the Flashing Blades link. I am a member of Yahoo Groups, but the link takes me to a page that says I cannot access the files.
  17. Looks interesting. I'm not real well versed on the Dark Sun setting, but it looks like you put a fair amount of work into this. Thanks for sharing! Hopefully someone with more experience with Dark Sun will be able to comment on what they think.
  18. This sounds akin to the Earth, Air, Water and Fire focuses that was shown in the movie "The Last Airbender". Are you thinking that it would possible for a person to use the focus of more than one element? So can a person who is focused on Earth also do things that the one focused on Air also does? I would suggest "unlearning" what you have learned. You can use the Extranormal attribute, but call it what best fits your setting. In this case, you could go with the obvious and call it "Elementalism". Then, rather than breaking it into Skills, create a "Focus". Say that when a person focuses on an element, everything revolves around that. All of their "EM" power goes into that Focus. Should a person attempt to drift in their Focus to another element, then that EM Power gets split in half (only 50% power to each Focus) and the time to gain any spells takes twice as long as it would with just 1 Focus. The Focus spots can just be the straight elements: Earth, Air, Fire, Water, Aethry You could make it so players can increase the character's "Focus", but their "Elementalism" remains unchanged (or is VERY expensive to increase) and is the only thing used to RESIST and spell-slinging by others. So while an Earth-focused spell-slinger might have a Focus of Earth at +4D, their base Elementalism is only 3D. So they can be pretty potent with spells concerning the Earth, but when they are hit by a spell from a Fire-focused person, they only get to resist the spell with 3D. That also gives an idea of what splitting the Focus could do. Imagine going from 7D in something (3D EM +4D Focus) to only having 5D+1 when they have 2 Focus. And only having 1D+1 to resist spells. Those are just some random thoughts off the top of my head. Maybe it'll give you some ideas.
  19. Actually, three shots until dead isn't that bad, especially considering it's a pistol. Most people don't realize how many people actually survive shootings every year, or that survive them for a while, only to bleed out later on. Instant kills are not all that common from bullets, unless they are in the head. Television and movies with the "one shot kill" doesn't quite accurately reflect what really happens with bullets. Now when you move up to rifle rounds, it's much more likely that one shot could significantly drop a person. If a "typical" person is 2D, and a bullet does 5D+1 or 6D+1, you are looking at a pretty significant chunk of Body Points from a single shot. I will also say that I grant added damage base on "quality of shot". For every 3 points the shooter rolls above the target's dodge, +1 point of damage is applied. An example: Soldier fires rifle at Enemy. Enemy rolls to dodge, getting a 12. Soldier rolls to hit, and gets a 20. That is a difference of 8, or two complete sets of 3 (not quite 3 sets). Thus the damage of the shot (base of 5D+1) is now 5D+3. Damage is rolled, getting a 18. Add the 3 on for a total of 21. That's one shot doing 21 Body Point loss on a character who may only have 30 (or less) Body Points. Using the above chart I provided, that would be down into the Incapacitated category. The Enemy is knocked out for 1Dx5 rounds and when he comes to, he is -3D to all rolls. Just a couple more points lost and he will be in the Mortally Wounded category and start bleeding out. The "quality of shot" really benefits the people who decide to shoot just a couple of times rather than taking all sorts of multiple actions. One player, playing an archer, soon realized that while her character COULD fire 6 arrows at 6 different targets, sometimes if she wanted to make sure she killed the target, she would shoot once or twice at most. With an NPC dodging at 3D or so and a heroic player character rolling 10D or so, the hit roll may well be significantly higher than the dodge roll, meaning a lot of extra damage. This reflects a skilled shooter knowing where to hit the target to do the most damage (or a lucky shot doing more damage to a person, in the case of the Wild Die going crazy with 6s) In terms of hidden things you might be missing by reducing Body Points: Well, the biggest one is you may be taking away the "heroic" nature of a player character. I guess if you want to run a game where any character can catch the "bullet with their name on it" and be dead with a single shot, and your players don't mind, then that's fine. But most people understand that when you're playing a cinematic game, you need to have some things BE cinematic, and one shot kills on Player Characters isn't usually conducive to cinematic feel. The player characters are typically those people who "rise above the mundane people", they are people who become more skilled and do more daring things. That may be less likely if the PCs a dying left and right. Nothing can kill the drive of a player more than having to make up a new character every other game session. If you REALLY want a grim, gritty feel where death sits in every barrel of every weapon, then go ahead and lower the Body Points. If you do, though, you'll want to move the emphasis of the game AWAY from action and place it more into skill based challenges. Have the PCs solving mysteries, hacking computers, and performing more "white collar" activity where fortunes are made or lost electronically rather than in actual bank heists or burglaries. Don't throw potentially dangerous things at the players every game session, as each time you do it could be the quick end to a character they may have been playing for a bit and be invested in. Throw in action only when it's REALLY important and greatly emphasizes the dire nature of the situation. Watch the television show "Scorpion" for ideas on how to have challenges without having action with shooting or fights. Beyond that, there is not any other hidden facets. Player characters simply become much more fragile and expendable. Non player characters, already generally having less Body Points due to lower attribute levels, will be even more fragile.
  20. I'll see what I can do in terms of getting the info into an electronic document for you. Most of it already is, but not all of it. And I would be happy to lend an ear, so to speak, regarding what you come up with. D6 is a passion of mine, so I'll gladly chat about it for quite some time if able.
  21. This "thread weaving" sounds somewhat similar to the "conjuring" magic I came up with for my fantasy game. In it, the conjuror has "magic points" based on their Magic attribute and Intelligence attribute. Roll both and add together. That's the total the conjuror has. With it, the conjuror learns the various "aspects" of conjuring: Protect Sight Illusion Offense Defense Range Affect Travel Depending on how well the conjuror learns each aspect will depend on how much Magic is required to conjure something up with a certain aspect. As time goes on and the Spellcraft skill is increased, the cost to conjure goes down for doing the same "trick". So while Create Fire might cost the conjuror 8 Magic Points initially, that same conjuror can advance the Spellcraft skill and eventually be able to Create Fire for only 2 Magic Points. And new "tricks" can be learned by building off what is already learned. So say that conjuror learned to Create Fire. Then he could use that, along with the "aspect" of Range, to do the trick Fireball (creates the fire, then moves it at range). So to do the "create fire" trick, the Conjuror would have to focus on the aspects of Affect (fire burns things, thus affecting them) and possibly Offense (fire damages things). Then, to learn the trick of Fireball, the conjuror would simply have to add in the aspect of Range (so that the fire moves a distance). It becomes entirely up to the player to decide whether that Fireball is stylized as a "normal" fireball in that it creates a ball that flies through the air and explodes, or becomes something completely different (drops to the ground, forming a fiery ball that grows as it moves along the ground, creating a wave of fire as it moves to the target) I'm not sure if that's a "kick ass" magic system, but it's one of the magic systems I've come up with over the years. In terms of cybernetics that would "slap me in the face and yell 'use me!'", I think a cybernetics rule set would need to be something that worked smoothly and FELT like a person got cybernetics. Something like "Argh! My hand was cut off!" "Okay doc, just give me a hand that works." "Hey, I can use everything as I usually did, but now when I want to I can do an extra 2D damage when it comes to squeezing things" (my grip is much better, but my arm is still my arm). And then when I'm unfortunate enough to lose that whole arm, I can have it replaced with an arm. That arm works just like a normal arm, except a couple extra things like "does not reduce Health when damage" and adds +2D to all Strength checks with that arm (and damage inflicted checks caused by hits from that arm), and it can be modified (depending on a character's desire to be more or less noticeable with it). Rather than having every little nitpicky thing created for the cybernetic, and having cybernetics "points" or whatnot that limits what a person can or cannot have, I think a cybernetics rule set that makes them seem a part of a person's body and not just a collection of numbers, would make me feel like a character would really have a cybernetic part of their body. Imagine cybernetic eyes that worked as normal, but had auto-tint when it was bright out, and auto-night vision when it was dark, and could magnify things 10x when desired. And I didn't have to worry about how many "slots" were required to get them, or how many upgrades were needed to get the eyes. I just needed to know whether I could afford those cybernetic eyes or whether I had to get the less expensive model that didn't have the magnifier and night vision. Simple but effective AND conveys the neat aspects of cybernetics AND has rules the "get out of the way" so we can just play and enjoy is what I'm looking for.
  22. You definitely don't need to get into an ever increasing hit point things with Body Points. Roll once at character creation, keep that for the rest of the game. For my fantasy game, I had the following: Roll Constitution and add 20. That's it. One roll, and that's the total Body Points the character will have. The only way for the Body Points to raise up would be to increase the attribute Constitution. And since that is 10x the number in front of the D, that's not going to happen all that often. Someone at 3D+1 would need to spend 30 Character Points to increase that to 3D+2. That's an increase of 1 pip, which would increase the Body Points of the character by 1 whole number. If you're giving out so many Character Points that people are raising attributes quickly, then you have an issue with the rewards you are offering. So a person rolls 3D+1 (say then get an 11) and add 20. That gives them a total of 31 Body Points. That means when they take 1-3 damage, they are "Scratched" (no real harm done) When they take 4 - 8 damage, they are "Wounded" (-1D) When they take 9-17 damage, they are "Badly Wounded" (-2D) When they take 18-24 damage they are "Incapacitated" When they take 25-31 damage they are "Mortally Wounded" If the player managed to boost the Constitution attribute by 1 pip, that would give the character 32 Body Points, and would add on to the very bottom row (it becomes 25-32). Not a big ordeal, really. And in terms of weapon damage, a modern 9mm, such as the M-9, would be better at 3D+1. 5.56mm weapons would be in the range of 5D+1 damage. 7.62mm weapons would be in the 6D+1 range for damage. (When I'm looking at the D6 Adventure weapons, they are looking fair in that regard, so maybe I'm remembering some other weapons)
  23. Post billion million and ONE! Yep, I used a blend of Body Points and Wound points for my fantasy game. Basically is was Body Points, but there was still a defense roll to resist damage. However if the damage was over the defense roll, you lost Body Points. If you lose 10% of character's Body Points, you were "Just Scratched", no negative effect. If you lose 11% to 25%, you were "Wounded", -1D If you lose 26% to 50%, you were "Badly Wounded", -2D If you lose 51% to 75%, you were "Incapacitated", knocked out for 1Dx5 Rounds, then -3D If you lose 76% to 100%, you were "Mortally Wounded", knocked out for 1Dx10 MINUTES, lose 1 BP per minute at this level, and -4D More than 100% Body Points lost, you were Dead. (Or maybe only "mostly dead" ) But I also increased damages on weapons to make them a bit more believable. And I introduced a Constitution attribute, so the super buff characters with a high strength didn't become the "bullet proof Wookiee". You could still boost STR and CON, but then you were making other skills weak which would hurt you in the long run.
  24. Potential problems: Becomes a bit of an "elephant in the corner" when you hit higher levels of skills. Rolling 12+ dice for skills can become quite a bear over time, and moreso when a player burns a Fate Point (Force Point) and is then rolling 24+ dice. Some love rolling lots of dice, others not-so-much. Scaling become a bit of an issue if you have a wide range of things. This is not a problem if you just gloss over the differences in scales. Weapon damage in the books begin to look anemic over time. The mentioned "bullet proof Wookiee" is generally considered a problem. Areas where D6 shines!: Making NPCs is a fantastic breeze. You can whip up NPCs so quickly, with a variety of skill differences, that you don't even have to interrupt play! I call in it "On the fly NPC creation". The system is, from my experience, the most malleable out there, and least likely to "break" with chances to the system that you throw in. It's robust! You want more crunch? D6 can handle it! You want more generic? D6 has your back! You like the newest thing you saw in a publication but don't want to use the full setting? D6 will invite you to tweak it and can stretch itself to handle the new rule that was designed for a different setting but will be used completely differently in your game! And most importantly.... Cinematic feel!
  25. Welcome aboard! As for a kick-ass magic system, I think it depends on what you consider "kick ass". Some people really love the crunch of what was in the three core D6 books. Others wanted a more generic system, more akin to what came out in Star Wars. I personally used something somewhere in-between with Magic & Miracles. I've also dabbled in various other types of magic systems. So really, what do you consider "kick ass" when it comes to magic? With cybernetics, there are a couple of things I've seen that "kind of" deal with these things. None of them have really stood up, slapped me in the face, and said "I'm awesome! Use me!". So, again, nothing really great... in my opinion, out there. But one of them (Star Wars, Cybertroopers, etc.) might just be right up your alley in terms of what is "really great". And I can't think of any cyber-hacking rule sets out there for D6.