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Grimace

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Everything posted by Grimace

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. 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+
  9. 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.
  10. 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.
  11. Yes, it will be interesting to see what they come up with. Hopefully it comes out in retail for greater visibility.
  12. 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!
  13. 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.
  14. 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.
  15. Out of curiosity, have you looked into the Magic & Miracles OpenD6 book on DriveThruRPG for ideas?
  16. What kind of stats are you looking for? Creatures? Spells? Weapons?
  17. Cool. Downloading it now. By the way, it appears the "full size preview" does not show anything. It says the file is corrupted.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. I'll look into your examples for pages and get back to you with an explanation. Saw this too late for a full explanation.
  23. 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!
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