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Grimace

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Everything posted by Grimace

  1. I saw it on the 19th. We went to the 4:00 showing. Enjoyable movie. I could talk about it more, but I don't want to spoil anything for anyone who hasn't seen it.
  2. Gah! I hate when players do that! That's one of those problems with having a "once a month" game session. People forget, make other plans, and unless the game is super special, they lose interest due to the long expanses of time. Once a month gaming is SLOWER than online Play-by-Post, and those games usually have problems after a year. Hopefully you can find a group you can do thing with more often, to set up a little more regularity in gaming and get more show-up time. But it IS good to see you will be spending more time here!
  3. Each Die is equal to 3 "pips", or +1, +1, +1. So you remove 1D to gain +1 pip, +1 pip, +1 pip. In the example you gave, you remove 1D from Reflexes (making the 4D a new total of 3D) You then apply two of the pips back to Reflexes, making it 3D+2, and you apply the third pip to Coordination (making it 2D+1). Hopefully this helps you out.
  4. With multiple people trying to help each other over an obstacle, I'd use my command rules. The basic premise of this is that each person being lead/commanded is equivalent to a difficulty of 3, up to a difficulty of 30 (10 people), and 1 point each thereafter. If you were to attempt to command 3 people to act in unison, the difficulty would be 9. In cases where a person is attempting to command or lead a lot of people and simply trying to get as many of them to act together as possible, the Leadership dice would simply be rolled and whatever the difficulty rolled is would indicate how many people the person in charge managed to successfully lead. So if there were 30 people and the leader wanted to get them all to storm a barricade, a roll of Leadership with a result of 18 would succeed in getting 6 of the people to immediately understand and act appropriately. Leadership can also be used to inspire people to perform even better than they normally might. For every increment of 3 greater than the required difficulty that is rolled, the people being commanded get a +1 bonus to whatever skill they are using. If an officer was attempting to lead 4 soldiers in an attack to take out an enemy fortified position, the difficulty would be 12. If the officer rolled a 18, each man he commanded would receive a +2 to their skill roll for the attack on the position. So essentially one person would be the "leader" and roll leadership in an attempt to coordinate their efforts. Then, depending on the success, they might receive bonuses to overcoming the obstacle, but otherwise they would each basically be doing individual skill rolls and not really assisting in any meaningful way.
  5. Sounds like it might work out. Only testing will expose it either as a workable solution or a flawed experiment. So playtest, playtest, playtest! Then let us know if it worked out well for you.
  6. Okay, yeah, the general "idea" is to be in the 30's and 40's, but it's the wording that is used which makes it feel futuristic. "The world of Marl has been at peace for centuries, with only dim memories of a brutal war almost a millennium ago. Part of an ongoing struggle between Order and Chaos that has touched many times and many worlds, this bloody clash saw things of the shadows fighting beside Humans. In the end, much of the planet was devastated and the war moved on to someplace else, leaving Marl forever changed. Now civilization can be found only in the cities, each unique in its level of technology and the sorceries used there." Words like "millennium", "many worlds" (note the plural of world), "technology" all tend, to me, to convey a futuristic idea. Yes, the artwork inside (and even the cover) is geared to the 40's, but besides the art, I never really got the feeling of the game being retro. But that's just me. I still stand by my suggestions for the cover.
  7. I always thought that the covers, as they were, really conveyed the idea of a pulp 20s or 30s set in a Gothic type horror world. I was a bit disappointed when I found out it was a weird amalgam of futuristic type world and Gothic type horror world. So I would say to make a cover that conveys exactly what Bloodshadows is. Include the Gothic type, but also convey exactly what the "feel" of the setting is with the imagery. Don't over-sex it, unless the adolescent males is what you're hoping to have as your main purchase base. Instead, you can use "sex" but use it in a subdued manner that suggests rather than flaunts, that revs the imagination without demonstrating it willingly.
  8. Sadly it's been WAY too long since I've been able to run a game. Wish I could get people away from Pathfinder in order to play this game.
  9. I think it largely depends on your group, really. I've only ever done one short adventure with "villain" (or "questionable morals" type) characters. I'm still of the type that takes away the character should they ever "fall to the Dark Side". I don't know of too many other instances of this, but I'm sure some groups play such games a lot more than other groups. It's taste preference. I prefer a more heroic adventure game, and a less dark one, so villain campaigns aren't really up my alley.
  10. Welcome aboard. There's still some of us who visit here!
  11. What do you mean by "measure the level of ambient supernatural"? You're talking about beyond a simple dice level? That is, what it's measured by IN the setting?
  12. Yeah, they certainly can be. :-)
  13. barrataria hit it right on the nose! Make all the changes you want, then decide whether you want those changes to be PI (Product Identity) or Open content. The whole goal of OpenD6 was to have people pick and choose whatever they wanted out of the open content to make the games or products they wanted, but then to also give back to OpenD6 by making any new rules Open content as well, so other people can include them in their products if they wanted. Just don't go claiming something that is already protected by copyright (again, as mentioned above in that very well-written post) is PI for your material. You'll lose that fight in a court of law. That includes ALL of the names and trademarks for all of the Star Wars material, plus anything found in materials published by Khepera Publishing (the have a separate license for D6 and do NOT fall under OpenD6).
  14. Nope, can't say I have. I like the idea of range bands and a difficulty to beat. I'd also add in a modifier or two for "stealthy" ability of the group. If they're chatting and generally noisy, the modifier makes it more difficult to achieve the number. If they are stealthy, they get a modifier that makes it easier to achieve the number. (Or, as a correlative, more difficult for the OTHER side to achieve the number). I can see this working even more underground, though the range bands would be considerably shrunk in size. One band would be point blank. Another at 3 meters. Another at 10 meters, and so on. Plus, it's probably easier to use the same system regardless of where the encounter is, just vary the range bands based on the terrain (and maybe modifiers if you use them). All in all, not a bad idea!
  15. Converting percentile to D6 is more "best guess" than any set in stone method. You have to gauge a high point of skills in percentile and determine that for the maximum stats. So say 80 is the typical maximum stat. You could then decide that 80 is equivalent to 4D. Anything above 80 would be over 4D for attributes. Then you could roughly determine that every 20 is 1D. That means every 7 points (roughly) is 1 pip. So if an attribute came in at 75, you could put it at 3D+2. This becomes more tricky if you truly have attributes running from the 90s to low 60s, or the max end is somewhere around 73. Likewise, the skills work with a rough estimate based on what is being represented. If "barely skilled" is equivalent to the percentile skill of 20, you would want to put that at 1D. If "well skilled" in percentile is 40, you'd want to put that somewhere around 2D+2. And so on. It's more guess work and doing what feels right for the setting than it is any step by step conversion process.
  16. Well, the Rancor Pit has some interesting ideas, but several of their members go a tad overboard on things at times. Quality of a shot should definitely have a play on the damage done. A shot in the arm is going to do damage, but a shot in the abdomen or head is going to have a much greater impact with that damage that was done. The weapon certainly does have a play, though, and should never be downplayed. I'd much rather be hit with a .22 bullet in the abdomen, or even arm, than with a .50 caliber bullet. Even a .30-06 is going to make your day a lot worse than a .22 will, no matter where it hits you. So it's good to take BOTH into account, but never to weight too much with one or the other.
  17. Oh yeah... blaster-proof Wookiees get bolstered with 1e wound levels. Again, it's why I went with a blend. Imagine this: 5D Wookiee has say 40 Body Points. Each time a weapon hits the Wookiee, it's Damage vs. STR. Even if damage is only a single point above the resistance roll, it removes from the 40 Body Points. The first 10% (or 4 Body Points) is a gimmee....nothing happens as a long term effect on the character. After the 10%, up to 25% (5-10 points out of 40), the character is Wounded. 26% to 50% (11 to 20 Body Points) is "Wounded Twice" or -2D to skills 51% to 75% (21-30 Body Points) is "Incapacitated", meaning the person is knocked out for a short time and then suffers -3D to skills after that. 76% to 100% (31 to 40 Body Points) is "Mortally Wounded", meaning the person is bleeding and will lose 1 Body Point a minute unless appropriately treated, is likely knocked out for a while, and when they are awake are at -4D to skills Over 100% is DEAD. So just 1 point will add up over time. Whereas with the other systems it's just a "Stun", I inflict a "stun" for the round any time a person takes any wound, even temporary damage (from a fist fight, for example). And those little 1's and 2 damage hits will add up quickly above the 10% limit and lead to the Wookiee being "wounded" after taking multiple "minor" wounds over the course of a battle. Still a good chance the 5D STR will resist many hits, but those that DO inflict some damage should really do more than just "stun" the character most of the time. That all said, if you want your characters or NPCs to really get their "hero" on, the 1x, 2x, 3x, and so on for wound levels is certainly the way to do it! It increases the staying power of the characters, both good and evil, in the game.
  18. Yeah, I could see some people blowing a gasket trying to figure out multiples of a roll of 18 for damage resistance. Wound levels definitely increase the survivability of the characters, albeit at the cost of extra math. I got increase durability with a combo of body points and wound levels while still using a strength resistance roll to diminish the damage.
  19. Grimace

    Lords

    Sounds like it could be interesting.
  20. Grimace

    Lords

    There's something about the "scarce resources" that has always made me tend to avoid games with that in it. No oil, almost no metals....that doesn't interest me all that much. But that's just me. Obviously there are people who enjoy it. You seem to have an interest in it. Do what interests YOU. If you have a love for something, it will show through. If you have an engaging idea, and it's conveyed with the love of someone who really likes it, you may attract more people. So rather than tinkering to cater to a select few, do what really interests YOU, something that you have a vested interest in!
  21. You could create equipment with layered stats, and the prerequisite skill/attribute/power to boost to the next layer of stats. So you could say something like: Cloud Flyer Hull: 2D Cover: 1/4 Max Altitude: 5,000 meters Layer 1 (up to 6D in Agility or 3D Psi Power) : Movement: 30, Maneuver 1D, Carry capacity = 1 crew Layer 2 (6D+1 or greater in Agility or 4D to 6D Psi Power) : Movement: 45, Maneuver 1D+2, Carry Capacity = 1 crew + 50 kg Layer 3 (7D to 9D Psi Power) : Movement: 70, Maneuver 3D, Carry Capacity = 1 Crew, 1 Passenger, + 50 kg Layer 4 (10D+ Psi Power) : Movement: 90, Maneuver, 4D, Carry Capacity = 1 crew, 2 Passengers, +1D Shields That way there's no calculation needs to determine what the stats of the item would be. It's simple determination if the user has the required ability or skill to achieve whatever Layer of ability for the equipment. Then you could put in minimum qualifications for some more advanced equipment. Make a piece of equipment a commoner (non-Psi) person couldn't even use because they don't have Psi Power at a certain level. Just a thought...
  22. Good to hear you're considering going back to D6! What post or thread are you wanting to delete? I don't know if a user can delete the thread if anyone else has responded to that thread already. If you could explain a little about the scaling of power based on user, I might be able to provide some ideas for you to work with.
  23. Well, you've got a couple different methods of doing it. Some take a little more work, but could provide better ideas in the long run. 1st, you could just reference the skills listing and create a single list that has all of the available skills for each attribute. Then, when a player wants to play a character, they reference the master list of skills and plug them in under the appropriate attribute. You could put an easy, open limit and say that each attribute can have no more than 10 skills allocated to it for a starting character. Or you could be more limiting and say no more than 5 per attribute. It all depends on how educated or skilled you want the player characters to be upon starting. 2nd, you could take the listing of skills that are on the templates, and then extrapolate further on the various skills that would fall under the appropriate attribute. Expand the number of skills available to each, but pattern the skills after the template. That way the expanded listing of skills available in a particular template will offer a potential for a wider range of character types within a certain template. You may have a Smuggler, for example, who's good at shooting and dodging and is well skilled in mechanical repair. Or you may have a Smuggler who's only fair at shooting, but well skilled in Persuasion, Con, Bargaining, and Diplomacy, but also dabbles significantly in gambling. The 2nd would take longer, as it requires YOU to expand the skills listed for each attribute for any of the templates you decide to use in your game. The 1st doesn't take as long, but relies more on arbitrary limits. It offers a more open field in choices, but you might end up with characters who have rather unorthodox skills choices (IE, the gun bunny combat soldier who also have Surgery and Nuclear Engineering)
  24. Not a bad house rule. I'm torn on the damage bonuses. At times I think just a +1D is too low. Other times it seems okay. I'm leaning towards making multiple rounds hitting cause a bonus equal to the # of dice. So if the weapon normally did 3D damage, and hit with 4 shots from a burst, the first shot would do 3D damage, but each additional shot would give +3 to the damage. Thus the total damage would be 3D+9. That way it's a bit more "realistic" that when you're hit with one shot you suffer 3D damage, but when you're hit with more than one shot, it's not an arbitrary +1D. Imagine getting hit with 3 bullets that each did 3D damage. Is that like suffering only 4D damage, or should it be more? My thought was that it should be more.
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