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Lone Kingdoms Now is the time for high adventure! Lone Kingdoms is a work I started many years ago, and successfully ran multiple adventures and a complete 2 year campaign with. The work I put into this all stemmed from my interest in roleplaying in a fantasy setting. At the time, there was no D6 Fantasy book, no D6 Adventure Book, no D6 Space book. The only book that existed outside of D6 Star Wars was the D6 System book, which is what I took inspiration from. So I set about converting AD&D (2nd edition D&D) to work using the D6 system. I attempted to keep the same general "flavor" of fantasy setting as was in D&D. So I used the names of the attributes in D&D, and I used a lot of the "skills" as they were conveyed in D&D. So this will not look quite like any OpenD6 you have seen before, and will have more than a cursory touch of D&D concepts put in. Having said that, though, there will be some things which will be notably different from D&D. There are no levels. While there is armor, it does not make a character harder to hit, it just means they are more capable of resisting damage when they are hit! Magic is patterned after the "Vancian" magic as it was presented in AD&D. While there are "classes", which give a general feel for each class, you are not limited to being strictly in a set class once you begin play and advance the character. So it is entirely possible for a magic user to be capable of swinging a sword and being a competent fighter. Or a fighter to be both an excellent combatant as well as a stealthy thief-like character. So I will be posting at various times to share all of the material that I have collected over the years for the Lone Kingdoms, including the lands that were adventured in. Starting off, I will touch upon Generating A Character: First off, a player must choose a race for the character. The races available (to start) are: Human Dwarf Elf Gnome Halfling Half-Elf Once you have settled on a race, you must allocate 18D to the following attributes: STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA The minimum and maximum that may be allocated to each attribute is determined by the race you chose: Human: 1D / 4D for all attributes Dwarf: CON = 1D+1 / 4D+2 CHA = 1D / 3D+1 All others = 1D / 4D Elf: DEX = 1D+2 / 4D+2 CON = 1D / 3D+1 All others = 1D / 4D Gnome: INT = 1D+1 / 4D+1 WIS = 1D / 3D+2 All others = 1D / 4D Halfling: DEX = 1D+1 / 4D+1 STR = 1D / 3D+1 All others = 1D / 4D Half Elf: DEX = 1D+1 / 4D+1 CON = 1D / 3D+2 All others = 1D / 4D Satyr: DEX = 2D / 5D WIS = 1D+1 / 4D+1 CHA = 1D / 3D+1 All others = 1D / 4D Racial Aspects Depending on which race the character is, there are certain things that apply to them. Reference below to see any positive or negative aspects for each race. Movement Rates: Human 10 Dwarf 6 Elf 12 Half Elf 11 Gnome 6 Halfling 8 Satyr 18 Human: Does not have any negatives, but is generally considered "normal" (or "stunted" by other races...in private). Has a gift most other races do not possess, which is they are quite lucky. As such, once per game session a Human may choose to re-roll any single roll and then take whichever roll they decide (either the first or the second roll). Elf: Suffers only –1D penalty at night instead of –2D for sight based actions. This only applies if outside. Does not require sleep like most races, but may instead enter a deep meditation for 4 hours to revive themselves and feel rested. Dwarf: 20 meter infravision Fierce hatred of orcs and goblins When attacked by ogres, trolls, giants or titans, those creatures suffer –1D to hit Dwarves Additional starting languages to choose from: Goblin, Kobold and Orc Gnome: 20 meter infravision Any magical item, other than armor and weapons, fails if the Wild Die ever rolls a 1. Halfling: Gain +1D to Constitution when resisting poison Additional starting languages to choose from: Goblin and Orc All have an inherent +1 pip to RESIST magic effects only. This can never be used to cast magic, but may be added to any magic ability to resist the effects of magic. Half-Elf: Gain +1D to Observation when searching for hidden doors Satyr: Gain +1D to Initiative when surprised. Gain +1D to Hide when in wooded areas. 1 in 6 Satyrs have a Pan Flute (“Pipes”), must have Music to play, can “play” the following spells: Charm (# of people = D in Music), Sleep (# of people = Music roll, lasts 6 hours, can resist if CON roll higher than Music), and one of the following: Scare, Starshine, Speak with Animals, Goodberry (known as “Goodfeast” to Satyrs), and Commune with Nature. After you have allocated the dice to your attributes, you must decide upon a "Class" you want your character to be. The "Class" of a character will determine which skills they may learn during character generation, as well as any special abilities they begin the game with. In the Warrior grouping, the following classes are available: Fighter and Ranger and Barbarian and Cavalier and Berserker In the Wizard grouping, the following classes are available: Mage and Conjuror In the Rogue grouping, the following classes are available: Thief and Bard and Swashbuckler In the Priest grouping, the following classes are available: Cleric and Paladin and Druid and Monk and Samurai Choose a Class for the character to be, and then reference the given Class heading to see the conditions and abilities for that Class. Determining "Handedness" Roll 1D20 and 1D6. If the D20 rolls higher than the D6, the character is Right Handed. If the D6 rolls higher than the D20, the character is Left Handed. If both dice are tied, the character is Ambidextrous.