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Found 10 results

  1. Jerry D. Grayson of Khepera Publishing, creator of D6 POWERS, GODSEND Agenda, HELLAS: Worlds of Sun and Stone, ATLANTIS: The Second Age, and more, has a Kickstarter for a new Open D6 game that uses an update to the D6 Legend system. This is complete game with a setting based on superheroes vs. chthonic entities, but the game is billed as being versatile enough to handle any heroic action adventure genre. It has already far exceeded its funding goal, and Jerry is going crazy with adding on to the packages. I'll highlight two: $20 (Digital only) - PDF of the MYTHIC D6 roleplaying game + All the achieved Stretch Goals in PDF + 5 Godsend Agenda PDFs + one Khepera Publishing PDF of your choice from the HELLAS: Worlds of Sun and Stone or ATLANTIS: The Second Age line! $35 - Print copy of the MYTHIC D6 roleplaying game + everything in the $20 digital package above! I pledged $35. I have already have the entire Hellas line (it's great), but this will complete my Godsend Agenda collection plus get me the core book for the Atlantis game which I totally missed out on except a Free RPG Day giveaway. 20 days remaining!
  2. I have the DC Universe book, and Lee Torres' excellent OGL version of the rules, but I think there were called shot rules in the little rules companion book that came with the original boxed set. I cannot find my copy, does anyone out there have them?
  3. That basically says it all: "what is D6 Legends?" I just don't get the differences overall when you start talking about THREE versions of D6. Al B.
  4. To my knowledge, D6 Legend was only used for two published games, Hercules & Xena, and DC Universe. My questions are: 1). Is anyone currently playing these are any games using the D6 Legend rules variant? 2). Should the Legend system be preserved in Open D6 for the sake of future use?
  5. For those who don't know me, I'm the kind of game designer who plays with mechanics and numbers rather than settings. My published body of work ranges from a 4 page RPG (Minimus) to not just one, but three, playable board games of space ship combat (AV:T, SITS, Squadron Strike) with varying levels of 'the physics must be RIGHT!'. I'm going to discuss a design decision for D6 Dramatics. I'm going to present this in the context of why I did it, what I considered, and so on. It's likely to sound, at times, like I'm delivering the Sermon On The Dice Tower or some such. It's an occupational hazard. In The Beginning, There Was D6 Classic. D6 Classic is a deceptively simple and subtle set of mechanics; the average roll of a D6 is about 3.5, the scaling for task difficulty numbers is in multiples of 5, rather than multiples of 7. This disparity between average rolls and the task difficulty numbers maps to an uneven curve - and is really built around 3D+1 being 'normative', because it succeeds on a difficulty 10 task about 75% of the time. It also means that adding 1d+2 is JUST ABOUT the increment needed to reliably hit the next harder task level at the same percentage chance of success. It also has some benefits - within a given die range, of about 8D or less, variability in outcome remains reasonable. Provided your die rolls are less than 9D, you can reasonably expect that there's enough variability in the outcome to make the 'do I succeed or not' decision interesting. It's only when you break the 8D ceiling that the problems with the system start to manifest. First, at 8D+1, your average roll is right around 29-30. You will routinely hit difficulty 30 target numbers with about half of your rolls; get it to 9D or 9D+1, and you're hitting those 30s with about 75% of your rolls. This means the viable dice range in D6 Classic is about 3D+1 to 8D. At under 3D+1, you're going to have difficulty hitting routine tasks and above 8D, there's no real reason to roll the dice other than force of habit. That leaves a range of 17 'steps' between 'minimally competent' and 'deities who brush their teeth'. This isn't a bad spread. It's wider than the usable range of GURPS skills which runs from about 12 to about 18 before you're just packing on extra numbers to counter "Well, in case I need to do this particular skill while dangling upside down in the dark with two broken hands and someone choking me..." circumstantial penalties. However, it IS a threshold where "OK, the game stops being fun when primary skills break the 8D wall." Enter D6 Legend One of the possible benefits of roll-and-count is that the actual variability of outcomes remains harder to predict to larger numbers of dice. While the 'average roll' is predictable, the 'likelihood of distribution' outcome is somewhat different than roll-and-add. For one, it's possible for someone who's got 8D in a skill to come up with 0 successes and fail at something in the 'trivially easy' category. Some see this as a bug, I see it as a feature. Failure is more interesting than success, and we all roll the dice hoping not to botch it. However, in order for Legend to give the same number of 'character differentiation steps', between competence and 'no, really, don't bother to roll', you pretty much have to go from 4D (average) to about 22D. And that many dice gets cumbersome to handle. One of the reasons for this is that Legend decided that the die would succeed on a range of 3 through 6. This is functionally the same as assuming that a D6 rolls an average of 4, not 3.5, and nobody could figure out what to do with pips. They also ported their difficulty scale over from Classic, and did a bad job of it. A difficulty of Very Easy is the equivalent of a Classic difficulty of 4, not 5. A difficulty of Easy is equal to a Classic difficulty of 8, not 10. In theory, this would balance out if die codes remained roughly the same and there were no Pips. I In practice, die codes went up by about 2-3 dice, and the difficulty scale got easier to beat. Many of the problems in D6 Legend can be fixed by making the success range on the die 4-6. Design Goals - D6 Dramatics Roll-and-count systems have another advantage/flaw. It's possible to tell what the maximum number of success you can get on a single roll is (modulo the Wild Die). This means that if a difficulty 7 task is being met by someone with 5D in skill, they just aren't going to make it, short of doing something heroic. This can be seen as a flaw - it's kind of deterministic - it can also be seen as a platform; it makes it very clear to the players that they need to Hero Up as it were to do something that tough. Another tool that's available with roll-and-count systems that isn't available to roll-and-add systems is that you can circumstantially change the success range of the dice. This will change the AVERAGE number of successes (and allow someone to 'hedge their bets' by doing the behavior that widens the range), but won't increase the MAXIMUM number of successes. That insight is what started me on D6 Dramatics. You see, I was trying to choose between a 'heroic' success range of 4-6, and a 'gritty' success range of 5-6. Once I realized I could put that in the hands of the players, by saying "Describe something cool before you roll the dice, and the success range improves to 4-6", I was able to incentivize a kind of play I want to see at the table - without making the wanna be radio announcers trample the people who are a bit more shy. By describing a cool shtick, you reduced your chances of failure, but couldn't get more successes than your die code. Note that this is the exact opposite of most games, where trying to do 'something fancy' means that you're likelier to fail, not succeed. It seemed more appropriate for cinematic role-playing. Then there was the problem of getting the steps of skill differentiation without needing a dumpster full of dice. This is one of the hidden strengths of D6 Classic. One of the common mistakes made when assessing D6 Classic is assuming that a +1 or +2 is actually a third of a die and its effects are linear as you go along. Aside from hot spots (the aforementioned 1d+2 is roughly equal to another step in the difficulty chart), the +1 or +2 becomes less likely to impact your overall chances of success as the number of dice goes up. A lot of attempts at making "Legend Plus Pips" work kept trying to make the +1 or +2 a linear, proportionate increase. I hit upon the solution of adding the pips to the lowest Skill die you rolled. This makes them more powerful with lower numbers of dice (where it's likelier that you're going to nudge one up to a success) than with larger numbers of dice (where there's a greater likelihood that you're going to get a 1 as your lowest die roll.) Technically, it would be more accurate to add the +1 or +2 to the second lowest die roll; however that adds another sorting step, and penalizes low die codes somewhat. (If you roll a 4 and a 5 on 2D+2, you still only get one success). This leads to a known hot spot. 2D+2 is likelier to get 2 successes than 3D is. 3D can get 3 successes, and with an 'cool description bonus', the difference between the likelhood for 2D+2 versus 3D is in the realm of 'you'd need to make a few hundred rolls to make the difference come out'.) As a happy benefit of this outcome, I can make die codes that match the 2D-4D stat range. Even better, skill die code thresholds don't hit the 'don't bother to roll' mark until about 12-14D. However, competency starts at about 4D+1 rather than 3D+1. This is easy enough to fix - I just add a few more dice in skills. So - in summary: Normal success range: 5-6 Upshifted success range: 3-6 Maximum success range: 4-6 No Upshift: "I uh, shoot the mob goon on the left." With Upshift: "OK, I throw a rock forward to make it sound like I'm coming from a different direction, then pop out to take a snap shot at the mob goon on the left." D6 Classic: Competency (3D+1), Expert (5D), Amazing (6D+2), Stop Rolling (8D+1) D6 Legend: Competency (5D), Expert (7D), Amazing (8D), Stop Rolling (12D) D6 Dramatics: Competency (4D+1), Expert (6D+2), Amazing (8D+1), Stop Rolling (12D to 14D)
  6. I've been a fan of d6 for quite a while now, despite only recently getting the hang of the system. I've heard of D6 legend around the net and it seems like the ideal system to me. Unfortunately from what i hear, not a whole lot of people share this particular lregard for the system. So i gotta know. Why is it regarded so negatively?
  7. I was puttering around on this site and it filled me with nostalgia for an old DC Universe/World of Darkness crossover game I ran in college with the DCU system. I puttered around on my hard drive and came up with some alternative damage rules that I instituted for my relatively low-powered game. Here's how they look all polished up and uploaded to google docs. Gimmie some feedback http://docs.google.com/View?id=dckzc4zr_43dmjjsffd
  8. I'm currently working on a D6 Legend variant. I'm trying to keep most of the SW rules "as is" but my main focus right now is to replace the die rolling mechanic with the D6L success based one. One thing I've noticed is that D6L uses 3-6 as successes. The new Mouse Guard RPG uses a D6 4-6 success mechanic. Shadowrun uses more of a sliding scale for thier D6 successes. Does anyone have a good understanding of how using a different target number effects the game? Has anyone created a SWD6 Legend variant that they could share?
  9. http://www.westendgames.com/forum/showthread.php?p=34559#post34559 Back on 03-24-2006 at the WEG forums, Miek posted his intent to create a D6 Legend version of rules for the new "re-imagined" Battlestar Galactica. I know that there's the Cortex version from MWP, same rules set as "Serenity" but I'd really enjoy a D6L version. I posted a follow-up there before remembering that those forums are now re-directed here, so while I don't know if Miek posts over here, I thought maybe somebody might know something. Any news?
  10. I have just recieved my copy of DC Universe and was wondering if there was any errata that I need to know about.
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