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Found 10 results

  1. I ran across an interesting discussion out in the web that inspired me to post this here for discussion: I've run across a fair number of players, both in person and on the web, that don't care for the Wild Die in play. One option I've considered as an alternate (lifted from Atlas Games' "Over The Edge") is to have a roll go up or down only if all the dice in the roll are ones or sixes. That way, an unskilled person (2D6 or so) might encounter "beginner's luck" but a highly skilled person is less likely to be impacted by it, so skill is not so subject to luck. I think with mechanics left in place for Character Points or Fate Points, it might not be too significant a hit in the cinematic department, but I wanted to have a discussion here to get feedback from both sides on the issue...
  2. I participated in the Haiti Relief drive (posted elsewhere here) on DriveThruRPG, and picked up the Cortex rules, used in MWP's Serenity and Battlestar Galactica RPGs. I've also got Savage Worlds and a few versions of FATE in my collection. What I'm attempting to do with this thread is put our collective heads together to see if we can locate a new "gimmick," much as FATE has Aspects, and these other games have their own unique twists. Mainly the inspiration for it was I noticed that one of the creators of the Cortex system used to be a fairly hardcore D6er back in the day, and is now over there. While D6 can stand fine on its own, I think that there may be a little something extra needed to stay competitive in the modern market. A lot of gamers mention that, while D6 is a solid system, that it's "showing its age" compared to more recent releases. So, how do we modify it, while leaving the basics intact? I've already seen some good things mentioned in passing - Jerry Grayson has an improvement on the Advantages and Disadvantages rules, to make playing them more integral to the game and reduce min-maxing. There were some good ideas in Miek's Battlestar Galactica thread as well. So, here's how I'd like to run this - since this is a brainstorm, let's get clinical with the rules, but not be too negative about anything. There's no bad ideas here, just ones that can be improved... Aaaaaand... GO!
  3. Okay, here is possibly one of the oddest ideas I've ever come up with for the D6 System. It deals with the intellectual equivalence (or lack thereof) between characters and other PCs or NPCs. I was thinking of it as a use of the mental attribute that is typically only used if someone is speaking another language, but... well, read on. When a PC with a Knowledge/Mind/Intelligence of, say, 4D comes up with a plan in character and shares it with others, he rolls his attribute dice. Those listening would roll their Knowledge/Mind/Intelligence, using the roll of the speaker as the target. If they fail the roll by only a little, they may have got most of the plan but are missing some key element. If they failed by a lot, they have absolutely no clue as to what the speaker just said, or possibly thought they understood it, but really don't. It's just something that I don't see much in RPGs, which is that moment where the brilliant Science Hero unveils a dazzling and innovative plan and the sidekick/posse/assorted mob stands agog with utter astounded bewilderment. Maybe not a solid game mechanic per se, but it might be a fun thing to throw in somewhere... and combined with this idea, makes those genius types truly tough to keep up with.
  4. I've been considering the possibility of revising the Classic D6 Difficulties as an alternative for the Open D6 OGL: Feedback welcome!
  5. https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B37_e-cE9-tvZWY5NjEzYzMtMDIyNS00ODE1LTlhZWEtMjE0YTYyYmJlY2Vh&hl=en&authkey=CNmrydsM Just another weird idea (or series of ideas) I had on the subject of Intelligence Quotients in gaming. Enjoy, and as always, comments welcome! This diverges from the mainstream D6 System in that it uses a mechanic I've house-ruled into many of my designs, Bonus and Penalty Dice, which I started using after reading "Over The Edge" although now it's used in "Wheel of Fate," "A Song of Ice and Fire" and many other games. Originally I used it to stop power creep in the game; instead of adding dice due to good equipment or a well-designed vehicle, these things conferred bonus dice, and the "roll and keep" system would keep the highest rolls of the original dicepool size. Or the lowest, if using Penalty Dice. Here's a spreadsheet breakout with Bonus/Penalty Dice, Starting Skill Dice based on IQ, and the dice code - IQ mapping: https://spreadsheets.google.com/ccc?key=0An7_e-cE9-tvdHBMVG4xUnpTaEUwVHNWZE8xZnFMYWc&hl=en&authkey=CKfq1e0K
  6. I'm new on the open D6 scene, although I am somewhat familiar with the system through SWRPG. Lately, I've been trying to convert an homebrew campaign to that system for various reasons. On thing that bothers me a bit is the damage/wound system. What I seek in a wound system is something where you won't eventually end up mortally wounded because you've taken a bunch of light wounds, and I'm afraid that is exactly what happens in the wound system as described in mini-six (I haven't really checked how it works in the various open d6 rules). In my opinion, although taking wounds does handicap you, it doesn't have to always bring you to the brink of death : I feel that's hidden hit points. So here is my idea : There are 3 wounds level : Light, Serious, Heavy. Each time you are wounded, you get a cumulative malus on your throws which depends on the severity of the wound (until the wound is healed): - Light wound : -1 pip per wound - Serious wound : -1D per wound - Heavy wound : -3D per wound You know what level of wound you suffer with a standard Damage vs Soak, with the result as such : - 1-2 : Bruise (no effect on game) - 3-5 : 1 Light - 6-8 : 1 Serious - 9-11 : 1 Heavy - 12-14 : 1 Light and 1 Heavy - 15-17 : 1 Serious and 1 Heavy - 18-20 : 2 Heavy At no point does a cumulated number of wounds of a specific type transforms into a wound of the next higher level. The DM decides at which points the PC life is in danger (based on the tone of the game). So as to give a chance to the PCs (cummulative malus can get hard very quickly), based on the Body/Might/Whatever level, there are "free" wounds (in essence, a number of wound of a specific level a character can suffer without suffering malus). This bonus is 1 "free" in a level for every pip above 2D: 2D+1 : 1 free Light 2D+2 : 1 free Light and 1 free Serious 3D : 1 free light, 1 free Serious and 1 free Heavy. and so on. Opinions ?
  7. I had an idea - or the seeds of one - about wounds in the D6 System. Here's the seed - rather than split Strength into Strength and Constitution (or whatever) as has been discussed in some of the Battle of the Attributes threads, keep Attributes as normal, but determine what the Body Type of the character is to be, Ectomorph, Mesomorph, or Endomorph. Now, as a basic idea, say Ectomorph gives 3 wounds, Mesomorph gives 4 wounds, and Endomorph gives 5 wounds. Now, add a strength bonus - maybe we make the strength bonus equal to STR minus 2D, so it would be 0 for the "typical" NPC, and for a PC with 3D STR that's a +1D add. So an Endomorph with a 4D strength has 7 Wound Levels, a Mesomorph with 3D has 5 Wound Levels, and so on. I'm trying to create a method of making toughness a separate thing from STR, but not necessarily making it an attribute itself - kind of a derived attribute. If advantages or disadvantages were used, they might add Wound Levels (or take them away). I'm using Wounds here, but if someone wanted to try the same basic idea for Damage Points, maybe an Ectomorph has 15 + STR, a Mesomorph 20 + STR, and an Endomorph 25 + STR? I dunno - just spitballing, but I feel like I might be onto something... Another odd afterthought - maybe with a system like this, a subsystem for "genre dialing" could be set up - for example, Gritty, Body Type -1 Wound Level, Normal, Body Type as is - Cinematic, Body Type +1 Wound Level - Epic, Body Type + 2 Wound Levels... something along those lines... 1 Severely Wounded 2 Stunned, Severely Wounded 3 Stunned, Wounded, Severely Wounded 4 Stunned, Wounded, Severely Wounded, Incapacitated 5 All of them 6 All of them, Stunned X2 7 All of them, Stunned X2 and Wounded X2 8 All of them, Stunned X2, Wounded X2, and Severely Wounded X2 9 All of them, Stunned X2, Wounded X2, Severely Wounded X2, and Incapacitated X2 10 All of them X2 So saves are still done versus Strength, but the Wound Levels will make someone either super tough or not so tough - high strength and a lot of levels would be formidable, but average strength and skinny could get taken out with a single attack, in theory... https://spreadsheets.google.com/ccc?key=0An7_e-cE9-tvdGV3V3ZBMXlESzhzWlp4S2JUVlo4U3c&authkey=CI-Mn8sN&hl=en#gid=0 Set up a quick spreadsheet as a sandbox to mess with the idea. I don't know what the response to a body type addition to the character generation process might be - it might help people visualize their character, or it might be too much fiddly-ness... Dunno. Oh, and pips round up: 2D STR is 0, 2D+1 is +1, 3D+1 is 2... Okay, that's the core of the notion; what do you think, folks?
  8. While scouring the web for D6 house rules to help in brainstorming a current project, I ran across this website and wanted to share an idea this gentleman had, because I think it's brilliant... http://starwarsdakota.blogspot.com/2009/05/my-d6-system-character-injury.html
  9. I was thinking about a discussion here some months ago, in which we we talking about the misconception that D6 was cinematic only and could not handle a gritty setting well. One of the ideas I've bashed around for that is competency scaling, or reducing the typically assigned 18D in attributes based on the "level" of the hero you're playing. An example of which would be: I'd think in most cases the typical 7D allocation of skills could remain the same; it's a rather low number to start with. I'd considered a 3/5/5/7 breakdown, with a "Typical" PC having 12D in attributes and 3D in skills, then "Professional" and "Elite" having 5D for Skills, and "Heroic" having 7D, but really I think that might be both unrealistic and a bit too much of a handicap. For the record, like the Mini Six RPG elsewhere on the boards, I tend to favor the old Star Wars/Metabarons cap of 4D on Attributes for humans, so from my perspective having a character with an average of 3D in every attribute is pretty impressive - major action hero movie type characters, superior in every possible way to the man-on-the-street... Feedback welcome, of course - that's why I'm posting this here! :thanks:
  10. Looking over my earlier thread on Competency Scaling, and reviewing all sorts of files on the D6 System as it was in the 1990s and how it is now, I hit on an interesting change in the system that I wanted to put out there to discuss, with Open D6 finding its feet, as it were... In the old Star Wars/Metabarons incarnation, the "benchmark" chart of what a Dice Code meant was as follows: Star Wars/Metabarons 1D Below human average for an attribute or skill. 2D Untrained human average for an attribute and many skills 3D Average level of training for a human 4D Professional level of training for a human 5D Above average expertise 6D Considered about the best in a city or geographic area. About 1 in 100,000 people will have training to this skill level. 7D Among the best on a continent. About 1 in 10,000,000 people will have training to this skill level. 8D Among the best on a world. About 1 in 100,000,000 people will have training to this skill level. 9D One of the best in several systems. About 1 in a billion will have training to this skill level. 10D One of the best in a sector. 11D One of the best in a region. 12D One of the best in the galaxy. With the three books of the Purgatory/WEG Core in 2005, it changed to this: Purgatory D6 Core 1D: Below Human average for an attribute 2D: Average Human attribute 3D: Average adventurer attribute 2D+1 to 3D+2: Average skill level 4D to 5D+2: Competent skill level 6D to 7D+2: Professional skill level 8D to 9D+2: Highly skilled 10D to 11D+2: Exceptionally skilled 12D or more: Legendary skill level As you can see, Professional has jumped from 4D to 6D, and although the terminology doesn't match, I'd say someone that was the best on a world (8D) is probably close to Legendary (12D). Now, let's look at the average probability of the dice progression (without the pips, as they're easy to infer): #D6 Average Roll 1D 3.5 2D 7 3D 10.5 4D 14 5D 17.5 6D 21 7D 24.5 8D 28 9D 31.5 10D 35 11D 38.5 12D 42 Here's a typical Difficulty chart: Difficulty Range Very Easy 1-5 Easy 6-10 Moderate 11-15 Difficult 16 - 20 Very Difficult 21 - 30 Heroic 31+ So the situation I noticed, is that with the increase to a maximum attribute of 5D6 and a maximum skill add at character creation of +3D (to 8D6), but without a significant re-calibration of the Difficulties in the D6 System, I think that it's made for potentially overpowered characters, especially taking into account the adds that Specialties can grant. So, that's the thought I had; now I'm looking for feedback from all of you! Thanks in advance, as always, for your candor!