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Snow

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About Snow

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  • Birthday 06/02/1980
  1. I got to try out "Fate" the other day. It seemed a little clunky, partly due to my unfamiliarity with it, but I liked the idea of inflicting "aspects" in a fight rather than straight damage. Eg. if I'd known what I was doing, I could have given the environment an aspect like "Spilled Crates Clutter the Floor" or even "The Warehouse Is On Fire!", or given myself an aspect like "On Top of Some Crates", or hit the enemies with "Distracted" -- all before actually hurting them. Has anyone got a good way to apply that to Mini Six? I'm thinking, let PCs take actions to make skill/stat rolls to pu
  2. She lectured him on the theory of the spell -- and used the distraction to pull him off of the branch he stood on. He fell only inches before his feet stuck nothing, making splashes of emerald light. He was standing on sparks that seemed to make a vast, waving carpet out of the night-time forest canopy. She smiled at him and said, "Wherever there is forest, one who walks in the Lord's name may go." He looked into the distance and saw his faithless friend using the same light to lift his steps. He had not fallen either... Cotyledon is a setting for the Mini Six ruleset, available as a three
  3. In hindsight, the comments several of you made are probably right. There were only two players that short game I mentioned, and they made characters that were basically fighters with dump-stat Wits, so they should have failed at the mental part of the adventure. (FYI, it was "Forgotten Suns", a fan-made adventure involving taking control of an abandoned magitech fortress built by geniuses.) Yeah, they inadvertently released some demons into the world, but it was the logical consequence of people messing with ancient gadgets and having no relevant knowledge or stats. A different party would've
  4. I have yet to use Mythic in a multiplayer game, but found it was interesting for doing a little adventuring with a character of my own. I then used it to help get through writing a fantasy story I was having trouble with, eg. to decide exactly how a battle went or to brainstorm a villain's motive. I suggest getting either the main book or the "GM Emulator" one (which I haven't read), and ignoring the "Variations" book which adds very little beyond "mess with the chaos rules or the types of random events to simulate a particular tone/genre". Come to think of it, I haven't tried this with OpenD6
  5. http://catspaw-dtp-services.deviantart.com/gallery/39628312 In case you haven't already heard, someone on DeviantArt has designed an OpenD6-based game centered on... a recent and surprisingly good cartoon involving talking horses. The setting involving evil gods, subterranean slavers, and soul-eating fae. Certainly an unusual thing to use OpenD6 for!
  6. My friends and I have been working on a proposed space-themed game, and as chief GM I'm fretting about the rules. None of us likes detailed rules (we just finished a Pathfinder game in which we felt bogged down by them in combat), and the players even suggested not having a "charm" stat because they're big on roleplaying the social interaction. I was thinking of using the Mini Six variant of Open D6... but now it seems like we'd be down to just three stats. One player sent me an outline based on D6 Space, which struck me as cumbersome with its distinction between "Mechanical", "Technical" and
  7. Try looking at D20 Modern. That has an engineer class that has drone robots. Or there's Pathfinder's Summoner class, specialized in having a single "eidolon" critter. I think D&D4 has some kind of summoner/shaman class too. Beware of having too many NPCs to manage, though.
  8. I guess the answer to my question then is "just play OpenD6 but calculate the to-hit numbers with some version of Mini6's rules". I meant more like, "what skills/stats would you suggest for doing that, and would it mess up the balance?"
  9. I like the "fast static combat" rule in Mini Six, in which to-hit rolls are vs. constant numbers that're 3*Dodge/Weapon/Might. That makes more sense to me than the regular OpenD6 system where the to-hit number is always 10, actively trying to avoid being hit while you attack incurs a multi-action penalty to both, and unless you have 4D in Dodge you're probably worse off dodging than not. Any thoughts on applying the Mini Six defense rules back in regular OpenD6?
  10. Is it just me or are the target numbers for spells in Mini Six strangely high? If you've made a magic-focused starting character, you might have 4D in Mind + 2D in the Magic skill, so you roll 6D, for an average roll of 21. Most listed spells seem to have higher TNs than that, and any failure reduces the chance of future success. Is the idea to make most spells unavailable most of the time without special tools, or is there something I'm missing about the rules? I could always just reduce the TNs or something, so it's not a big problem. Just wondering.
  11. That's a good point. In my case the initial adventure was a dungeon crawl, so it shouldn't have surprised me that a player made a combat monster. The second adventure involved some stealth and social skill, so overall the two were a little more balanced than pure combat. My attempt at using OpenD6 for "Exalted" punished the PCs for making pure combat characters because they had no clue how to work the magitech they found, and ended up releasing some demons. So I'd now say it's important to tell players up front about the expected mix of combat and non-combat stuff in the game. Another thin
  12. Every PC has powers, starting with simple ones to buy dice/successes/rerolls on mundane skill+stat rolls and quickly moving up to various themed superpowers. But they're very specific things in canon, eg: -Solar: conjure a sword of holy light with XYZ stats; ignore wind during archery; repair anything at amazing speed without tools. -Lunar: create a pocket universe "den"; turn into an animal; craft magic "moonsilver" for making artifacts. -Infernal: twist someone's memories to make them remember an abuser fondly; create a pit that spawns edible locusts so you can blame the good guys when th
  13. Thought it might be interesting to talk about how I handled "Exalted" in this system. The setting interests me and my usual players online don't have the book, so I tried running a scenario called "Forgotten Suns" using OpenD6. The theme of "Exalted" is that you're Mary Sues with vast powers, but the actual rules give strictly defined powers spelled out on flow charts. So, I told the players about what kind of powers they're supposed to have given their character type (eg. Solar="masters of all skills, natural leaders, sunlight, chosen for doing something heroic") and then letting that game's
  14. When I ran my attempt at showing off the "Exalted" setting using OpenD6, the split between Agility and Coordination seemed weird, and the attribute names like Acumen and Physique were vaguely annoying due to their obscurity. I pulled out the freeware "Tri-Stat dX" rules and tried defining some D6 characters using that system's Body, Mind & Soul stats -- and then I was told about Mini Six. One player agreed with what you're suggesting, that in a long game the system might be too simple. My own opinion? Hmm. It'd probably be a problem, because Mini Six has few character stats of any kind
  15. Last weekend I ran a Mini Six game at the convention called Mephit FurMeet. I'd picked Mini Six after being slightly dissatisfied with the number of attributes in Open D6. The scenario was a fantasy dungeon crawl, where the PCs came to tropical Sundrop Island to visit the watery temple recently discovered there. I used standard Mini6 rules except for keeping the OpenD6 option that 1s on the wild die make interesting things happen. I had three players, and they all wanted to make their own characters instead of using the pregens with a bit of backstory. The process was easy as character cre
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