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D6 Online 3.0


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About D6JasonJPatterson

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  • Birthday 06/29/1973

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  1. Congrats on starting getting it back up and going! Is there a way I can change my username to something shorter? I swear when I made my account, there was a "put d6 before your name" requirement, but nobody else seemed to know what I was talking about.
  2. The very broad gist is that the Classes are ranked in order of an overall measure of an entity's self-empowerment and that interplay with reality - so Class IIIs and less are barely self-aware or intelligent and tend to be more instinctual or animal (if that), and each step up is, instead of increasing levels of power, increasing levels of self-determination and ability to enforce their will on physical reality. Gozer, for example, is powerful but only a Class VII or VIII because, while it can create limited areas of alternate reality (hellscape inside a fridge, dimensional door atop a bu
  3. Hello and thanks for the feedback! I was basically just doing a sort of "summarized restatement" of the original rules from the few separate handbooks into one "name filed off" fan version. I don't plan to expand on it, it's just sort of an in-depth "cheat sheet" with some extras I put together. I did a good couple weeks or longer of research on various aspects and other people's (including the animated series', whose scale did range above the movie levels) takes on the ghost classification scales, including using some ideas from other systems like the Savage Worlds Ghostbusters stuff.
  4. As a player in a game using a customizable template, I think I'd prefer something like "Choose 5 skills and divide 7 dice between those skills", so they could put 0 in some but not have MORE than 5 or however many you want as your max, and possibly enforce the 5 rating cap if you feel like it's necessary. You could do sort of like Call of Cthulhu and make 1 or 2 of those skills the ones from a normal template as Professional Skills, which you'll have no matter what if you took that template, like Priest would have Theology as one of its set skills, the basic bare minimum set of skills you'd ha
  5. Hi all, I was told I could post this here even though it doesn't use OpenD6, because so many people here might be familiar with WEG's original Ghostbusters RPG. Cue the blurb for this free fan work! Just in time for Halloween - this fan work uses many resources to restate the original West End Games Ghostbusters RPG in a much more condensed and somewhat modified form, though it is still over 90% compatible with any material you have for Ghostbusters! This PDF has the system, many tables, a sample "Ghoulblasters" team and a sample Halloween adventure. This is a fan created product
  6. Are you still coming to this forum? I missed this question, apparently, way back in June. I started a system that used only a few dozen "Traits" which were both skills and attributes, and could be customized by one or two sub-traits, sort of like Ghostbusters, but without mechanics for all of it. Like "Academic" was a trait, but you could then take "Lawyer" as a sub-trait or essentially Talent, but also you could use the main trait for ANYTHING. Need to figure out how plumbing works, you'd still use Academic with a GM devised penalty for how difficult and unlikely your character would be
  7. That's too bad you missed last year. But certainly, I hope you find it useful, and would welcome any feedback, either here or email or what-have-you - comments, questions, observations, criticism, suggestions, etc. Thanks and good gaming!
  8. Very interesting and thoughtful, insightful comment with a broader scope of the whole situation. THank you Ur Athal for the input, and I also in advance wish you the best of luck (ie success) too of course. The d6 forum is pretty cool. =)
  9. Well I haven't played it, but my interest is in mechanics, and their setup for their mechanics in the way of skills and subskills and talents, including how much it costs to upgrade, and how many dice/points you get at char creation and such, are all very blatantly d6, which is why it seemed strange to me they don't credit it. You can't copyright mechanics I know, and they didn't directly steal anything per se, but if you didn't know what/how dice were being rolled, you would very easily find it to be a d6 system restatement, and i have no doubt it is not much of an effort to convert between i
  10. I'm really scratching my head over this. I've looked through the Hollow Earth Expedition Ubiquity dice core book. Am I crazy or is it quite clearly a slight variation of d6 Legend? It doesn't use wild dice or exploding dice but otherwise, every other part of it appears to obviously be d6, with the same dice pool and skill setup, subskills, Talents, Flaws, etc., with the numbers filed off. Was it published before d6 was fully released as OGL as a paid license so they didn't have to credit their game as using the d6 system? Or did they make it afterward and simply choose not to give d6 credi
  11. Thanks so much for the replies, I apologize for not responding before now - things got away from me. I appreciate the prompt answers that helped a lot just to get me a good guideline. I might ask more specific things later but this is what I needed to know so far. =)
  12. Well, I'd think it would depend on what's on it, right? Are you talking about the "back" of a one page sheet, or an actual second sheet itself? In most different RPG systems I've played, from Warhammer to Feng Shui to Call of Cthulhu, Shadowrun and others, the back or "second page" is often the "stuff" page, with backstory and details, money and gear, sometimes spells and magic stats and system reference, occasionally even sidekick NPCs and animals, bases/headquarters/vehicles, etc. How "useful" this is often depends largely on each GM and group - in a game more focused on narrative s
  13. Hi there everyone, this is a technical/legalese question which could really use some "in the know" responses. I'm in the process of making, well, possibly three or four different games and settings, which might actually be aimed at commercial publication, using Open D6. Currently, here are my question marks: - I've reworded some things from one or more of the Open books, to clarify and emphasize certain points I feel are salient notes for players (for example, I rewrote or partially changed descriptions for the Attribute intro, etc). I've done this all throughout the basics and am sta
  14. "Handling" doesn't mean vehicle type "handling", it means working with, transporting, training and herding animals, probably most commonly for dangerous, exotic or large animals like snakes, elephants, zebras, crocodiles, big cats, etc. or at least for uncommon and/or non-domestic animals. Anything you'd see a documentary about people doing - so basically its the Steve Irwin skill. I'd say Survival would be a complementary or related skill, for Riding, and vice versa, depending on what you were doing, and so a very generous GM might allow a crossover skill roll for Survival for someone wh
  15. I'm working on my own version of Open D6 and am basically rewriting a large part (maybe all of it), and am looking at doing the following: 1. a Wild Six on an Untrained roll works as usual, but since I've eliminated Wild Ones from the game normally for direct Attribute or Skill tests (I don't feel it models competent heroes well), I've added the possibility of Wild Ones only on Untrained rolls, to indicate the inherent danger of such attempts. 2. Related to the above, I've merged "Result Points" (degree of success between an action roll and its difficulty TN) and the additional damage
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