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Durran

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Durran last won the day on May 16

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About Durran

  • Birthday 09/21/1985

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    Washington State, USA

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  • Interests
    Undertaking unrealistically large gaming projects and almost never finishing them.

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  • Occupation
    College Student, Stay at home Dad

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  1. I feel like I have less and less time to sit in front of my laptop, which is how I prefer checking my forums. I really should check back here more. I've been hacking D6 down and mixing it with other systems on the fly and have been digging the groove; everyone on here would be of great help for brainstorming bits.
  2. Thank you for the kind words! From the way that I read it, Mini Six is already kind of the midway between OpenD6 and DnD/BX. So, if I'm understanding you correctly you want something that is more crunchy than Mini Six or leaning more towards DnD? The easiest way to the make something cross genre is to make your skill names and uses as vague as possible, that way it comes down to the imagination of the GM or the Player to figure out what skill to roll. Okay, 6-10 pages is a good goal for a super rules lite game, not for something more in depth. Mini Six is 38 pages. So, I would suggest trying to aim for somewhere around there in length. If you go over it by a couple of pages, no biggie. It looks like you've got a decent start for a meaty version of Mini Six. If you really want to have something that is super short and simple and can go cross genre, then I would check Risus: The Anything RPG. https://www.drivethrurpg.com/product/170294/Risus-The-Anything-RPG It might be a good start for you. I know you said that you didn't want anything too rules lite, but you can then bulk up to your 6-10 pages with some BX/DnD inspiration if you want.
  3. Hi J! Welcome to the board! I have some things to share, but unfortunately, things have been super busy for me of late, and as such I haven't had enough time to sit down and really give my reply the attention it needs. If you'll just be a little patient, I have a day off tomorrow and I'll try to contribute well enough to make your patience worthwhile.
  4. Wait for BSDOblivion to finish recoding the website. He's made a lot of progress, but doesn't have a lot of free time. https://rancorpit.com/forums/viewtopic.php?p=203783#203783
  5. It's not dead, just been going through some technical issues the last I'd heard. I don't think this website is affiliated with the D6 Star Wars Wiki.
  6. Not dead... just really slow!
  7. I tend to go by Grimace's suggestion more or less.
  8. Late to the party but looking forward to seeing what you've done.
  9. Sounds good. I know how rough it can be switching even between versions of MS Office. Hang in there!
  10. Perhaps the best thing to do with regards to toughness is to break down the units into purchase parts. You purchase: Armor, Weapons, Skill/Toughness This way when your PCs build their units, you have a rough cost for how much the squad costs to field. Also, it makes for infinite combinations.
  11. I'm thinking yes. A win by melee is them getting their shields up in time, keeping in formation or whatever, but since ranged units are out of range for them to attack. Then, even if they win, the archers get to slap them with attrition.
  12. Project fell through for me. I might pick it up again soon, but not sure. When I do, I'll probably be borrowing a lot of what you have there Grimace.
  13. It shouldn't be hard. Instead of having wounds on a 1-16 scale like with standard wound levels, they'll have their Health Points, and as those diminish, they start accruing wound penalties. They have the mechanics already listed in D6 Fantasy. It just becomes % of max health = x wound level.
  14. With my upcoming games, I'm planning on combining wound penalties/levels with health points just to make my PCs a little bit tougher. Before I forget to mention it: damage resistance rolls are never penalized for wounds and I don't think strength damage for outgoing damage is penalized either.
  15. Wound levels work as a series of penalties based on wound severity. Every hit deals damage - (strength/physique + armor) Then you go onto page 64 and look at the middle column on the table on the right-hand side of the page, labelled "Wound Levels". Compare the damage to resistance total. If it's 16 or more damage the character is killed immediately. 13-15 the character is mortally wounded, if you look down at the bottom it tells you what penalties the character suffers at this stage of wound. 9-12 is incapacitated, the character is allowed to attempt a mettle or stamina check to stay conscious, wound penalties are applied. Severely Wounded only happens if a character is (standard) wounded twice. 4-8 damage is a standard wound. -1D to all actions (except soak rolls) until the wound is treated. 1-3 damage the character is stunned which is a temporary -1D to actions for the remainder of the current round and the next. 0 or less means the character is bruised. Their toughness absorbed all actual damage. Each additional wound moves your character 1 step more severe, a character only suffers penalties from their most severe wound level, you do not compound wound penalties. Hopefully this makes sense.
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