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D6 Online 3.0


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Everything posted by slipshot762

  1. D6 fantasy would seem to lend itself easier to a pirates of the carribean game than arthurian, less work I mean. But I would demand as a player some variant of the dueling blades chart, I have my own which I'm considering revising, but the original can be found with google and was dreamed up by a former west end guy called peter schweighoffer or something similar, griffin publishing i think. eta; presently testing a variant wild die mechanic where all dice explode and ones do not get counted at all and are temporarily removed from the dice pool. flattens the bell curve a little so
  2. Hey, seemed forum was down for a bit or my browser otherwise disliked it. Anyhow, I've not worked anymore on the mass combat aside from trying it in star wars d6 space combat were it seemed to work fairly well, but i have done some more work with regard to what seems to be our shared interest in converting D20 stuff to D6, it may prove useful for you especially given that your own efforts are a large part of it:
  3. May be something of a delay on this, present pc's all use libreoffice rather than whatever version of word my old computer had, so present focus is on redoing/cleaning up house rules documents and handouts as established up to this point; none of my old existing files open correctly in libreoffice, things are moved around, spacing is wrong, font size wierd in places, pics inserted as fill for objects (charts tables etc) are gone or incorrectly displayed. Thank god i had uploaded screenies here and had printed out copies in my binder or all would be lost. Once thats all done I'll try to pr
  4. Sorry guys was busy with stupid stuff, maintenence and such. Going to have to take a break and play some skyrim but i might yet summon the gumption to get this better sorted and in a player handout type format maybe with a scrap of artwork or two to make it look purdy. GM judgement will be needed as far as assigning toughness scores to units, i think it would be a mistake to lock units by toughness down into a chart unless it is understood that such is just a recommendation; for example, in one campaign peasants in leather with spears might be toughness 1 but in another a more exotic troop typ
  5. EDIT Okay might be too favorable of quality, maybe add toughness to attrition rather than multiply it. eta 2 thoughts on ranged; treat as normal, opposed roll, but no attrition against ranged units that are not engaged in direct melee with target units?
  6. I'm going to think on it a bit and maybe try to type it out in a more coherent bullet point order with adjustments and see if we can get it to work better, I think we should retain the core concept of base 10 for organization and maybe deepen the impact of the units "toughness" concept. Optional thoughts towards this end: >maybe make it so that a units toughness score divided into base 10 dictates how many of them it takes to contribute a single whole dice to the attack roll, so perhaps ten toughness 1 creatures make a die, 5 toughness 2 creatures make a die, and so on, using roun
  7. EDIT derp, another option occured to me, we remove the attrition phase entirely, and have attrition count be inflcted by the loser of the roll, winners roll determines the winners casualties inflicted while the loser inflicts only the attrition calculation on the roll winner maybe... god i hate math.
  8. My impulse is to say yes adjust it. I mentioned it earlier as it occured to me but perhaps the toughness score should be added to or used as a multiplier for the pre-roll attrition. Or maybe it will multiply for the attrition portion but then add to the roll (or vice versa?). Let's try that now, as part of another scenario where one side doesn't have the minimum 10 guys. Let's try 50 spearmen Toughness 1, vs 5 giants at toughness 5. In D6 you almost never "don't roll", you get a wild die at least, so the giants will be rolling 1D and the spearmen 5D. 5 attrition for 50 spearmen kill
  9. yes. before the opposed roll there is automatic attrition of 1 wound level per die rolled, or per 10 spearmen in this case. since the footmen are worth 2 wounds per dude, 10 divide by 2 equals 5 attrition casualities (out of the fight or dead) before the opposed roll. Both sides suffer this calculation, then the roll is made, and the result total is inflicted on the loser, divided by their toughness or wounds per guy, which we said in this example was 2 for the heavy footmen. both side suffers wounds attrition prior to the roll, which is equal to the number of dice the oppenent
  10. Mass combat... For tactical level I'm thinking something similar to this: https://www.shamusyoung.com/twentysidedtale/?p=1566 Group units by tens hundreds or thousands as befits the size of the engagement, making opposed rolls at 1D per relevant group factor (100 spearmen grouped by ten would be 10D), deduct attrition from both sides engaged in melee against a wound level factor appropriate to their toughness or prowess (say 1 for simplest infantry, 2 for heavier infantry or 3 for gargoyles or whatever) and then apply the result point total to the loser via this same attrition l
  11. It does indeed! Thank you! I checked out a word doc version of the buffy the vampire slayer D6 iteration to see how undead were handled there, too. I'm beginning to shy away from a uniform "monster manual" approach as taken in d&d, where a monster of a given type is the same in general with known pre-packaged abilities and weaknesses, and leaning toward making it vary by creature and adventure, otherwise the flexibility of D6 is lost; or at least not utilized to its fullest potential. it's funny how once players get a good grip on D6 simply nothing else will do, anything else is too l
  12. maybe i'm once again over thinking it. someone irl just pointed out that i'm stuck in the d&d mindset regarding incorporeal undead and that such creatures in different videogames perhaps offer a solution; for example incorporeal undead appear in skyrim and can be hurt with normal weapons w/o too much breaking of immersion (they are less "not physically there" and more physically made of cold generating soul sucking ectoplasm) - or in the guantlet remake, incorporeal undead appear, swirl around making straffing runs where they try to dive through you and "poof out" if struck only to re
  13. Phoneposting so it'll be short, but undead in most source material have immunities to most physical damage unless it's energy like fire or electric, with magic or silver weapons bypassing said immunities. I can see a zombie accumulating wound levels for example, upto it being dismembered enough to be incap functionally, though I lean toward it not suffering dice penalties from such....then things like wraiths or banshees I get sort of stuck on , I can't imagine them being anything other than either fine or vanquished, making them extremely deadly in D6.
  14. For many items, say climbing gear, my first impulse is to say that they make the task easier, from very difficult to difficult for example, or possibly decrease the time required to complete, like using a drill vs a screwdriver. I say this because my players first response is to expect a bonus or modifier for using equipment, and they display hostility to the notion that equipment is a requirement to perform task at all.
  15. Still at it tho my main comp died, presently puzzling out how to give undead, especially the incorporeal kind, a fair shake stat/mechanic wise. Thinking deeply on magic items as well, hope the new year is being good to everyone so far.
  16. Well it was all well taken, players are humbly aware that D6 can do d&d just fine now. No problems cropped up in either normal play or dorking around with combat scenarios. It did finally have the effect of making players take more keen interest in D6 as written at least. I've repackaged everything so far minus spells to be more easily usable by anyone adhering closely to D6 fantasy core rules, i'll be doing the same with spells and critters when i get back to work on it. Once you consider that it works just fine in D6 to give a monster new/different attributes/skills/abilities since it ty
  17. did not playtest, initial number was high because of d&d related folly i overlooked. rogue for example got a whole bunch of skill points in 3e, but in D6 we do not have the max skill ranks limitation, and having spent nothing in a skill is not as painful in D6 as it is in D&D, so I figured they could make do with 7D instead of 9D. also, as above with revising magic thats going on but i'm also converting spells from phb in order, i've made it to bigbys hands spells i'll try to grab you a screenie, it seems to my eye they convert far easier than i at first thought they would given
  18. revising starting skill dice downward for wiz/sor/rogue, revising magic section to cover rules such as spell resistance / casting time before expanding upon magicka (fate points)
  19. nice, very detailed, simple/flexible approach with the magic, looks easy to inject into just about any game. i think your approach there with banked character points could serve as a basis for a character level system in itself if one really wanted to go for it, i'm not going to at this time though i'm happy so far i think with how things are coming along. heres druid/cleric and revised first page of magic rules. https://ibb.co/2NMGY45 https://ibb.co/VxNP9Pm https://ibb.co/k8VvHfk
  20. wizard rogue sorcerer https://ibb.co/zFhjfK7 https://ibb.co/0fqvFqV https://ibb.co/JcWCNPP
  21. marvel super heroes used a similar system that was in fact called karma, used to advance roll results or purchase or improve powers or power levels. everytime i mull over the idea for D6 i gravitate toward just saying that your character level is equal to how many quests you've done including backstory or session zero, since presumably characters will only be allowed to spend xp to improve skills between adventures...doing it this way would have little or no mechanical effect other than bragging rights. or subtracting attribute from highest skill equals level, again, for little more than bragg
  22. edited to add: This time around i have not yet decided to include character level in any way, i'd also like to see what can be done with that if anything. for example one could say your level is just the number of quests you've completed (and thus the number of times you've spent xp to improve skills/attributes) including session zero/backstory but otherwise has no effect that is not a function of a converted spell (cloudkill for example insta-gibs anything below 4hd or level four if i recall correctly). Another thought i had there was that level limits how high above base attribute you c
  23. Very nice! ad&d cavaliers/paladins were always a hard one for me to wrap my head around, they seemed too similar to warrant separate classes but going to the newer editions they dropped cavalier or made it a prestige class while keeping paladin, i would've kept cavalier personally i feel it does the paladin role well enough w/o trampling on the clerics toes. "Restrictions while “berserk”: cannot use ranged weapons while berserk" Seeing this ^^^ I realize I forgot to address that in my barbarian write up, i agree it is not thematic for a "raging" barbarian to be using bow or cro
  24. I never liked the default D6 Fantasy attribute names, using the classic d&d ones makes me smile a little bit. I'm not sure exactly how to convert between the two any better than the earlier conversion guidelines that i think it was Durran posted, and thats what i'd tell anyone that asked me about converting attributes from the d&d format to the default D6 Fantasy attributes, either take a swing at it or use the headstart of that previously shared document. And of course you know we want to see the classes, please, except maybe samurai kennys not allowed to be a samurai.
  25. Heres my crafted handouts so far, one of which is just the skill list by class chart from d&d so doesn't really count. https://ibb.co/f0K4vbq https://ibb.co/5MbGp5G https://ibb.co/hf1gDym https://ibb.co/2YWJ69q https://ibb.co/Cvq6Zq0
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