Jump to content
D6 Online 3.0


Users Awaiting Email Confirmation
  • Content Count

  • Joined

  • Last visited

  • Days Won


barrataria last won the day on July 16 2019

barrataria had the most liked content!

Community Reputation

12 Good

About barrataria

  • Rank
    Member: Rank 2 ( 50% )
  • Birthday 10/01/1968

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks RR.... I haven't been doing much in gaming for a while and I really fell away from d6 stuff... worst of all I had this site bookmarked wrong so I thought it shut down about the time WEG was sold to the new owners. Anyway, howdy!
  2. Hi, I think I'm already in this thread somewhere? At some point the site was changed and my bookmark was buggered so I thought this board was dead. And I haven't worked with d6 in quite a few years, so I never thought to click around to check. Anyway, glad it and you all are still here.
  3. Hi old friends, I haven't done anything with d6 in a long time, but I had converted to static defense numbers and damage soak values in an effort to eliminate repeated dice rolls, and it worked fine. I think the last time I ran I used soak rolls, but kept the static defenses and that worked fine too. I also like having less to track in an encounter, i.e. dodge rolls. I did allow a "full dodge" roll if a player wanted to use that as their only action in a round. My players don't have a ton of experience with d6 so I didn't have the problem Grimace cited.
  4. This is pretty cool, thanks for posting. One suggestion... maybe you dismissed this as you wrote. But if you intend a simple game for kids, I suggest you create templates so that you can streamline the creation process. At the very least I'd create skill dice packages, along the lines of the old SW templates. Then your players can focus on the skills and whatnot. They are generally not going to be like former D&D players insistent on min-maxing, so they can jump right into skill assignment and you can move on with game prep.
  5. Seems like a good idea... I don't know how consistent it is with DS but I have used a table like this in the D6 fantasy setting I have put together. It's actually cool to have a random gen thing like this... gives players a little drama when building characters
  6. I unfortunately don't know squat about DarkSun, so I don't have much productive to say. I played D&D forever but only know the bits of DarkSun that were in AD&D originally. I like that you didn't try to totally reinvent everything, make it look like Dark Sun and feel like Dark Sun but stay MiniSix. Having worked forever on multiple D6 ideas I am a little envious of the simplicity I thought they looked cool and would suggest you spread the table out with more entries (even if it's not canonical for DarkSun). If you made the roll 2D instead, you would also have more room to pla
  7. Well, you could sell it for money. But don't do that unless you have to! It's easy to think you'll never game again, but trust me in 5 years you don't want to have to scramble around trying to find books again. Especially since we're talking about old out of print books. The RC isn't even (legally) available in PDF. Don't give up forever!
  8. Which can be a fine way to run a game, if you like gritty... the old Gangbusters system was murderous, but we didn't really understand it as teenagers... a lot of time waiting for characters in the hospital Made for tough adventure design, leaving all these breaks in the story for recuperation. The freedom to vary the wound levels is actually one thing I really like about using d6. Giving mooks fewer wound levels really helps stage combat (although of course said mooks can still get lucky with the wild dice!). I always thought HP worked well in the old D&D versions but I don't miss th
  9. Re body points/wounds, isn't that an option in a sidebar or something in the d6 books? Sorry I don't have them in front of me... it also might have been something Grimace mentioned once in one of his billion million posts... Yeah, it's a complaint I hear around the net, but not a problem I've had with my players (ever). Partially this is related to skill dice bloat IMO... but there are multiple ways to skin the goose. I don't use Fate Points, so that's one thing. Or skill specializations, again cutting down on stat bloat. I also use MiniSix static defense numbers to eliminate some die
  10. Maybe I'm misunderstanding your question, but you can "change" OGC all you want because it's open game content. That's the whole point. However, you can't use "Product Identity". So, for example, you can revise the rules to look like the SW d6 rules, for instance, but including "blaster" and "lightsaber" skills might be problematic, because those aren't in the OGC in d6 Space. And PI includes trademarks, so you can't call your new d6 game "Fires of Amatsumara", for instance. Also, you can't put the genie back in the bottle. In other words, if you cut and paste d6 Space into a new book and
  11. Not exactly, although it would be a logical abstraction for GMs. But even I, half-asser that I am, try to stick to missile/weapon ranges outdoors. Especially for ships, and I really want this to work for seaborne encounters.
  12. Thanks Grim. Yes, there would of course be modifiers for the conditions you mention, although for outdoor/waterborne movement there would be less of them. I don't mind having a separate mechanic for underground encounter distance, because it's really a mechanic for determining surprise. I don't think the range bands are necessary for dungeon play, and worse I think it would be hard to set range bands that work for dungeon rooms, underground caverns, and whatever else. This way the surprise/encounter distance thing can be resolved in one opposed roll (and this only when it's not obvious fro
  13. So, I've been thinking about a way to randomize encounter distances (for when the GM doesn't set them as part of a scenario). I didn't see anything similar in d6 books or SW (but I'm willing to be corrected) so I just started doodling. At first I thought about figuring based on result points from an opposed check. So, 0 = right next to each other, over 20= really far away (with the high score getting initiative, of course). But when I tried to figure a way to get decent ranges for different environments (underground, wilderness, at sea) the results looked a little wacky. Then I backed
  14. I can refer you to this site: http://www.daemonstorm.com/role-playing/d6-system/D6-Probabilities-with-the-Wild-Die which will help you guesstimate rough probabilities. But in general Grimace is right, and my tedious experiments with d20 probability conversion support his claims. It will likely be easier to just set the difficulty in d6 as befits your adventure (and what you think should be easy and what should be challenging).
  15. Well said, and thanks for sharing this again. As you might recall from our correspondence a while back, "increasing the staying power" was not something I had a problem with, I had combats going on for eons with no damage. It's better now, but I look forward to testing some more. And now I've seen a Rancor Pit post where folks were discussing that the quality of the shot, not the weapon, should matter more. At your suggestion I've used result points to increase missile damage in fantasy games... maybe the die code of the weapon should be affected by the result points from the hit. More to
  • Create New...