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Mangus

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About Mangus

  • Rank
    Sword & Sanity
  • Birthday 09/12/1969

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  • Location
    Raleigh, NC, USA

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  • Interests
    Old School Games Hobbyist; Lovecraftian Disciple; Weird Tales Fanatic; Magical Thinker; Beer Snob

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  • Occupation
    Dreamer

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    https://plus.google.com/116541111642124593804
  1. If I were to use the Simultaneous Combat system right now, the two tweaks I would use right out of the gate would be use the wild die for the initiative roll, to help make the roll more dynamic in play, and ignore the "if a character dies before the player controlling him has made his dice rolls, he still gets to perform his actions" part of the rules, and just have them go down without performing the action.
  2. Thanks for weighing in, Grimace. I agree with a lot of what you have said here. It all boils down to the type of game I am running at the time, and I suspect I would tweak the combat system somehow no matter what. I always do!
  3. I just want to clarify that the purpose of this post is not to convince anyone that the Simultaneous Combat system in the D6 System book is "the best" or most realistic. Obviously it is not. The book states that. The only reason I wanted to discuss it was to see what others thought about it, or if they had ever used it. I have, and it worked very well for the type of game I was running, which was a high adventure pulp-infused sword & sorcery game. I can see this combat system doesn't work for you, and that is perfectly fine. You have rules in place that you prefer, and work for you. And th
  4. I have used a variety of initiative systems over the years, and none are perfect. In the majority of systems I have played, if a PC/NPC is incapacitated or killed then that is that, and they would not have the opportunity to continue through with their action. The Simultaneous Combat system we have been discussing allows for these characters to continue through with their intended action, despite the fact that the dice show they have fallen in battle, and only succumb to their wounds once the round has played out. I would say this would not work in certain kinds of games, but in a more "cinema
  5. Both sides do not act simultaneously. Just to restate: Simultaneous Combat: Round Sequence 1. One player and the gamemaster roll 1D. 2. All characters on the side with the higher roll to take their actions. 3. All characters on the side with the lower roll to take their actions. So the side who wins initiative takes their actions as a group, and then the loosing side takes theirs. Both sides do not act simultaneously, just the combatants working as a group.
  6. Here is the introductory quote in the Simultaneous Combat section of the book: Combat and chaos sometimes go hand-in-hand. Everything is happening at once, and it's hard to tell what's going on. The simultaneous combat method captures this feel of actions occurring at the same time. Everyone involved in the battle acts at once, determines the effects of their actions, discovers what actions performed by others affected them, and then (hopefully) gets ready to act again. From my own experience, having everyone take their actions simultaneously brings a sense of urgency to
  7. I am curious how many of you use the Simultaneous Combat option in The D6 System book? For those not familiar, here is a copy/paste from that section of the book (pages 65-66): When player or gamemaster characters initiate a combat, switch to the five-second round structure. You and one of the players each roll 1D. The side with the highest die roll goes first (re-roll any ties); each character on the winning side makes all of his actions before the losing side gets to take its turn. If you (as gamemaster) roll the higher score, all the gamemaster characters take their actions before
  8. I can relate with much of what you said here. I am a new dad myself. My daughter was born last April, so I am still in the adjustment phase, but I am glad to report that I have survived baby boot camp! Anyway, I am having to learn how to juggle family business with fun and games, and it is harder than I ever expected. But things are getting a little easier, and I am trying to get a few writing projects finished and released. The biggest thing right now is a Mini Six variant that focuses on the Weird genre of fiction, so with these rules you could run anything from supernatural investigati
  9. For those interested, there are a few D6 posts on other boards you may want to read: The RPG Site - OpenD6 - Opinions Please RPG.net - OpenD6 - Opnions Please RPG.net - D6 Magazine It looks like James Keck of Keck Publishing is doing his part to help spread the D6 gospel. I for one applaud his efforts. ;-)
  10. I would suggest Avast as well. I have been using it for three or so years now, and never have had an issue with viruses. I am sorry to hear about all your computer woes, Whill. I just hope it wasn't so stressful that it ruined your holiday.
  11. Here are a few things that come to mind: Bullshit Meter = detect motive I Want to Believe = conspiracy theory Cop Talk = police procedure Breaking = lock picking Entering = burglary Second Story Man = climbing I'm Getting a Bad Feeling About This = sense the supernatural Press Pass = gain access to restricted areas News Hound = information gathering Gift of Gab = fast talk I hope this is the type of thing you were looking for. I am sure I will have more after I have had time to really think about it.
  12. Very nice! Much better than the old look.
  13. Thanks for confirming my suspicions, cheshire. Let's hope that whoever takes on the role of editor for D6 Magazine will read this, take it to heart and includes an ad for D6 Online in the next issue. Once that is done it would be interesting to track the traffic to the forums to see if an ad would indeed be effective in getting folks to drop by.
  14. Very nice work, and extremely useful. Thanks for taking the time to compile this, and share it with the community!
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