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MysticMoon

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About MysticMoon

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  • Birthday 11/29/1975

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  • Location
    Northern California

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  • Interests
    Gaming (of course), writing, Linux, web technologies

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  • Occupation
    Code Monkey / Sysape

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  1. At the time I came across Mini Six, I was looking for something as rules-lite as possible so that I could spend most of the time creating interesting settings/worlds and RPing and less time understanding the rules, explaining the rules, or having rules get in the way of how I envisioned a character or an encounter. This was before I discovered Fate (which solves those same problems in an unexpected way) or gave Savage Worlds a fair shake and it got me back into playing after much too long a hiatus. In other words, it fit my needs as perfectly as I understood them then. Any D6 system is go
  2. This is in the Mini Six rulebook
  3. That's how I interpret the rules as well
  4. The question I ask myself is, is there a way to achieve my goal using the rules as written? Sometimes that's possible, with just a little tweak. Sometimes not. But I've found that asking that question keeps me focused and from making things too complicated.
  5. Just a couple thoughts on task resolution... With systems built on skills, rather than classes, it can be easy to devolve into rolling for every little thing the players want their characters to do, but I think it works better if they only roll when there is some tension involved in the outcome. Otherwise, I think it can be sufficient to simply describe what happens based on their relevant attribute or skill level. For example, why have a character make a Survival roll when his skill is 6D and he just wants to extend the rations of an already well-equipped party. If they are later lost in
  6. Aside from having only two players, which is always a danger when running something as niche as Mini Six, it went well. The players came up with interesting character ideas, which they were able to build and play pretty easily. I think the wound system might be set a little too much on the deadly side (damage tended to be nearly fatal in every combat), so I may need to adjust the threshold (possibly 6 points instead of 4). My job as GM was easy enough rules-wise, and I feel like this mishmash system really supports me in doing whatever I can think up. Sometimes by getting out of the way and le
  7. Forgot to mention it earlier, but I will be running this at Kublacon tomorrow morning.
  8. We had the first session last night and so far I am pleased. We did character creation, defined some key elements of the setting, set up some backstory for the party, and played out a few short scenes. I'm using my Mutant Cali setting because it's a kitchen sink type (magic, mutants, cybernetics, aliens, fantasy races, cars, etc) and so I can put this Frankenstein's monster of a system through its paces. I think the only thing people got stumped on was the idea of splitting a die into pips, which is a common problem I have when explaining Mini Six for the first time. One of the players al
  9. Oops, I meant to say that I appreciate any feedback.
  10. After making a few characters, and seeing the characters a few others have made (thank you Savar), I think it makes sense to keep Perks and Complications, but to define them based on the character's Aspects wherever a mechanical effect is necessary. So, if a character has the Archetype of "I run on four paws in the moonlight," that character could have the Perks of Wolf Form (1HP to shift) and Quick Healer (Natural Healing roll daily), as well as a Complication of Vulnerable to Silver (+2D dmg). That way the mechanical effects of an Aspect can be more clearly defined. Anything that doesn't req
  11. I've given it some thought and I am going to try blending the rules for damage from Mini Six and Savage Worlds. Basically, wounds occur in 4 point increments above the soak value (which is surprisingly close to the Mini Six wound track). So, 11 points of damage against a soak of 6 gives 5 points, or one wound. Anything over soak but not quite a wound makes the character Stunned (as in Mini Six, so with a -1D for the current and next rounds, with the character otherwise able to act normally). If a character is wounded, any stunned result is ignored. If a character is already stunned, a sec
  12. I made a few tweaks to the skills, making it a little more my own and, I think, slightly more flexible. Here is the new list, with some sample options and specializations: Might: Athletics: climbing, jumping, running, swimming, throwing Fight: brawling, grappling, by weapon type Agility: Acrobatics: dodging, tumbling, contortion Burglery: lockpicking, pickpocketing, safecracking, security, sleight of hand Drive: by vehicle type Pilot*: aircraft, ships, submarines Shoot: by weapon type Stealt
  13. Name: Gloria Raspardi Archetype: Mesmerizing singer Motivation: That moment when the performance blurs reality Trouble: In deep to a slimeball of a producer 1D Might: 3D Agility: 4D Wit: 5D Empathy, 5D Academics-Linguistics 4D Charm: 6D Perform-Singing, 5DPerform-Dancing, 6D Persuade(diplomacy), 5D Contacts 9 Init; 3 Block; 9 Dodge; 3 Soak Gear: Beautiful dresses Dumpy clothes, sunglasses, hat
  14. Two more sample characters: Name: Steady Eyes Archetype: Mystic hunter from the primeval forest Motivation: Provider and protector Trouble: Wanderlust 4D Might: 5D Athletics, 5D Fight 4D Agility: 6D Acrobatics, 5D Stealth 3D Wit: 4D Survival, 5D Magic-Shamanism(beasts) 1D Charm: 12 Init; 15 Block; 18 Dodge; 12 Soak Gear: Spears Sling & stones Pack with bedroll, gear Machete Spells: Beast Tongue TN19 Shape Change TN15 Name: Wilby Dudraker Archetype: Coastal mutant without
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