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Star Wars D6 vs. Open D6 vs. Mini-Six???

Started by Spinachcat, June 21, 2014, 10:41:43 PM

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Spinachcat

Calling all D6ers!!

What are the differences between the original D6 system found in Star Wars, the Open D6 system and the Mini-Six D6 system?

Thank you!

EDIT: Yes, I know I'm breaking forum protocol by posting a non-5e related thread, but let's live dangerous!

TristramEvans

I cant really answer this as my history with D6 ended around the time the Hercules/Xena game was published, but just to be pedantic the system originated with Ghostbusters not Star Wars.

Endless Flight

Mini-Six has four attributes and Open D6/SW usually has six. The skill list is also a bit more condensed.

JeremyR

Mini 6 has 4 attributes: Might, Agility, Wit, and Charm

Regular D6 generally has 6 attributes, depending on the game.

Star Wars D6 has Strength, Agility, Perception, Knowledge, Mechanical and Technical and possibly Force.

But they are pretty much the same, Mini Six just streamlines things.

Spinachcat

Is there any notable differences in how the 3 games work in actual play?

AKA, does one game offer faster combat or better chargen?

AKA, why would you as a GM or as a player say YES to one of these games over the other two?

Brad

In my experience, trying to "genericize" d6 results in a game not quite up to par. The reason Ghostbusters and Star Wars worked so well is because the system was tailored to the source material. If you're willing to put in the effort to accurately make d6 reflect the campaign you have in mind, it's pretty much the best thing ever. Having a general stat called Wit isn't nearly as evocative as something like Technical or Mechanical. Basically, I think Mini-Six sucks too much of the flavor out of the game.
It takes considerable knowledge just to realize the extent of your own ignorance.

Spinachcat

Quote from: Brad;760320Basically, I think Mini-Six sucks too much of the flavor out of the game.

Where does Mini-Six suck out flavor vs. Open D6? Is it just the generic stat names or are there more issues?

I fully agree on that stat names should reflect the game world if possible. I like Lore in fantasy games vs. Technical in scifi games.

JeremyR

#7
I  think only have 4 stats makes for a dry game. That's one of the reason I don't like GURPs.

Especially only one intelligence stat. You can get away with it in fantasy games, but in modern ones, people with high intelligence stats can do everything, while generally some people are good at fixing stuff, while others are better at designing stuff.

Conversely, Star Wars version of D6 doesn't work that great for fantasy games, because there are only 2 physical attributes.

Brad

Quote from: JeremyR;760338I  think only have 4 stats makes for a dry game.

That has a lot to do with it. Specifically to address Spinachcat's question, Mini-Six just sort of feels...flat. When you read the rules, they sound great, but in actual play the broader attributes really don't allow for the sort of specialization common in Star Wars. I am extremely biased, as d6 SW is my favorite rpg, although I did some conversions to make a Tolkien/ME game using SW as a basis and it worked pretty well. This is due to renaming the attributes and skills, mostly. My buddy ran a post-apocalyptic game that was essentially a Fallout ripoff with d6...no issues, but again, it was tailored for the genre. Mini-Six doesn't really have enough differentiation to be interesting, in my opinion.
It takes considerable knowledge just to realize the extent of your own ignorance.

TristramEvans

GURPs is a skill-based system so it makes up for that, in that a character can easily have low INT but still be great at specific skills, but the defaults do mean that Dex and Int can be "god stats" if the GM isn't watching things. Of course, GURPs is meant to be a toolkit, not a game where you use everything as written, so the GM is supposed to be overseeing chargen to ensure balance and appropriateness for their specific campaign, meaning evaluations of the system on its own will always come up sort of missing the point.

Though I thought BESM 2e did it better.

Joey2k

In addition to the number of attributes, Mini Six introduced the concept of Static Defenses.  Instead of rolling to Dodge, Block, or Parry, you have a static score (3 x relevant Skill, Dodge, Brawl, or whatever weapon you are using) that opponents must roll over to hit you.  Speeds things up a little.

I would have liked if the Magic system was more transparent, some method of building new spells (though not as cumbersome as the Open D6 method). IIRC the designer said that he just eyeballed the difficulty numbers.
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mcbobbo

Working backwards, OpenD6 kinda went and screwed the pooch.  Instead of making a universal system they made two almost incompatible systems.  Different damage systems was the biggest offender.

Minisix tries to wrangle that back into to the stall with a streamlined system.

But all these are cousins, and at least none went so far as number of successes.

This one might be closer to the 'true heir' of WEG D6 -http://rpg.drivethrustuff.com/product/112191/D6-Epic?filters=0_0_10020_0_0

Though I have yet to test it out and may still make a few modifications...
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

RPGPundit

Neither of the two are particular favorites of mine, but I find Mini-six to be the sleeker of the two systems; I think it works better.
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amacris

Star Wars D6 itself cannot be called "a system", as it actually consisted of three distinct systems.

In the 1st edition Star Wars D6:
1. Initiative is resolved on the basis of whoever rolled the highest to hit striking first
2. Dodges add to the number required to hit (the base ## was usually 10-15 to begin with).
3. Dark Side Points increase the strength of your Force Powers, luring you into accumulating them until you eventually turn.
4. Character Points do nothing.

This system was broken. It was virtually impossible to hit Dodging enemies. It was very unclear when you were supposed to declare a Dodge - if initiative was based on who rolled highest, that suggested that everyone rolled their Blaster attacks at once. But Dodging reduced your die code by 1 die. So did you have to re-roll your Blaster attack if you dodged someone who went before you? It was very unclear.
Jedi characters all sought to get just enough Dark Side points to be awesome without turning. It was unclear whether you kept the benefit once you turned, or lost it.

In the Star Wars Companion (Star Wars 1.5)
1. Initiative was resolved on the basis of "Haste Actions", which enabled you to go earlier but reduced your die code by 1 per level of Haste. Subsequent actions occurred at one level of Haste less.
2. Dodges were now divided into Full Dodges (in which it was all you did) and Combat Dodges. Full Dodges added to the number required to hit you, but Combat Dodges replaced the number required to hit.
3. Dark Side Points were now accumulated for *calling* on the Dark Side, which worked like spending a Force Point.
4. A complex scaling mechanic was added with die caps. For instance, if a TIE Fighter shot a Corellian Corvette, you would ignore all rolls of 5 and 6.

These mechanics were VERY confusing. "My Blaster is 8D and Dodge is 6D. I am taking 2 Haste, reducing me to 6D and 4D. I am dodging, so I am at 5D and 3D. I am taking 2 shots, which is 1 extra action, so I am at 4D and 2D. My first shot will be at 2 haste, my second shot will be at 1 haste..."

In the Star Wars 2nd Edition
1. Initiative was resolved on the basis of a Dexterity roll.
2. Dodges were as per the Companion.
3. Dark Side Points were as per the Companion.
4. Scaling was handled as a simple addition or subtraction of dice.
5. The Wild Die makes its appearance.
6. Character Points become usable to improve rolls, reducing the need for Force Points.

Then came The D6 System: The Customizable Roleplaying Game, which is hard to find today. It was essentially a tool kit to create your own D6 System, with lots of rule variants, plug-ins, and modules, but no setting or setting-specific mechanics.

Thereafter there were the D6 series, D6 Fantasy, D6 Space, and D6 Adventurers, each of which had its own version of the D6 system customized for its particular genre. These were mostly similar to Second Edition Star Wars, but the characteristics and magic rules varied with each book.

Finally, there is the current iteration of the Open D6 rules. I believe these most closely match those of the Second Edition Star Wars game.

Brad

Quote from: amacris;761290This system was broken. It was virtually impossible to hit Dodging enemies. It was very unclear when you were supposed to declare a Dodge - if initiative was based on who rolled highest, that suggested that everyone rolled their Blaster attacks at once. But Dodging reduced your die code by 1 die. So did you have to re-roll your Blaster attack if you dodged someone who went before you? It was very unclear.
Jedi characters all sought to get just enough Dark Side points to be awesome without turning. It was unclear whether you kept the benefit once you turned, or lost it.

We played 1st edition for years, even recently, and never found it to be broken. You declare your dodge whenever you want to dodge. I think you're legitimately confused by how combat works in the game.
It takes considerable knowledge just to realize the extent of your own ignorance.