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d6 System! (WEG Star Wars et al)

Started by S'mon, February 12, 2020, 02:29:16 AM

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S'mon

Quote from: Slipshot762;1121930you could give it as many or few wound lvls as you like

This is something I've not tried yet, but might well do so next time I run a giant rats encounter - it felt a bit weird to be left with lots of incapacitated but living rats after the battle; maybe they should just die on any hit exceeding their Soak (passive Might).

Slipshot762

Quote from: S'mon;1121950This is something I've not tried yet, but might well do so next time I run a giant rats encounter - it felt a bit weird to be left with lots of incapacitated but living rats after the battle; maybe they should just die on any hit exceeding their Soak (passive Might).

for rats yeah i'd give them one hit=dead, since critter stats usually only matter for one brief combat encounter anyway. i have seen a swarm or mob of rats grouped up as a single entity with normal wound levels, incapping it leaving plenty of rats to scurry about but no longer all together with singular focus and attacking. in fact you could apply that to most any mook or minion level creatures.

undead for me were tricky, especially the incorporeal, the impulse was to try to emulate d&d with a universal ghost or wraith entry, which in hindsight was a poor use of d6. making corporeal undead immune to the penalties of stun/wound but still counting up to incap works nice, they keep coming until dismembered. for incorporeal i've tried giving them hp instead of wound lvls, that wasnt too bad, and tried making them immune to less than magic/silver or spending a fate point to hit them with all damage below incap being ignored, that seemed to make them more fearsome.

out there on the net in word doc format is the buffy the vampire slayer d6 adaptation, its worth looking at for how to do vampires in d6.

S'mon

#17
Quote from: S'mon;1121950This is something I've not tried yet, but might well do so next time I run a giant rats encounter - it felt a bit weird to be left with lots of incapacitated but living rats after the battle; maybe they should just die on any hit exceeding their Soak (passive Might).

My second session Wednesday, I have seen an issue with momsters either being very deadly or die very fast since a single stat determines to hit, damage, and resilience. My Might  8D gelatinous cube worked very well as I had it do only 4D continuous acid damage to those it enveloped.  It incapacitated a weak might 1D pc but she was rescued. But my poor carrion crawler with might 5D was mortally wounded with a single great axe blow before it could attack.

It looks as if larger monsters need extra wound levels so they can be robust enough without being too deadly. Or else get used to the REH Conan feel of combat where everything dies to one blow. I could use the Scaling rules more if I nerf damage, or just give monsters armour to directly increase Soak/resilience, issue is that this could render 1 handed weapons useless vs big beasts. Hmm.

Slipshot762

consider that 1h would perhaps not become useless per se since players can always combine actions to counter armor or scale modifier the way fighter squadrons do in star wars against capitol ships, if players remember to do so.

S'mon

#19
Quote from: Slipshot762;1122377consider that 1h would perhaps not become useless per se since players can always combine actions to counter armor or scale modifier the way fighter squadrons do in star wars against capitol ships, if players remember to do so.

I remember the 1 pip per die aid another rule for stormtroopers shooting (so 2 at 3D becomes one roll at 3D+3). Does it add to damage too by default or do you choose either to-hit or damage?

S'mon

#20
Thinking about it, the dwarf with 1 handed axe had little trouble hacking up the 8D might/soak 24 gelatinous cube. So probably just giving monsters a decent amount of natural armour to raise their Soak would work. The viking with great axe is hitting for 7D+1 avg 25.5 and you need 13 over soak for a mortal wound. He rolled I think 32. 5D might crawler had soak 15 so killed on a 28. Giving big monsters 6-9 points of armour would make insta kills unlikely. The dwarf has a steel axe that hits for 6D+2 avg 23 and the typical warrior PC is hitting for 6D avg 21 -4D might and a +2D 1 handed weapon.

So it looks like 6 points of armour for the crawler, soak 21, would have made it tough but not invincible. 6 armour in Mini 6 is chainmail so equivalent of AC5 in old DnD.

My players said during the playtest that drawn out fights need npcs with hero points too, and that makes a lot of sense.

GeekyBugle

Quote from: S'mon;1122389Thinking about it, the dwarf with 1 handed axe had little trouble hacking up the 8D might/soak 24 gelatinous cube. So probably just giving monsters a decent amount of natural armour to raise their Soak would work. The viking with great axe is hitting for 7D+1 avg 25.5 and you need 13 over soak for a mortal wound. He rolled I think 32. 5D might crawler had soak 15 so killed on a 28. Giving big monsters 6-9 points of armour would make insta kills unlikely. The dwarf has a steel axe that hits for 6D+2 avg 23 and the typical warrior PC is hitting for 6D avg 21 -4D might and a +2D 1 handed weapon.

So it looks like 6 points of armour for the crawler, soak 21, would have made it tough but not invincible. 6 armour in Mini 6 is chainmail so equivalent of AC5 in old DnD.

My players said during the playtest that drawn out fights need npcs with hero points too, and that makes a lot of sense.

It makes sense that a gelatinous cube got hacked, that wouldn't kill it tho, you just end with smaller versions of the monster. Solid monsters on the other hand do seem to need some armor.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

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bat

Has anyone tried Mythic d6 by Khepera Publishing? My d6 game right now is TFT, but I purchased Mythic d6 as a hardback,  I just haven't really gotten into it. It is supposed to be inspired by d6 Legends by WEG.
Ancient Vaults & Eldritch Secrets

Sans la colère. Sans la haine. Et sans la pitié.

Jag är inte en människa. Det här är bara en dröm, och snart vaknar jag.


Running: Barbarians of Lemuria, Black Sword Hack
Playing: AD&D 1st Edition.

S'mon

Quote from: GeekyBugle;1122407It makes sense that a gelatinous cube got hacked, that wouldn't kill it tho, you just end with smaller versions of the monster.

I don't think they have resistance to being hacked in any D&D edition, so I have them burst when hacked too much. I think it's ochre jellies that split when sliced.

GeekyBugle

Quote from: S'mon;1122415I don't think they have resistance to being hacked in any D&D edition, so I have them burst when hacked too much. I think it's ochre jellies that split when sliced.

Only problem from memory is that the weapon gets corroded. Can't remember what you get when you hack it.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

S'mon

Quote from: GeekyBugle;1122433Only problem from memory is that the weapon gets corroded. Can't remember what you get when you hack it.

Corroded weapon is grey ooze I believe.

S'mon

Re adjusting the number of wound levels on a monster/NPC, I can't find any useful advice in D6 Fantasy on how to do this. D6 Fantasy monsters book lists wound levels per monster, but I can't find any indication of how you tell what penalties apply at each WL when the number of WLs is non-standard. It all looks very half-assed.

Slipshot762

#27
Quote from: S'mon;1122388I remember the 1 pip per die aid another rule for stormtroopers shooting (so 2 at 3D becomes one roll at 3D+3). Does it add to damage too by default or do you choose either to-hit or damage?

i think if i recall corectly it can be either or, or both, 2e star wars had a guns chart for capship combat that netted a bonus which was to hit and damage. also players could always spend cp or fp to increase damage i suppose.

[ATTACH=CONFIG]4162[/ATTACH]

https://starwarsmush.fandom.com/wiki/D6_Rules/Space_Combat_and_Damage?file=Page3.jpg

Slipshot762

#28
Quote from: S'mon;1122452Re adjusting the number of wound levels on a monster/NPC, I can't find any useful advice in D6 Fantasy on how to do this. D6 Fantasy monsters book lists wound levels per monster, but I can't find any indication of how you tell what penalties apply at each WL when the number of WLs is non-standard. It all looks very half-assed.

just give them for example a wound lvl per die of physique/strength, -1D to rolls per wound (-1D for wounded, -2D for wounded twice, -3D for three wounds etc), when those are depleted then incap or destruction. Say, a brutish orc with 6D strength could sustain 6 wound lvls before being moved to incap/mortal wound or death, as gm may require for the encounter.

Thus as long as players can inflict a single wound they will eventually get there even if they cannot straight incap it in one hit...while the creature can be wounded in that example 5-6 times before it becomes combat ineffective.

ETA
are you using the strength damage die code calculation from D6 fantasy or the old star wars method of strength + weapon dice?

under the former its 1/2 physique minus pips rounded up plus weapon damage dice if the weapons damage is listed with a plus sign +2d+2 for example

ETA2
https://ibb.co/zZr7M7c


Also, while i would not use body points/hit points for players and npc non-monster villains, for some things such as perhaps a gelly cube or whatever its a not too sucky option if you feel wound lvls are not fitting.

SavageSchemer

I am so glad to have stumbled on this thread. I just yesterday blew the digital dust off of Mini Six and gave it a go with the family. Even though I had trouble right-sizing opposition, I think my love for the D6 system has been fully rekindled (Star Wars was the first game I ever played in as a player) and I find myself wanting more.

I did think, on reading, that the four attributes were going to be entirely too broad, so ended up going with a six attribute, 18D build that's a little closer to D&D: strength, dexterity, endurance, knowledge, cunning and presence. I used the Fast Static Combat option, but made Soak based on endurance rather than might.

I also used the Simpler Magic System found over at TBP rather than the one as-written.

If any of you veterans have any guidance on "encounter design", I'd appreciate the advice. I've already taken note of the "extra wound levels" discussion above. That's good stuff. My natural tendency is to make NPCs and opponents too easy to deal with. While I love high action, high "cinema" pulp gaming, I find I do want players to sweat just a little.

Quote from: S'mon;1121944Treating all die except the wild die as '3' (per Mini 6, 3.5 works but takes more calculation) I think it's possible to run mass battles. From my blog page:

Mass Combat
In mass combat (typically 6+ NPC attackers, starship guns, etc), each die other than the Wild Die is treated as a 3. Each Wild Die is still rolled normally, and added to the total. The GM typically works out the target number, then rolls all WD together.
Eg: 10 skilled archers, each with attack 5D, shoot once at 1 PC, so each rolls a 12+WD for their attacks.
If the TN is 6+ over the base number, then assume 1 WD result of '6' per 6 rolls, and roll the remainder.
If the to-hit number TN is 8+ higher than the base number, then reroll all '6's after the first results are determined.
Eg: 65 elite archers, each with attack 8D, shoot at the Mighty Hero with Dodge Defence 30. Each archer rolls (7x3=)21+WD for their attacks. 10 from 60 are assumed to roll a '6', giving 27+WD, while the remaining 5 are rolled as 21+WD.  Rolls of 30+ actually hit.

Skill Mass Roll
1D      WD
2D     3+WD
3D     6+WD
4D     9+WD
5D    12+WD
6D    15+WD
7D    18+WD
8D    21+WD
9D   24+WD
10D 27+WD


For mass combat I'd say it works to have 3+ wound results or 1 incapacitate+ result take out 1 target. So eg if you get 24 wounds and 3 incapacitate+ results on a unit, you take out 11 men. You can also use the Scaling rules to have units fight as single Scaled entities vs smaller units, eg squad +4D, company +8D, brigade +12D.

This is brilliant. Consider it stolen.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
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