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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: Bren;1123529Adding scales to parry seems needlessly complicated when there is already a solution in the rules. The item used to parry is breakable and cannot parry an enormous amount of damage (unless this is another change in Mini-Six).

M6 doesn't mention items breaking on a parry, though it could certainly be ruled in.

Bren

Quote from: S'mon;1123556M6 doesn't mention items breaking on a parry, though it could certainly be ruled in.
Parrying a giant's treetrunk club seems like the perfect place to add it in. :D
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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S'mon

Quote from: Bren;1123579Parrying a giant's treetrunk club seems like the perfect place to add it in. :D

My feeling is that for M6 applying the Scale penalty to the Parry score (-12 in case of a giant) works just as well and if anything is more plausible. The tree trunk would pretty well ignore the parrying weapon IMO.

S'mon

Here are some Mini Six 'mook' stats I adapted with the numbers for mass combat (etc) where only the Wild Die is rolled so you can easily have eg 6 brigands vs one PC with just 6 dice rolled. It's particularly useful for NPC vs NPC combat, as last session IMC where allied beastmen fought enemy giant rats. The giant & rat & skeleton have a reduced wound level track stun/wound/dead, as discussed upthread. The stats are based on the Mini Six stock characters, with a few adjustments, mostly levelling up in places so eg the elf bowman has decent sword skill.

Fantasy Characters (Mass Combat)

Guard/Soldier ** Scale: 0D Might: 3D (7+W) Wit: 2D (3+W) Agility: 2D (3+W) Charm: 2D (3+W) Skills: Brawling 4D (10+W) , Dodge 3D (7+W), Sword 4D (10+W) Gear: Leather cuirass (+3/-1), sword dam 5D (14+w), shield (+4P). Static: Dodge 9(8), Block 12 (16), Parry 12 (16), Soak 9 (12)

Legionary/Knight *** Scale: 0D For King and country! Might: 3D+1 (8+W) Wit: 2D (3+W) Agility: 2D+2 (5+W) Charm: 2D (3+W) Skills: Dodge 3D+2 (9+W) , Sword/Spear 5D (14+W), Gear: bronze cuirass (+7/-3), shield (+4), sword or spear dam 5D+1 (15+W). Static: Dodge 11 (8), Block 10 (14) Parry 17 (21), Soak 10 (17)

Pirate/Bandit *** Scale: 0D Yoho! Might: 3D (7+W) Wit: 2D (3+W) Agility: 4D (10+W) Charm: 2D (3+W) Skills: Brawling 4D (10+W), Dodge 5D (14+W), Navigation 3D (7+W), Sailing 5D (14+W), Sword 4D+2 (12+W) Gear: sword dam 14+W. Static: Dodge 15, Block 9, Parry 12, Soak 9

Barbarian *** Scale: 0D Savage from the north hills. Might: 3D+2 (9+W) Wit: 1D+2 (2+W) Agility: 2D+1 (4+W) Charm: 2D+1 (4+W) Skills: Brawling 4D+2 (12+W), Dodge 4D+1 (11+W), Sword or Axe 5D+2 (16+W), Track 3D+2 (9+W) Gear: Hide & Furs (+2/-1), two-handed sword or axe dam 7D (21+W). Static: Dodge 13 (12), Block 14, Parry 17, Soak 11 (13). With 1-h axe/sword & shield: dam 5D+2 (16+W), Block (18) Parry (21)

Dwarf Warrior *** Scale: 0D Clansman of the Great Hall. Might: 4D (10+W) Wit: 2D (3+W) Agility: 2D (3+W) Charm: 2D (3+W) Skills: Axe 5D (14+W), Brawling 5D (14+W), Dodge 3D (7+W) Perks: Dwarf Gear: Axe dam 7D+1 (22+W), heavy chain mail (+6/-3). Static: Dodge 9 (6), Block 15, Parry 15, Soak 12 (18)

Elf Bowman *** Scale: 0D Guardian of the forest. Might: 2D+2 (5+W) Wit: 2D (3+W) Agility: 4D (10+W) Charm: 2D (3+W) Skills: Light Bow 6D (17+W), Dodge 5D (14+W), Sword 4D+2 (12+W) Perks: Elf Gear: Light Bow & arrows dam 5D (14+W), leather cuirass (+3/-1), sword dam 4D (7+W). Static: Dodge 15 (14), Block 8, Parry 14, Soak 8 (11)

Beastman *** Scale: 0D Scourge of civilisation. Might: 3D+2 (9+W) Wit: 1D+1 (1+W) Agility: 2D (3+W) Charm: 1D (W) Skills: Dodge 3D (7+W), Stealth 3D (7+W), Stone axe 4D+2 (12+W) Gear: stone axe dam 5D+1 (15+W), shield(+4P). Static: Dodge 9, Block 10 (14), Parry 13 (17), Soak 11

Skeleton ** Scale: 0D Fleshless undead. Might: 2D (3+W) Wit: 0D (0) Agility: 3D (7+W) Charm: 0D (0) Skills: Sword 4D (10+W) equipment: sword dam 4D (10+W) shield (+4P) armour remnants (+2-1) SA: half damage from piercing attacks. Static: Dodge 9 (8), Block 6 (10), Parry 12 (16), Soak 6 (8)/ W 10 (12)/ D 15(17)

Zombie ** Scale: 0D Freshly risen undead. Might: 4D (10+W) Wit: 0D (0) Agility: 1D (W) Charm: 0D (0) skills: Stamina 6D (17+W) SA: half damage from piercing & blunt attacks. Fist/claw dam 4D (10+W), or club 5D (14+W) Static: Dodge 3, Block 12, Parry 12, Soak 12

Giant Rat ** Scale: 0D Might: 2D (3+W) Wit: 0D (0) Agility: 4D (10+W) Charm: 1D (W) Skills: Brawling 4D (10+W), Dodge 5D (14+W) Static: Dodge 15, Block 12, Soak 6/W 10/D 15

Wolf ** Scale: 0D They hunt in packs. Might: 3D+2 (9+W) Wit: 0D (0) Agility: 2D+1 (4+W) Charm: 1D (W) Skills: Brawling 4D+2 (12+W), Dodge: 4D+2 (12+W). bite dam 4D+1 (11+W) Static: Dodge 14, Block 14, Soak 11

Slipshot762

#64
Dig that you did pirate mooks. It reminds me that blackpowder is a strong point in D6 system favor; in games like D&D many gm's are loathe to add or allow blackpowder weapons because they are either overpowered or feel too much like crossbows, D6 does not have this problem at all since all weapons feel deadly by default. Your approach with these mooks here is solid and I would also like to suggest an additional approach to try with mooklings as well; that of grouping them into a single creature, works real well for things like swarms of rats or buzz droids.

The 6 pack o thugs has the same stats as a single normal thug but get the combined action bonus for their constituent number to use as gm sees fit; add to both hit and damage or dodge and parry if they have some sort of terrain/tactical advantage like a blind surprise rush in a narrow tavern alley or a storm tossed ships deck with loose cargo sliding around threatening to crush people or knock them overboard.

Wound results give them the -1D penalty per wound of course, give them 1 wound per thug before incap, and an incap or better result scatters them, making them flee, leaving 1-2 dead or incapped for questioning. Players tearing through such grouped up mob-creatures feel like conan with a boner, and they serve to gradually wear down pc's with wounds before a boss fight and can be used to good effect during one.

Think of the big fight scenes in pirates of the carribean for example and imagine if the grouped pirates/redcoats were a mook-mob single creature. The particulars of which got wounded or killed do not matter for the cinematic effect, use gm fiat, one gets slashed, willhelm scream, spins away and down as the next attacks the player from behind and fails so is parried and kicked into the path of a rolling barrel that sweeps him over the rail and into the sea, and so on...until maybe 1 lies dead and two lie muttering and injured once all wound levels are depleted or an incap or better result has been rendered.

Make it even faster by statting them like this : "All stats 3D except Fighting: 5D, Stamina: 4D, Melee Combat: 6D, Dodge: 5D+1. Equipped with daggers, clubs, cutlass (strength damage +1D+2). Special Attack: Flintlock, one of the mob has a pistol he'll use if combat lasts for more than one round - range 15/25/40,  Damage 5D+2."
[ATTACH=CONFIG]4189[/ATTACH]

[video=youtube;_b_53XplhZE]https://www.youtube.com/watch?v=_b_53XplhZE[/youtube]

ETA
One of the writers for WEG D6 system came up with a dueling blades chart you can google up, its for cinematic duels and such, I have my own variant and I would not play w/o it. Going by memory his version makes melee combat simultaneous, i use a variant that is still turn based for melee rather than simultaneous, its something like:
Attack > Defense roll (or static TN)
0-3 = no effect, stalemate
4-7 = defender forced to retreat a half move or suffer a stun
8-15 = Hit, roll damage normally
16+ = Critical hit, double damage total

Other mods I use is to not allow fate points to double dice codes but to allow them instead to negate a stun result, make all dice (minus wild die) count as sixes, purchase an additional action (i impose a 5 action limit in a 5 second round elstwise), force a result up or down one category (changing a stun to a wound or an incap to a wound for example) and to generally pay for a rules exception as needed, like normally a wraith might need magic weapons to hit but spending 1 fate would allow you to hit it anyway for example. I also give every character 3 base fate points (mind body & soul) that regenerate at a rate of 1 between encounters or fully with rest, they can accumalate and infinite number of fate but only 3 points of it regen and only if current amount is below 3.

For what its worth I also tend to disallow specialization and to limit starting skill expenditures to no more than 1D per skill. Oh, and if using the D6 fantasy magic system its important to remember that the starting spell calculation base difficulty number is to be based on how magical you want the world or how powerful you want magic to be. I find about 25 to be a sweet spot, +5 per century past 1400, so past davinci magic becomes practically myth for most people.
ETA 2
on the subject of magic i require spending fate to cast spells, 1 fate per spell +1 per category of armor worn (platemail as heavy would be an extra 3 fate per spell to cast) and add another to the cost for any other special consideration in the casting, similar to 3e metamagic, making the fireball be blue and do frost damage would be an extra fate point per cast for example.

ETA3 - I also allow a caster to roll each action or round in casting, building a total to equal or exceed the spell cast difficulty, it only resets if they are interrupted by being hit/stunned knocked down or whatever, so a wizard starts casting and may keep rolling if uninterrupted every action or round (based on cast time of spell) until he hits the 50 or whatever total he needs to release the spell, brings back the "protect the mage at all costs" axiom from old school games. So say he has 10D in the casting skill and the spell has 1.5 sec casting time and 40 TN, he can decide to make 3 roll actions (-2D multi action penalty) to cast, rolling 8D on his turn each time totaling all rolls (unless interrupted) trying to hit 40.

damn i got a D6 boner today lol.

[video=youtube;LEaGevJeHMM]https://www.youtube.com/watch?v=LEaGevJeHMM[/youtube]

S'mon

#65
Did a skill training system this morning for fantasy D6 System & Mini Six. Basically designed to inculcate a lust for gold in D&D type characters, while also providing RP opportunities with contact/mentor/peer NPCs. Spent a lot of effort tweaking the time & cost number progressions for D&D-type fantasy, very happy with the cost progression especially. Obviously these may need tweaking for any particular campaign.

Skill Training

With the GM's agreement, PCs may be able to spend gold to train specific skills between adventures, via such activities as combat training, carousing, research etc. PCs will often gain or use training contacts, mentors, drinking companions, peer friends and rivals etc via such activity, and costs may vary depending on the PC's relationship with the NPCs. The player may be permitted to detail such NPCs, who may then become useful contacts.



Settlement Size; Maximum Skill Dice via Training

Metropolis  50,000+         10D

Large City  25,000+           9D

Small City  12,000+           8D

Large Town 6,000+            7D

Medium Town 3,000+        6D

Small Town 1,500+            5D

Large Village 750+            4D

Medium Village 400+        3D

Small Village 200+            2D

Hamlet 100+                      1D

The table is indicative only. Rather than huge cities, in some cases the greatest masters of a particular skill may be found in hidden monasteries, wandering the countryside, or even on other planes of existence.
No skill may be raised above 10 dice via training; therefore the maximum skill achievable via training is 10D+2.

Cost & Time to train a Skill +1 pip

Skill Die;    Time                         Cost

1D            1 week    (7 days)          7.5gp

2D            2 weeks                          25gp

3D            3 weeks                          75gp

4D            1 month (4 weeks)         250gp

5D            2 months                        750gp

6D            1 season (3 months)      2500gp

7D            2 seasons (6 months)    7500gp

8D            3 seasons (9 months)    25000gp

9D            1 year (4 seasons)        75000gp

10D          2 years                        250000gp

Again, the table is indicative only, though learning times may rarely be reduced other than through exceptional, often supernatural means. For instance, Skill training may be granted as a reward for service, rather than charged for, or even extracted from unwilling captives by villainous PCs.

HappyDaze

Quote from: S'mon;1124921Did a skill training system this morning for fantasy D6 System & Mini Six. Basically designed to inculcate a lust for gold in D&D type characters, while also providing RP opportunities with contact/mentor/peer NPCs.

Skill Training

With the GM's agreement, PCs may be able to spend gold to train specific skills between adventures, via such activities as combat training, carousing, research etc. PCs will often gain or use training contacts, mentors, drinking companions, peer friends and rivals etc via such activity, and costs may vary depending on the PC's relationship with the NPCs. The player may be permitted to detail such NPCs, who may then become useful contacts.



Settlement Size; Maximum Skill Dice via Training

Metropolis  50,000+         10D

Large City  25,000+           9D

Small City  12,000+           8D

Large Town 6,000+            7D

Medium Town 3,000+        6D

Small Town 1,500+            5D

Large Village 750+            4D

Medium Village 400+        3D

Small Village 200+            2D

Hamlet 100+                      1D



Cost & Time to train a Skill +1 pip

Skill Die;    Time                         Cost

1D            1 week    (7 days)          7.5gp

2D            2 weeks                          25gp

3D            3 weeks                          75gp

4D            1 month (4 weeks)         250gp

5D            2 months                        750gp

6D            1 season (3 months)      2500gp

7D            2 seasons (6 months)    7500gp

8D            3 seasons (9 months)    25000gp

9D            1 year (4 seasons)        75000gp

10D          2 years                        250000gp

I wonder if those population limits on training skills should be inverted for skills related to magic/mysticism/martial arts as the "great masters" always seem to be in tiny hamlets or isolated towers.

S'mon

Quote from: HappyDaze;1124922I wonder if those population limits on training skills should be inverted for skills related to magic/mysticism/martial arts as the "great masters" always seem to be in tiny hamlets or isolated towers.

I don't think a PC should be *guaranteed* a great master in every tiny hamlet! Rather, a master of eg Magic might be as common as a sword master, but found in a mysterious lone tower in the desert rather than at the king's court.

S'mon

I've decided to run my Mini Six Primeval Thule online on Roll20 and open it to RPGsiters - https://app.roll20.net/join/6491150/xR3JyQ - will be text-chat only at least to begin with. First game is Wednesday 6pm UK time.

S'mon

I'm now running The Halls of Tizun Thane, and did some appropriate monster statting. I replaced the goblins with Cthulu-mythos Tcho-Tchos.

Abominable Tcho-Tcho: Might 1D+2 Wit: 2D+1 Agility: 3D+1 Charm: 1D+1 Skills: Blade 3D+2, Light Bow 4D+1 or Blowpipe 4D+1, Brawl 2D+2 Dodge 4D+1, Stealth 5D+1
Attack blow dart or light bow 4D+1 dam 0 or 4D+1 & poison, (poisoned)
Attack Sword 3D+2 dam 3D+2.
Tch-Tcho poison: Target takes 4D poison damage vs Might at end of their next turn
Some Tch-Tcho use wicker shields.
Static: Dodge 13 Parry 11/15 Block 8/12 Soak 5/Wo9/In14/MW18/De21


Berbalang Scale: 0D Might: 3D Wit: 3D Agility: 4D Charm: 1D Skills: Brawling 5D Dodge:  5D Attack: 5D claw/bite damage 5D Static: Dodge 15 Block 15 Soak 12/W16/I21/MW25/K29

Blood Hawk Scale: 0D Might: 1D+2 Wit: 0 Agility: 4D Charm:  1D Skills: Brawling 5D  Dodge 6D Attack: 5D razor claws/beak damage 4D+2 Static: Dodge 18 Block 4 Soak 4/W8/K13


Carbuncle Scale: 0D Might: 2D Wit: 0D Agility: 1D Charm: 1D Static: Dodge 3 Block 6 Soak 15/K19

Gu'en-Deeko: as Ape/Yeti

Nandie Ape Scale: 0D Might: 3D+2 Wit: 0 Agility: 3D+2 Charm: 1D Skills: Brawling 4D+2 Throw 4D+2 Dodge: 4D+2 Attack: 4D+2 paw/bite or 4D+2 rock damage 3D+2 Static: Dodge 14 Block 14 Soak 11/W15/I20/MW24/K28

Nandie Bear: as Bear

Necrophidius Scale: 0D Might: 4D Wit: 0  Agility: 5D Charm: 0D Skills: Brawling 6D Dodge:  7D Attack: 6D bite damage 5D+Paralysis (Might poison save DC 15 or paralysed 2Dx10 minutes) Static: Dodge 21 Block 12 Soak 12/W16/K21. SA: Hypnotic Dance (pre-combat; Wit save DC 15 or unable to act next turn)

Night Thing/Shadow Dancer
Scale: 0D Might: 4D Wit: N/A Agility: 6D Charm: N/A Skills: Brawling 6D Stealth 8D Dodge 8D. Unerringly sense living things, immune to mind effects, immune to magical attacks.
Attack: Claw damage 6D Static: Dodge 24 Block 18 Soak 21 (magic & blunt)/31 (blunt or magic)/42 (mundane edged or piercing)
The Night Things are formed of a substance akin to black marble and resemble elongated, faceless 12' tall statues, arms ending in a single talon. Animated only in moonlight, they exist to shed blood in the service of Nyarlathotep, the Haunter of the Dark. As they reap lives, a small portion of their victim's life energy feeds the Dark Pharaoh.

Slipshot762

#70
I did not know that roll 20 could do anything other than 5e?

ETA poison in D6;
More book-keeping but the last time I used poison (a carrion crawler type creature) I gave it a ten minute duration that started at the encounters end, reduced move speed by half for duration or suffer stun, physique test vs 5D each minute or suffer a stun, if incapped by stun, damage becomes real damage rather than stun damage until the poison runs its course.

S'mon

Quote from: Slipshot762;1138766I did not know that roll 20 could do anything other than 5e?

It has a bunch of different rules systems plug-ins, including D6 system (not Mini Six specifically). I don't know how that all works though, I just use the manual dice roller and roll the first die again if it comes up Wild (6). It does always highlight maximum rolls as a reminder (6 on d6, 20 on d20), which is nice.