R

ULE BASICS

This system is intended for running fast paced, cinematic role playing games. The idea here is to avoid spending hours flipping through rules, looking up charts, and any other that tend to slow or stop a game in its tracks. It is fine if you prefer that sort of game, but there are many other volumes of rules better suited for that task.

 

 

S

KILLS AND DICE

At it's simplest, the D6 rules are: All actions are resolved by rolling a number of six sided dice, determined by a character's skill, versus a difficulty number. If the roll is equal or above the target, the action succeeds. Otherwise the attempt is a failure.

 

A character's skill indicates the number of dice that are rolled. A player whose character has a total skill (more on this in a bit) of 4D in charm rolls four dice when attempting the skill.

 

Dice are broken down into pips. There are three pips per die. You will see die codes in the form of 4D, 4D+1, 4D+2, 5D (the next increment, same as 4D+3), and so on. When adding die amounts add the die numbers and add the pips, converting every three pips to another die.

 

Regular Die Roll

1 or 2

Failure

3 - 6

Success

 

 

Wild Die Roll

1

Failure

2 - 6

Success

This version of D6 uses a dice pool mechanism. The player rolls their dice and counts the number of successes. If the number of successes is equal or greater than a difficulty number set by the game master, the player succeeds.

 

 

Difficulty

Successes Required

Description

Very Easy

1

Anyone with slight skill should be able to do this most of the time. Example: Driving a car in moderate traffic.

Easy

2

Most characters should be able to do this most of the time, though there is still a chance for failure. Example: Driving a car in moderate traffic during a rainstorm.

Moderate

3

Requires a fair amount of skill and/or effort. Most unskilled characters will fail such an attempt. Example: Avoiding jaywalkers who suddenly step in front of your car during a high-speed chase.

Difficult

4

Only highly skilled characters succeed at these with any regularity. Example: Driving through an intersection full of speeding cross traffic.

Very Difficult

5

Even pros have a hard time pulling these attempts off. Example: Steering your car into oncoming traffic and avoiding collisions while at high speeds.

Extremely Difficult

6

Only the luckiest and most skilled are successful. Example: Sharp shooting through a tiny hole in an enemy's body armor at 30 meters.

Heroic

7

Must be very skilled and very lucky

 

 

The Wild Die

Players should pick a die that is distinguishable from the rest. This is the wild die and as you can see from the table above this die has a higher chance of success.

 

Every skill roll has at least one wild die, but there can be more. For each pip in the skill roll one regular die is converted to a wild die.

 

Example:

The skill total is 5D -- The player rolls four regular dice and one wild die

The skill total is 5D+2 -- The player rolls two regular dice and three wild dice

 

Opposed Rolls

When using a skill against another character, an opposed roll is made instead of a roll against a fixed difficulty. Both characters roll their appropriate skill, i.e. Sneak versus Spot. Highest number of successes wins. Ties go to the player who initiated the action.

 

Combined Actions

Two heads are better than one. Multiple characters may work together at a single task. One character is the leader, and a Command skill attempt determines how may characters can participate. Thus a leader with who scores 4 successes can lead a group of four other people in addition to themselves.

 

Everyone participating gets +1D to their skill roll for being in a group. The task is successful if any one character manages to succeed.

 

Effect Value

A good skill roll will tend to have more impact. For each success beyond the required difficulty, one extra die is rolled for the result. Combat is the typical example - for each additional success of the attack one extra dice is rolled for damage.

 

Luck Point

Players may spend a luck point to gain an additional wild die to any roll. Multiple luck points may be used.

 

Fate Point

Players may spend a fate point on a roll. Doing so doubles the amount of dice for that roll. Only one fate point can be used per roll. Wild dice are not doubled, and all die code penalties and bonuses are applied after doubling the initial number.

 

 

A

TTEMPTING TASKS

 

The formula for task attempts:

 

Skill 1 + Skill 2 + modifiers versus Difficulty number or Opposed roll

 

Skill 1 and Skill 2

This version of the D6 system does away with attributes. Instead you may add up to two skills together for your skill roll. For example you might combine your Bluff skill with your Sense Motive skill to figure out if someone is lying to you.

 

Modifiers

Quite often there are extenuating circumstances which affect the attempt. Players are given extra pips or dice to their rolls in situations where conditions make it more likely they'll succeed. (Or they may suffer a penalty in unfavorable conditions.)

 

Modifiers, good or bad, are generally applied to the player's roll of the dice. Beware of dice inflation. In D6, a few pips go a long way. A 1D modifier is a significant advantage. Anything more than 3D is probably excessive.

 

Character Modifiers

These are character related modifiers such as equipment and skill bonuses. The game master should be aware of these to prevent abuse, but otherwise it is the player's responsibility to manage them.

 

Situational Modifiers

Environment, character well being, availability of proper tools, are just a few of the many possible conditions that may affect the outcome. It is the game master's job to figure out these modifiers.

 

Rather than rummaging through lists of possible modifiers, the game master is encouraged to gauge the situation and determine a number. The values below are suggested:

 

0 pips or dice

Not every situation requires a modifier

1 or more pips

Slight advantage or disadvantage.

1D

Significant advantage

2D

Major advantage

3D

Overwhelming advantage

 

 

Honestly, with situations where the difference between rolls is 3D or more, there is not much reason to roll the dice unless the player is using luck points or fate points.

 

 

Scale

-2D

Large rodent

0

Human

+2D

Giant (3 - 4m tall)

+4D

Adult dragon

+8D

War ship

Scale Modifiers

All characters and objects have a scale code that represents its mass relative to the mass of other objects. Whenever objects of a different size attack each other, find the difference between their scale codes. A character fighting an adult dragon would have a scale code difference of 4D (4D - 0 = 4D).

 

When attacking - The smaller of these two objects gains the difference in scale code dice as a bonus to hit the bigger object, while the bigger object loses the difference to hit the smaller object.

 

When calculating damage - The larger of these two objects gains the difference in scale code dice as a bonus to damage the smaller object, while the smaller object loses the difference when damaging the larger object.

 

So, a knight in shining armor has little difficulty hitting such a big target as a dragon, but hurting it is another matter. By the same token, the dragon has a difficult time hitting such a puny target. But when it does, the damage is great.