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d6 the future of d20?
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<blockquote data-quote="Foundry of Decay" data-source="post: 1692719" data-attributes="member: 846"><p>D6 systems aren't my thing, but I'll be neutral here for a few things:</p><p></p><p>Some Pros: </p><p></p><p>* Classes: I admit that I liked the free style 'no class' system that D6 offered. this pretty much meant that you could make up any hero you could imagine, and come up with different 'professions' on the fly. If you wanted an Indiana Jones type hero instead of a Han Solo hero, it was pretty simple to revamp things to accomodate that</p><p></p><p>* Interesting critical system: One dice was designated a 'critical' dice. If it rolled a 1, you took that dice away, as well as another dice that rolled high. If you rolled a 6, you would roll that dice over. If you got another 6 I believe, you'd roll it yet again, and so on.</p><p></p><p>Some Cons:</p><p></p><p>* Let's make the GM cry: Star Wars D6 drove me right up the wall and slammed me into the cieling on a continuous loop. I had to deal with multiple enemies with multiple stacks of dice, and Jedi. At higher skill levels, fighting enemies became a chore of dropping 12 d6, and adding them all up for each enemy (I didn't usually have gaggles of storm troopers at that level, but unique enemies with differing abilities). </p><p> When my player's would state that they wanted Jedi, I'd nearly break down an weep, knowing that *every* other 'class' type would be rendered utterly useless. Jedi would get even more dice, with more power, and one of moderate ability wandering around with a light saber and different combat abilities 'up' couldn't be hit! And they would then deal buckets of D6 to hit/damage many multiple times in the same round (There wasn't a limit to attacks, you would just minus one D6 per additional attack I believe).</p><p></p><p>* One dice Humdrum: Everything seemed to take on an homogenous feel to it after a while. New weapons were pointless, because they would simply do more or less D6 damage. New ships were about the same. There was only so much you could do with a D6 system to make it exciting. You couldn't add any more than +3 (I believe) to certain things, or it would simply become another D6 to roll. This basically started to make me get bored with things, and eventually give it up entirely.</p><p></p><p>* Day two of the first round: At the higher skill levels, combat, or any simple function became mind-bogglingly slow. When you have one player dropping 18 D6, and having to add them up for ONE action, only to have to do that 3 or 4 more times, I was about ready to bite through the table. Multiply this by a few players and then the enemies that the GM controlls, you you'll soon be in hades wishing you could just flip a coin and see the sunlight again.</p><p></p><p>There are my 12 cents.</p></blockquote><p></p>
[QUOTE="Foundry of Decay, post: 1692719, member: 846"] D6 systems aren't my thing, but I'll be neutral here for a few things: Some Pros: * Classes: I admit that I liked the free style 'no class' system that D6 offered. this pretty much meant that you could make up any hero you could imagine, and come up with different 'professions' on the fly. If you wanted an Indiana Jones type hero instead of a Han Solo hero, it was pretty simple to revamp things to accomodate that * Interesting critical system: One dice was designated a 'critical' dice. If it rolled a 1, you took that dice away, as well as another dice that rolled high. If you rolled a 6, you would roll that dice over. If you got another 6 I believe, you'd roll it yet again, and so on. Some Cons: * Let's make the GM cry: Star Wars D6 drove me right up the wall and slammed me into the cieling on a continuous loop. I had to deal with multiple enemies with multiple stacks of dice, and Jedi. At higher skill levels, fighting enemies became a chore of dropping 12 d6, and adding them all up for each enemy (I didn't usually have gaggles of storm troopers at that level, but unique enemies with differing abilities). When my player's would state that they wanted Jedi, I'd nearly break down an weep, knowing that *every* other 'class' type would be rendered utterly useless. Jedi would get even more dice, with more power, and one of moderate ability wandering around with a light saber and different combat abilities 'up' couldn't be hit! And they would then deal buckets of D6 to hit/damage many multiple times in the same round (There wasn't a limit to attacks, you would just minus one D6 per additional attack I believe). * One dice Humdrum: Everything seemed to take on an homogenous feel to it after a while. New weapons were pointless, because they would simply do more or less D6 damage. New ships were about the same. There was only so much you could do with a D6 system to make it exciting. You couldn't add any more than +3 (I believe) to certain things, or it would simply become another D6 to roll. This basically started to make me get bored with things, and eventually give it up entirely. * Day two of the first round: At the higher skill levels, combat, or any simple function became mind-bogglingly slow. When you have one player dropping 18 D6, and having to add them up for ONE action, only to have to do that 3 or 4 more times, I was about ready to bite through the table. Multiply this by a few players and then the enemies that the GM controlls, you you'll soon be in hades wishing you could just flip a coin and see the sunlight again. There are my 12 cents. [/QUOTE]
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