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d6 the future of d20?
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<blockquote data-quote="Wik" data-source="post: 5176194" data-attributes="member: 40177"><p>I think it's a good topic to bring up now, though, considering that d6 is now COMPLETELY open due to WEG going belly-up. </p><p></p><p>Also, d6 is a flawed system, but it's amazingly fun. In fact, our group needs a pick up game for the next month or so, and it was unanimously voted that d6 be such a pick-up game... it is very much loved among my group, because of just how quickly it runs while at the same time meshing better with my group than Savage Worlds. </p><p></p><p>Buckets o' dice can be a problem, but there's an easy fix - PCs only ever roll five dice, with all dice in excess of 5 being averaged. It's a good fix, and it makes die rolls relatively fast - doing so makes the game run probably twice as quickly as later versions of D&D, in personal experience. </p><p></p><p>A word of advice, though: trim down the character generation rules. There's a lot of info there, and it's altogether probable that if youhave four players creating characters, it will result in 4 different PCs of entirely different power levels (One "normal guy", one super hero of decent strength, one completely tweaked power gamed character, and one guy who makes the completely tweaked PC look pathetic and weak). </p><p></p><p>When I set it up, I actually pregen a bunch of classes, and then have the players pick a "template" and customize it by allocating skills, much like the original SWd6 setting did. It's doubly effective because it gives the players an idea of the setting you're shooting for.</p></blockquote><p></p>
[QUOTE="Wik, post: 5176194, member: 40177"] I think it's a good topic to bring up now, though, considering that d6 is now COMPLETELY open due to WEG going belly-up. Also, d6 is a flawed system, but it's amazingly fun. In fact, our group needs a pick up game for the next month or so, and it was unanimously voted that d6 be such a pick-up game... it is very much loved among my group, because of just how quickly it runs while at the same time meshing better with my group than Savage Worlds. Buckets o' dice can be a problem, but there's an easy fix - PCs only ever roll five dice, with all dice in excess of 5 being averaged. It's a good fix, and it makes die rolls relatively fast - doing so makes the game run probably twice as quickly as later versions of D&D, in personal experience. A word of advice, though: trim down the character generation rules. There's a lot of info there, and it's altogether probable that if youhave four players creating characters, it will result in 4 different PCs of entirely different power levels (One "normal guy", one super hero of decent strength, one completely tweaked power gamed character, and one guy who makes the completely tweaked PC look pathetic and weak). When I set it up, I actually pregen a bunch of classes, and then have the players pick a "template" and customize it by allocating skills, much like the original SWd6 setting did. It's doubly effective because it gives the players an idea of the setting you're shooting for. [/QUOTE]
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