Simply6: A Fast, Light Universal RPG
  • Simply6: A Fast, Light Universal RPG


    Simply6 is a fast, light tabletop roleplaying game for 2 or more players which you can play using just six-sided dice. I put this together over the last couple of days in my spare time (based on something I was playing with in the forums a while back) and have uploaded it to DTRPG. It's only about 20-pages long, and will likely be tweaked and updated after I get some feedback.




    Comments 107 Comments
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by jmucchiello View Post
      Simply6 has a scaling issue. If someone's defense skill is 4 more than your attack skill, you can't successfully hit them at all (or it's nearly impossible). Guidelines for balancing characters could mitigate this.
      I was thinking about that very thing earlier today.

      That’s an artifact of using average rolls rather than the Judge rolling for the monsters. If the Judge rolls, you’d need a monster with 19d6 in its Defense skill (which doesn’t exist) to make it impossible to hit by a starting character.

      I like the average rolls because it makes play really fast, but you do lose that randomness.

      One way WOIN mitigates that is that any attack with 3 sixes always hits (like a natural 20 in d20 systems). I might use that.

      That said, if you’re fighting something with 4 more dice than you in it’s combat skills, you’re screwed anyway!
    1. jmucchiello's Avatar
      jmucchiello -
      Consider someone who decides to play a steel plated knight:

      John the Knight Lvl 1
      Defense +3d6 6d6
      --------
      Arts -1d6 2d6
      Perfoming -1d6 2d6

      He should be rarely hit by most level 1 "menaces". His defense roll averages 21 and the attackers are "rolling" 14 or 17 unless they too have 6d6 in their attacks. And that makes them more than level 1.

      A simple "You cannot spend all 3 dice at first level on a single skill." makes for a good suggestion in the FAQ area of the text if you don't think it goes in Your Character.

      Also, there are some simple dump skills. It would take some good RP to make John the Knight regret dumping Arts and Performing. Don't think that's anything to really worry about unless you are Judging the game.
    1. Morrus's Avatar
      Morrus -
      That highlights a nuance of the level calc change for monsters: using the same calc, John is actually level 3, not level 1.

      But yeah, he's super-twinked.
    1. Morrus's Avatar
      Morrus -
      New update going up:
      - you cannot put all 3d6 in the same skill
      - your level is the total of your bonuses, not penalties
      - you therefore start at level 3
      - your health is your level
      - If you spend a round aiming (ranged), feinting (melee), or focusing (magic) you get +1d6 to an attack in the subsequent round.
    1. jmucchiello's Avatar
      jmucchiello -
      Any plan to address time and space in the combat section? Not that it is necessary to be more than "the Judge decides how far you can move and how much time a round takes."
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by jmucchiello View Post
      Any plan to address time and space in the combat section? Not that it is necessary to be more than "the Judge decides how far you can move and how much time a round takes."
      I've very deliberately left that abstract. You can move as far as the Judge lets you. I don't envisage people using minis with this or counting distances and speeds.
    1. Morrus's Avatar
      Morrus -
      An interesting tactical note: now a sniper type can get +2d6 to Shooting by positioning on higher ground and spending a round aiming.
    1. jmucchiello's Avatar
      jmucchiello -
      I like the asterisks.

      In combat, I think magic being its own phase makes sense for non-attack magic. But (again for superheroes) being able to attack with magic should not necessarily be penalized. I can understand how magic being delayed in a Fantasy game makes sense. But when everyone is throwing fire and ice, there's no reason the guy with the bow and arrow goes first. The phase is fine for turning invisible or erecting a wall of ice.

      Or the SimplySuper supplement notes the difference and the core rules are silent on it.
    1. jmucchiello's Avatar
      jmucchiello -
      Quote Originally Posted by Morrus View Post
      I've very deliberately left that abstract. You can move as far as the Judge lets you. I don't envisage people using minis with this or counting distances and speeds.
      All I said was it might be good to explicit about leaving it completely up to the Judge.

      OTOH, eventually there will be a Judging Simply6 section of the book, I suppose.
    1. jmucchiello's Avatar
      jmucchiello -
      Turning Undead, shouldn't turning undead inflict the fear effect which causes the undead to only move away from the turner?

      (EDIT: too many posts in a row) Should the adventure now be level 3?
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by jmucchiello View Post
      OTOH, eventually there will be a Judging Simply6 section of the book, I suppose.
      Maybe. I do want to keep this thing small though, so it won't be anything like the DMG or anything.
    1. jmucchiello's Avatar
      jmucchiello -
      Quote Originally Posted by Morrus View Post
      Maybe. I do want to keep this thing small though, so it won't be anything like the DMG or anything.
      I could see a page (with a big picture on the top half) of tips in a Judging section.
    1. procrastonaut's Avatar
      procrastonaut -
      Hi, me again, with yet another question about monsters ;-)

      Almost -all- of them have skills that work out to be like this -

      Skill +xd6 (yd6) where x +3 = y in D6s

      Makes sense so far. But there’s a few that don’t. For example -

      Archmage
      Knowledge +2d6 (6d6)
      Resolve +1d6 (5d6)

      Barbarian
      Fighting +1d6 (5d6)

      Cleric
      Medicine +1d6 (5d6)

      Warg
      Fighting +1d6 (5d6)

      So my question is, are there some invisible bonuses at play here, or are those in error?

      Thanks!
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by procrastonaut View Post

      So my question is, are there some invisible bonuses at play here, or are those in error?
      Nope, no invisible bonuses. What you are spotting are what are known in the industry as "typos".
    1. jmucchiello's Avatar
      jmucchiello -
      I'm curious how you would actually run combat. I'm probably over thinking it (I'm good at that) but there is an advantage to declaring what you are doing first. For example if two combatants are one move apart and are both melee combatants, the one who decides to close the distance loses nothing. The one who decides to wait for the other to arrive essentially does nothing that round.

      (Sidebar: which phase does the Knight's charge take place, 2 or 5?)

      But at the table, does the Judge say "Phase 1. Is anyone launching a missile?" Resolve that. "Phase 2. Is anyone striking anyone nearby?" Resolve that. etc. Or do you go around the table and ask "What are you going to do?" The first version is more tedious (and perhaps less fun although it could be reduced to "Missiles?" "Melee?" "Magic?" "Misc?" "Move?" (The five Ms of combat)). The second version is less far to whomever is asked first since the others can react to their action.

      No recommendation here. Just thinking out loud, so to type.
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by jmucchiello View Post
      I'm curious how you would actually run combat. I'm probably over thinking it (I'm good at that) but there is an advantage to declaring what you are doing first. For example if two combatants are one move apart and are both melee combatants, the one who decides to close the distance loses nothing. The one who decides to wait for the other to arrive essentially does nothing that round.
      That is a good point; I think I'll have to bite the bullet and give everybody Charge! for free. The knight will need something shiny to replace it.

      But at the table, does the Judge say "Phase 1. Is anyone launching a missile?" Resolve that. "Phase 2. Is anyone striking anyone nearby?" Resolve that. etc. Or do you go around the table and ask "What are you going to do?" The first version is more tedious (and perhaps less fun although it could be reduced to "Missiles?" "Melee?" "Magic?" "Misc?" "Move?" (The five Ms of combat)). The second version is less far to whomever is asked first since the others can react to their action.
      First one; and, like you said, you don't recite the whole sentence each time. I've played a few games which have a game sequence like that, and they work well.
    1. jmucchiello's Avatar
      jmucchiello -
      Quote Originally Posted by Morrus View Post
      That is a good point; I think I'll have to bite the bullet and give everybody Charge! for free. The knight will need something shiny to replace it.
      Or just have it happen on the melee phase so the opponent can attack too.
    1. procrastonaut's Avatar
      procrastonaut -
      Can a PC opt to take a special ability (like backstab, heal, etc) in lieu of a D6 when leveling up?
    1. Morrus's Avatar
      Morrus -
      Quote Originally Posted by procrastonaut View Post
      Can a PC opt to take a special ability (like backstab, heal, etc) in lieu of a D6 when leveling up?
      I've been thinking about that, and I am attracted to the idea. I think I might include it as an "Advanced Rules" appendix with a list of a dozen or so abilities in a later update. A PC ability won't necessarily be the same as monsters (breathing fire, etc.) but a lot of them will.
    1. Morrus's Avatar
      Morrus -
      I think you'll like v1.5. Simple abilities for when you level up, a new Charge! action, and minor skill tweaks.
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