Anyone familiar with CoC 6th Edition

So looking ahead to my next Thursday campaign, I'm looking for a modern day system that is not 5e or 5e-related. I'm done with the endless flood of nonsensical talents and abilities. Also, the system needs to be supported by Roll20.

CoC 6th seems to fit the bill; I figured a long-term CoC campaign, followed by a long-term Space:1889 campaign using the same rules system (Roll20 doesn't have a PC sheet for Space 1889).

It looks pretty good after a quick examination, a little clunky but not too bad. Coc 7th Ed had the weird '1/5th' rule, which Roll20 has trouble with, so that is out.

Anyone have experience running 6th edition? I'm interested in the system, not the setting.
 

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Sorry I can’t really help. I’ve run a little bit of CoC but not enough to really differentiate between editions 1-6; 7 appears pretty different to earlier editions in its tone.

The reason I have posted is to ask what you mean by 7e having the weird 1/5th rule and what trouble roll20 has with it?
 


Sorry I can’t really help. I’ve run a little bit of CoC but not enough to really differentiate between editions 1-6; 7 appears pretty different to earlier editions in its tone.

The reason I have posted is to ask what you mean by 7e having the weird 1/5th rule and what trouble roll20 has with it?
7th E has a rule regarding difficultly that apples a 1/5th modifier.

And Roll20 has issues making it work on the current 7th E PC sheet.
 


Great that you’ve found what you needed.

Ive run 3 CoC 7e scenarios on roll20 and hadn’t noticed an issue with the character sheet when set to roll either regular, hard ( 1/2 skill) or extreme ( 1/5 skill). Or on the verbose setting which has them all
 

Great that you’ve found what you needed.

Ive run 3 CoC 7e scenarios on roll20 and hadn’t noticed an issue with the character sheet when set to roll either regular, hard ( 1/2 skill) or extreme ( 1/5 skill). Or on the verbose setting which has them all
Good to know! I downloaded the free basic rules, and am looking them over. I'll go one way or the other.
 

Sorry, I'm more familiar with CoC 7th, One thing is that I find the skills rather too granular in some spots. Like each language having it's own 1-100 skill rating, and the number of separate skills to be good at running/jumping/climbing/swimming type stuff. It makes some types of characters very hard to make.
 

Yep. It's a skills-based d100 game based on BRP/RuneQuest. If you aren't interested in the setting then you might be interested in BRP itself, or Mythras, or OpenQuest, Legend or Delta Green, since they are all variants of BRP. The differences are in the focus and genre support.

6th edition CoC is not that much different than 1st edition CoC. The "editions" of CoC are more like re-prints with changes in layout and included supplemental material. I don't think there was any re-write until 5th edition. 4th edition is a personal favourite as it preserves the character of the previous editions, it should be pretty cheap to get hold of second hand as well.

If you go for Mythras, it has a very well developed Roll20 character sheet and there are quite a few modern-day-ish supplements for it.
 

Sorry, I'm more familiar with CoC 7th, One thing is that I find the skills rather too granular in some spots. Like each language having it's own 1-100 skill rating, and the number of separate skills to be good at running/jumping/climbing/swimming type stuff. It makes some types of characters very hard to make.
This is a fair point. Character advancement in CoC before 7e was very slow.

My home rules include
1. grouping up most skills into categories such that once any skill passes 50 and again at 90 then each linked skill with at least 5% gets a +5% bonus; (ie climb, jump, ride &swim is one category and charm, fast talk, persuade & psychology is another etc)
2. having between adventure scenes where players desc what their character is doing and thus gets a roll to improve something (like Delta Green Home scenes); and
3. If we play multiple sessions between experience rolls allowing people to get more than one check to have a chance to improve a skill (still only 1d10 improvement per adventure)

This and the 1d10 improvement (vs the old 1d6) has made a big change to character advancement.
 

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