Just whiling away an hour or two before I appear on a podcast.
So here's my initial idea, which I'm calling QUICKD6. Or maybe QUICK SIX. That sounds better.
CORE MECHANIC
To do anything you roll 3d6. On a 10 you succeed (unless it's opposed against another creature, in which case both roll 3d6 and the highest wins).
Situational modifiers can add or remove a dice, as can awesome or poor tools.
CHARACTER CREATION
You have 3d6 (or a number of dice equal to your LEVEL if you are not LEVEL 3) to divide between a bunch of things you're good at. For example:
2d6 - fighting
1d6 - running
These increase the 3d6 you normally roll. So when running, you roll 4d6 instead of 3d6.
MAGIC (or PSIONICS), unlike other things, starts at 0d6. Because it's magic. It has a special rule: you can use it for anything (attack, lift a thing, etc.), but each time you use it it goes down by one die. When it reaches zero, you can't do any more magic. It restores after a full night's sleep.
You also choose two things you are not good at. For example:
- bluffing
- swimming
When doing one of these things you roll 2d6 instead of 3d6.
Your HEALTH is the same as your LEVEL. Some creatures might be lower level, but PCs start at LEVEL 3.
So your character sheet is super simple. It looks like this:
BOB THE BARBARIAN (LVL 3)
Fighting 5d6
Running 4d6
-------------------
Bluffing 2d6
Swimming 2d6
SKILLS
Choose from this list:
Fighting
Magic/Psionics* (starts at 0d6)
Stealth/Thievery
Bluffing/Charm/Charisma
Intimidation
Athletics/Climbing/Swimming/Running
Science/Lore (depends on genre)
Medicine/Healing
Art
Crafting
Gaming/Gambling
Performing/Singing/Dancing
Computers/Hacking
Engineering/Explosives
Trivia
Driving/Piloting
Outdoors/Survival/Tracking
Bravery/Resolve
Perception
ADVANCEMENT
After each adventure you get +1d6 to distribute, but you cannot negate a thing you're bad at. This also increases your LEVEL (and HEALTH) by 1.
COMBAT
Make an opposed check to attack. Loser loses 1 HEALTH. At 0 HEALTH you fall unconscious.
You can pay (sacrifice) any of your attack dice for damage points at a 1:1 ratio. So if you have 8d6 in Fighting, you can choose to roll 6d6 and do an extra 2 damage (3 HEALTH).
MONSTERS
Note that monsters are made freeform, so don't have to follow those rules, though it's HEALTH and LVL is still the total of its bonus dice. Monsters can have unique skills not on the normal list (like Flying, etc).
KOBOLD (LVL 2)
Hiding 4d6
Climbing 4d6
-------------------
Fighting 2d6
ORC (LVL 4)
Fighting 4d6
Running 4d6
Tracking 4d6
Intimidation 4d6
-------------------
Social 1d6
Stealth 2d6
DRAGON (LVL 16)
Fighting 7d6
Flying 6d6
Perception 5d6
Intimidation 6d6
Appraisal 4d6
Magic 3d6
-------------------
Stealth 2d6
Needs a bit more work, but them's the bare bones off the top of my head.

So here's my initial idea, which I'm calling QUICKD6. Or maybe QUICK SIX. That sounds better.
CORE MECHANIC
To do anything you roll 3d6. On a 10 you succeed (unless it's opposed against another creature, in which case both roll 3d6 and the highest wins).
Situational modifiers can add or remove a dice, as can awesome or poor tools.
CHARACTER CREATION
You have 3d6 (or a number of dice equal to your LEVEL if you are not LEVEL 3) to divide between a bunch of things you're good at. For example:
2d6 - fighting
1d6 - running
These increase the 3d6 you normally roll. So when running, you roll 4d6 instead of 3d6.
MAGIC (or PSIONICS), unlike other things, starts at 0d6. Because it's magic. It has a special rule: you can use it for anything (attack, lift a thing, etc.), but each time you use it it goes down by one die. When it reaches zero, you can't do any more magic. It restores after a full night's sleep.
You also choose two things you are not good at. For example:
- bluffing
- swimming
When doing one of these things you roll 2d6 instead of 3d6.
Your HEALTH is the same as your LEVEL. Some creatures might be lower level, but PCs start at LEVEL 3.
So your character sheet is super simple. It looks like this:
BOB THE BARBARIAN (LVL 3)
Fighting 5d6
Running 4d6
-------------------
Bluffing 2d6
Swimming 2d6
SKILLS
Choose from this list:
Fighting
Magic/Psionics* (starts at 0d6)
Stealth/Thievery
Bluffing/Charm/Charisma
Intimidation
Athletics/Climbing/Swimming/Running
Science/Lore (depends on genre)
Medicine/Healing
Art
Crafting
Gaming/Gambling
Performing/Singing/Dancing
Computers/Hacking
Engineering/Explosives
Trivia
Driving/Piloting
Outdoors/Survival/Tracking
Bravery/Resolve
Perception
ADVANCEMENT
After each adventure you get +1d6 to distribute, but you cannot negate a thing you're bad at. This also increases your LEVEL (and HEALTH) by 1.
COMBAT
Make an opposed check to attack. Loser loses 1 HEALTH. At 0 HEALTH you fall unconscious.
You can pay (sacrifice) any of your attack dice for damage points at a 1:1 ratio. So if you have 8d6 in Fighting, you can choose to roll 6d6 and do an extra 2 damage (3 HEALTH).
MONSTERS
Note that monsters are made freeform, so don't have to follow those rules, though it's HEALTH and LVL is still the total of its bonus dice. Monsters can have unique skills not on the normal list (like Flying, etc).
KOBOLD (LVL 2)
Hiding 4d6
Climbing 4d6
-------------------
Fighting 2d6
ORC (LVL 4)
Fighting 4d6
Running 4d6
Tracking 4d6
Intimidation 4d6
-------------------
Social 1d6
Stealth 2d6
DRAGON (LVL 16)
Fighting 7d6
Flying 6d6
Perception 5d6
Intimidation 6d6
Appraisal 4d6
Magic 3d6
-------------------
Stealth 2d6
Needs a bit more work, but them's the bare bones off the top of my head.

Last edited: