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General Tabletop Discussion
*TTRPGs General
d6 the future of d20?
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<blockquote data-quote="Acid_crash" data-source="post: 1659468" data-attributes="member: 16278"><p>d6 will never replace d20, that's for sure because of D&D. To even think otherwise is just a big waste of timeless thinking.</p><p></p><p>Now, onto the system itself.</p><p></p><p>In my opinion, d6 rocks where d20 is stifle and boring. No classes, yippee. Now I can think outside the boxes that most classes bring to the table. No alignments, yippee. Now I can create my own personalities and not be restricted by some stupid out-dated code of personality squashing. </p><p></p><p>Dice system is simple, but so is d20. But I like dice pools, to me dice pools are a better representation of true skill and knowledge, and not just a bunch of random luck that d20 spouts. In d6, you know that if a person rolls 5D6+2 to strike and the opponent can only roll 3D6+1 to dodge, that second person will normally get nailed. </p><p></p><p>And I do agree with how the original SWd6 handled damage, it was rather clunky...that's why in the new d6 editions they have incorporated two versions of health: standard health levels, and actual hit points. The GM decides at the beginning which health system he wants to run for the game, and goes with it. WEG did answer that question for some of us who didn't like just using health levels.</p><p></p><p>They have also redone the magic and psionics rules, and how they function. They are still attributes, but I think they are cheaper to increase than those old Jedi Attributes.</p><p></p><p>All in all, the new d6 is way better than the old d6, and I really liked the old d6 a lot (it was my first rpg).</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1659468, member: 16278"] d6 will never replace d20, that's for sure because of D&D. To even think otherwise is just a big waste of timeless thinking. Now, onto the system itself. In my opinion, d6 rocks where d20 is stifle and boring. No classes, yippee. Now I can think outside the boxes that most classes bring to the table. No alignments, yippee. Now I can create my own personalities and not be restricted by some stupid out-dated code of personality squashing. Dice system is simple, but so is d20. But I like dice pools, to me dice pools are a better representation of true skill and knowledge, and not just a bunch of random luck that d20 spouts. In d6, you know that if a person rolls 5D6+2 to strike and the opponent can only roll 3D6+1 to dodge, that second person will normally get nailed. And I do agree with how the original SWd6 handled damage, it was rather clunky...that's why in the new d6 editions they have incorporated two versions of health: standard health levels, and actual hit points. The GM decides at the beginning which health system he wants to run for the game, and goes with it. WEG did answer that question for some of us who didn't like just using health levels. They have also redone the magic and psionics rules, and how they function. They are still attributes, but I think they are cheaper to increase than those old Jedi Attributes. All in all, the new d6 is way better than the old d6, and I really liked the old d6 a lot (it was my first rpg). [/QUOTE]
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