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d6 the future of d20?
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<blockquote data-quote="LostSoul" data-source="post: 1660765" data-attributes="member: 386"><p>I love the d6 system. I've had more fun playing it than any other game.</p><p></p><p>d6 is really flexible. You can add or subtract rules very easily. Everything works with the same mechanic, much more so than even d20. (In d20, you have Saves and Spell DCs and Feats and other things that throw things off, in my opinion.) I was able to add on "rules" with only a few moments thought. I came up with rules for getting drunk, rules for rolling dice for wealth, for fuel, for distance, for communication, for fires, etc.</p><p></p><p>Sometimes you can feel like there's not enough complexity, but you can always play a wargame if you want that. In d6, the rules never get in the way of the story or the action. It's great.</p><p></p><p>I did have some concerns with Jedi, because they start off weaker and then suddenly blossom into amazing characters that leave everyone else in the dust (although that only happens late in a campaign). One other problem with Jedi (or higher level combat, for that matter) is it tends to be attack-defend-attack-defend-attack-hit-kill. One simple rule change - the amount of damage you can do is limited by how much your attack roll beat the defense roll - and you solve that.</p><p></p><p>I never found the bucket o' dice to be an issue, because most of the time we were only rolling 4 to 8 dice. Although in the epic final battle between two Jedi, Force Points being spent left and right, we were rolling 30 dice... but that gave the whole fight a really epic quality (and is there really that much difference between bucket o' dice and a 10d6 fireball?). (The trick I use to adding d6s quickly is to group them into 10s. Add all the 6s and 4s and 5s together, then put all the 1s and 2s and 3s into 5s.)</p><p></p><p>Adding levels would be really easy, too. Just say that each level hits whenever you want it to, and each level a character gets x amount of character points to spend on skills.</p><p></p><p>NPC creation was really simple because all you had to do was ask yourself "how good is this guy at this skill?" And then you'd have the score. I got to the point where I didn't have to stat up NPCs before the game.</p><p></p><p>You also have to run the game differently from D&D. I'm not really sure what the difference is, but just that if you try and play it like D&D it won't really work.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 1660765, member: 386"] I love the d6 system. I've had more fun playing it than any other game. d6 is really flexible. You can add or subtract rules very easily. Everything works with the same mechanic, much more so than even d20. (In d20, you have Saves and Spell DCs and Feats and other things that throw things off, in my opinion.) I was able to add on "rules" with only a few moments thought. I came up with rules for getting drunk, rules for rolling dice for wealth, for fuel, for distance, for communication, for fires, etc. Sometimes you can feel like there's not enough complexity, but you can always play a wargame if you want that. In d6, the rules never get in the way of the story or the action. It's great. I did have some concerns with Jedi, because they start off weaker and then suddenly blossom into amazing characters that leave everyone else in the dust (although that only happens late in a campaign). One other problem with Jedi (or higher level combat, for that matter) is it tends to be attack-defend-attack-defend-attack-hit-kill. One simple rule change - the amount of damage you can do is limited by how much your attack roll beat the defense roll - and you solve that. I never found the bucket o' dice to be an issue, because most of the time we were only rolling 4 to 8 dice. Although in the epic final battle between two Jedi, Force Points being spent left and right, we were rolling 30 dice... but that gave the whole fight a really epic quality (and is there really that much difference between bucket o' dice and a 10d6 fireball?). (The trick I use to adding d6s quickly is to group them into 10s. Add all the 6s and 4s and 5s together, then put all the 1s and 2s and 3s into 5s.) Adding levels would be really easy, too. Just say that each level hits whenever you want it to, and each level a character gets x amount of character points to spend on skills. NPC creation was really simple because all you had to do was ask yourself "how good is this guy at this skill?" And then you'd have the score. I got to the point where I didn't have to stat up NPCs before the game. You also have to run the game differently from D&D. I'm not really sure what the difference is, but just that if you try and play it like D&D it won't really work. [/QUOTE]
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