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d6 the future of d20?
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<blockquote data-quote="The_Universe" data-source="post: 1661708" data-attributes="member: 8944"><p>Well, D6 Star Wars was my home system--the first RPG that I really played, and the first that I spent a lot of time GMing, as well. </p><p> </p><p>What can I tell you? </p><p> </p><p>It's very flexible, and extraordinarily player friendly. There are no classes, no levels, nor really even any meaningful templates--you can build absolutely any type of character you want. Like D20, it has 6 basic attributes, Strength, Dexterity, Mechanical, Perception, Knowledge, and Technical. As has been mentioned above, if you don't have the right skill, you just roll the attribute, allowing proficiency in a wide variety of activities without the players really having to spend any of their own resources. </p><p> </p><p>There are a lot of dice--but, as a benefit, they're all dice of the same type. At the lower power levels, the numbers of dice are really not that bad. At the higher power levels, it is INSANE. </p><p> </p><p>Due to the entirely freeform method in which characters are built, there is no way to balance encounters for an adventuring party. For many DMs, this is a nightmare. For others, it frees them of what they see as the restrictions of D20. </p><p> </p><p>It has some similarities to D20--lots of opposed rolls, instead of percentile-based or target numbers. There's even a way to set random difficulties based on broad categories...</p><p> </p><p>In the end, I had a lot of fun with D6, and I was able to force it into a lot of different shapes throughout the 6 or so years it was our primary RP system. However, I find D20 superior as a player and as a GM in nearly every way (that's obviously just my opinion--but then, everything contained above is). </p><p> </p><p>D6 is rules lite, but it's also rules deficient--I spent a lot of time having to come up with ways to resolve certain tasks on the fly because a great many common adventuring tasks were just not incuded in the core rules. </p><p> </p><p>It's not a perfect system, but it was my first. We didn't have a bad breakup, so I will always remember her fondly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="The_Universe, post: 1661708, member: 8944"] Well, D6 Star Wars was my home system--the first RPG that I really played, and the first that I spent a lot of time GMing, as well. What can I tell you? It's very flexible, and extraordinarily player friendly. There are no classes, no levels, nor really even any meaningful templates--you can build absolutely any type of character you want. Like D20, it has 6 basic attributes, Strength, Dexterity, Mechanical, Perception, Knowledge, and Technical. As has been mentioned above, if you don't have the right skill, you just roll the attribute, allowing proficiency in a wide variety of activities without the players really having to spend any of their own resources. There are a lot of dice--but, as a benefit, they're all dice of the same type. At the lower power levels, the numbers of dice are really not that bad. At the higher power levels, it is INSANE. Due to the entirely freeform method in which characters are built, there is no way to balance encounters for an adventuring party. For many DMs, this is a nightmare. For others, it frees them of what they see as the restrictions of D20. It has some similarities to D20--lots of opposed rolls, instead of percentile-based or target numbers. There's even a way to set random difficulties based on broad categories... In the end, I had a lot of fun with D6, and I was able to force it into a lot of different shapes throughout the 6 or so years it was our primary RP system. However, I find D20 superior as a player and as a GM in nearly every way (that's obviously just my opinion--but then, everything contained above is). D6 is rules lite, but it's also rules deficient--I spent a lot of time having to come up with ways to resolve certain tasks on the fly because a great many common adventuring tasks were just not incuded in the core rules. It's not a perfect system, but it was my first. We didn't have a bad breakup, so I will always remember her fondly. :) [/QUOTE]
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