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d6s with Dragons - Hack turns 5E into a miniatures skirmish game
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<blockquote data-quote="Sanglorian" data-source="post: 9706338" data-attributes="member: 83822"><p>For the last couple of months I've been working on a miniatures wargame "hack" of 5e, taking advantage of the release of the SRD under the Creative Commons Attribution licence.</p><p></p><p>It's finally ready for playtesting release (what I'm calling "Release 0"), and I'd love to hear what you think of it.</p><p></p><p><a href="https://sanglorian.github.io/orcus/5e%20d6/d6s%20with%20Dragons%20-%20Release%200.pdf" target="_blank"><img src="https://sanglorian.github.io/orcus/5e%20d6/Cover.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="561x797" style="width: 291px" /></a></p><p><a href="https://sanglorian.github.io/orcus/5e%20d6/d6s%20with%20Dragons%20-%20Release%200.pdf" target="_blank">Download here</a></p><p></p><p>I had a few design goals, which I've managed to stick to:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Normal soldiers should have 1 Health:</strong> There's not too much to track either, with most warriors having just 1 Health, two main conditions being tracked by the model being placed on its side (stunned and prone), and no keeping track of bonus actions and reactions.</li> <li data-xf-list-type="ul"><strong>Converting from 5E should be straightforward:</strong> In particular, I think the spellcasting works well as a simplified version of the 5e casting rules, but with that 5e flavor (including maintaining concentration on spells).</li> <li data-xf-list-type="ul"><strong>The game should be able to handle everything from a few models per side up to dozens of models per side: </strong>The game plays fairly quickly even at larger model counts.</li> <li data-xf-list-type="ul"><strong>The game should use d6s: </strong>It does, exclusively.</li> <li data-xf-list-type="ul"><strong>The game should not have individual activations: </strong>There are two phases, although it's more complicated than all of one side moving and then all of the other side moving.</li> </ul><p></p><p>I think these goals keep a distinctly "D&D" feeling, while playing very quickly (compared to standard 5E at least).</p><p></p><p>The game goes in two phases, the Movement Phase (and ranged attacks and spellcasting) and the Combat Phase (for melee combat). I wasn't sure that the 5E rules would survive a shift away from turn-based combat, but it actually works pretty well. 5E sticking to movement instead of a more general "movement action" certainly helps here.</p><p></p><p>I've also developed an appreciation for the mechanical "chassis" underpinning 5E, which is not something I expected to say going into the project!</p><p></p><p>Of course, because almost everything in fantasy appears somewhere in 5E, the game works with all sorts of miniatures. I've been 3D printing armies on my Bambu A1 Mini.</p><p></p><p>If you want a taste for the stat blocks, there are four armies at the back of the PDF inspired by old-school D&D.</p></blockquote><p></p>
[QUOTE="Sanglorian, post: 9706338, member: 83822"] For the last couple of months I've been working on a miniatures wargame "hack" of 5e, taking advantage of the release of the SRD under the Creative Commons Attribution licence. It's finally ready for playtesting release (what I'm calling "Release 0"), and I'd love to hear what you think of it. [URL='https://sanglorian.github.io/orcus/5e%20d6/d6s%20with%20Dragons%20-%20Release%200.pdf'][IMG width="291px" size="561x797"]https://sanglorian.github.io/orcus/5e%20d6/Cover.png[/IMG][/URL] [URL='https://sanglorian.github.io/orcus/5e%20d6/d6s%20with%20Dragons%20-%20Release%200.pdf']Download here[/URL] I had a few design goals, which I've managed to stick to: [LIST] [*][B]Normal soldiers should have 1 Health:[/B] There's not too much to track either, with most warriors having just 1 Health, two main conditions being tracked by the model being placed on its side (stunned and prone), and no keeping track of bonus actions and reactions. [*][B]Converting from 5E should be straightforward:[/B] In particular, I think the spellcasting works well as a simplified version of the 5e casting rules, but with that 5e flavor (including maintaining concentration on spells). [*][B]The game should be able to handle everything from a few models per side up to dozens of models per side: [/B]The game plays fairly quickly even at larger model counts. [*][B]The game should use d6s: [/B]It does, exclusively. [*][B]The game should not have individual activations: [/B]There are two phases, although it's more complicated than all of one side moving and then all of the other side moving. [/LIST] I think these goals keep a distinctly "D&D" feeling, while playing very quickly (compared to standard 5E at least). The game goes in two phases, the Movement Phase (and ranged attacks and spellcasting) and the Combat Phase (for melee combat). I wasn't sure that the 5E rules would survive a shift away from turn-based combat, but it actually works pretty well. 5E sticking to movement instead of a more general "movement action" certainly helps here. I've also developed an appreciation for the mechanical "chassis" underpinning 5E, which is not something I expected to say going into the project! Of course, because almost everything in fantasy appears somewhere in 5E, the game works with all sorts of miniatures. I've been 3D printing armies on my Bambu A1 Mini. If you want a taste for the stat blocks, there are four armies at the back of the PDF inspired by old-school D&D. [/QUOTE]
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