The Green Adam
First Post
Oh yeah!
One of my all time favorite systems, I am particularly impressed by some of the variations that have been generated over the years. Compare Star Wars D6 with Men In Black or DC Universe and you'll see what I mean right away. I haven't used it too often for homebrew campaigns but I would think it perfect for nearly any cinematic, fast paced action campaign.
I would also like to add that I think the wild die is awesome and I've adapted its use in other systems. Ever since Ghustbusters I've loved the idea of this random twist adding drama to the game.
Consider, rolling a total that far exceeds the target difficulty number but getting a one on the wild/ghost/force/drama die can mean you succeed dramatically but something unlucky still occurs. The same holds true if you fail your roll but get a 6 on the wild die. You may fail miserably but the wild die's 6 means all is not lost.
Once you get the hang of it you get inspired by the roll to improv more readily.
AD
One of my all time favorite systems, I am particularly impressed by some of the variations that have been generated over the years. Compare Star Wars D6 with Men In Black or DC Universe and you'll see what I mean right away. I haven't used it too often for homebrew campaigns but I would think it perfect for nearly any cinematic, fast paced action campaign.
I would also like to add that I think the wild die is awesome and I've adapted its use in other systems. Ever since Ghustbusters I've loved the idea of this random twist adding drama to the game.
Consider, rolling a total that far exceeds the target difficulty number but getting a one on the wild/ghost/force/drama die can mean you succeed dramatically but something unlucky still occurs. The same holds true if you fail your roll but get a 6 on the wild die. You may fail miserably but the wild die's 6 means all is not lost.
Once you get the hang of it you get inspired by the roll to improv more readily.
AD