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Any thoughts?
>>
Needs more love as a system.
Some would say poor man's gurps, I would say the affordable economy class of RPGs when it comes to buying the books/pdf and getting resources and dice.
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>>98021465
What setting worldbuilding?
>>
>>98021526
Not OP.
You mostly build it your self or use one of the setting books.
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>>98021465
I picked up a copy of Space d6 but my friends haven't really seemed too enthused about it. I just want to play some d6 games. They're my favorite dice.
>>
>>98021465
It's good. It didn't get enough attention when it came out which was not long before WEG wound down due to some weird financial entanglement with its owner's family-owned parent company which went bankrupt and dragged WEG with it.

No licensed settings for D6, though at the same time WEG did have licenses for its MasterBook system. Since you probably haven't heard of MB it wasn't money well spent. Not a huge amount of support for the few mostly generic settings D6 did introduce.

Its forebearers were Star Wars and Ghostbusters which were fine games. While SW was sufficiently appreciated, GB was underappreciated. It came out a couple of years after the movie. The movie was still well known amongst the target customers but the rpg was not as popular as it might have been had it come out sooner. The rpg was a bit of a one trick pony. I don't think it had staying power for a long campaign but its core system was developed into SW which shows the broad versatility of the d6 system.

D6 is a good system, still worth playing today as are the SW and GB games.
>>
>>98021465
Like any generic system, steaming hot dogshit.
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>>98021465
I genuinely love the die pooling for it, and it makes sense with you splitting it to do things like swinging from a chandelier while firing a pistol.

Progression is interesting, so long as you give out enough points you can upgrade a few different skills a session. Given that you upgrade pips that then turn into additional dice you feel their progress without your players becoming godlike quickly.

If you use a map it does offer some fun tactical choices. Combat is explosive and flashy, though it covers multiple genre's it does pulpy action scenes the best (Star Wars roots really on display here). It's not a simulation combat system but takes into account what actions you'd want to make (ducking into cover, dodging as you run, etc).

Star Wars 2e Revised is my favorite version of the system, but generic D6 does some fun stuff like adding in a drawback/advantage system to further tailor your characters.

D6 Space and Ships from what I saw differs a good amount from Star Wars D6, but I haven't gone through to really suss out the details.
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>>98021465
What elfbuilding worldmagic?
>>
>>98021465
I wish it had a single, solid list of attributes that all the splats worked with, instead of every different "genre" they put out having completely different building blocks. It's been ages but I remember one book running PCs with four attributes while another used seven, and two different settings with magic ended up with vastly different balances on their magic because one had a single stat while another averaged two stats and neither of them even had any attributes in common. Makes a lot more work to put together anything outside of that particular vision for a given style of campaign.
>>
>>98024281
Wasn't there a Kickstarter for a new edition? If so I don't know how it changed things.
>>
>>98024580
No idea, but may be worth checking out.
>>
>>98024281
Surely different genres using different rules is fundamental to them actually being different.
>>
>>98021465
It's great.
Mini Six is the best current incarnation of the system.
Despite being very cool, the wound track doesn't work. Switch to Body Points.
Static defences are also just better, but you need to carefully nudge them for the feel you want. D*3+pips gives a very large advantage to attackers, so either add a universal +3 bonus or make sure there are lots of armour options (or similar).
Most of the problems with powerful characters come from handing out too many CP.
>>
>>98026226
Up to a point, but it would be nice if characters, creatures in effects all created within a given system at least had the same attributes. For example, three of the more generic splats here all use seven attributes and they have some in common but others don't map between them at all, leaving odd gaps if you wanted to use an npc or creature from one in a different setting, or run a campaign that combined aspects of those splats.
>Space
Agility, Strength, Mechanical, Knowledge, Perception, Technical, Extranormal
>Adventure
Reflexes, Coordination, Physique, Knowledge, Perception, Presence, Extranormal
>Fantasy
Agility, Coordination, Physique, Intellect, Acumen, Charisma, Extranormal
>>
>>98021465
It really is a shame how underrated D6 system is.
I hope that one day people can understand how good D6 system was as game.
>>
>>98027739
There are conversion notes knocking around somewhere, I think. Plus, one of the things you can do if you're REALLY familiar is just use the stats as-is. It doesn't really matter what the source or target pools are from, only what their relative sizes are. So what if one shoots with reflexes and the other soaks with Strength?
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>>98027949
Conversion notes do seem necessary, which again, I have an issue if you need conversion notes for your system within the system itself, and you still end up with Space d6 having to fold social skills into Perception. I do think it's a good system overall, just wish it was more consistent.
>>
>>98028205
Genuinely, while it's a generic system at its base, I think the makers assumed people would use one genre at a time. There's not a lot of value in conversion except maybe stealing monsters to use as aliens (or vice versa, but then the aliens aren't very easy for primitives to deal with).
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>>98021465
D6 systems are statistically superior to d20 systems, but the big problem is that its way more fun to roll a d20 than it os to roll d6s and potentially add them up
>>
>>98032832
Counterpoint: exploding D6 are more fun than d20s.



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