Hi, i want to try new systems for a low fantasy/no magic medieval game, and im interesting about the ones that only use D6s. Can you help me?I want to know the name and something positive and something negative of it. It doesnt matter if its simple or complex. Many thanks.
>>96428052EZ D6> PositiveEasy to learn and funny moments from time to time when the die explode multiple times> NegativeNo progress in the characters and very limited personalization
>>96428052>D6 system >Low FantasyGURPS, unironically >something positiveLots of material to work with and /gurpsgen/ is genuinely helpful>and something negativeCharacter creation genuinely sucks if you're not using a program. Also Savage Worlds is generally more approachable for your average player, and SWADE is a C-tier system.
>>96428052GURPS>PositiveYou can be anything and has rules for everything.>NegativeIt scares people.
>>96429520Why GURPS scares people? Or its a meme? I also saw people hating it, its a shitty system?
>>96428052In Darkest Warrens> PositiveVery simple D6 system, anyone could learn it 5 minutes, robust enough rolling mechanics to resolve any action.Fantasy focus with low magic elements that could be cut out without issue.Monster stat blocks are 1 sentence long while still being helpful.> NegativeMight be too Simple if you looking for more flesh out systems, like Skills etcBonus Suggestion: Mini Six bare bones edition.A universal D6 system for any setting. Clever processes with more effects/Skills/Mechanics to help process interesting actions (IE Rules for Cover, range, a perk system). Reads like a West End Games D6 Stars Wars system. But more complicated than Warrens. Haven't played it yet, but I'd say its worth checking out.
>>96429681The book has many rules though not everyone understands that most of them are optional. So it kinda has a learning curve to get into it.
>>96429785Ooh, i see i see>>96429782Every suggestion is welcome, so thanks. I will check Mini Six>>96429253I saw many times people suggesting Savage Worlds. What version do you consider the best?
You have Troika. It's based on a system made for choose your own adventure books and it's extremely lite, too much for me. It aims for a gonzo mish mash of things that attracts quirky lolrandumb people so people hate it for the audience it has, but it also results in a lot of interesting modules that you can adapt to other systems if you want something that pushes to the impossible the internal consistency.
I kinda like Orbital Blues.Space cowboys. Three stats, poorly arranged so one is useful all he time while 2 are mostly for combat. You have a lot of special skills that mix up how you roll in special conditions.The main appeal for me is that experience is earned by having character moments and to level up you have to deal with bullshit you ran away from. So your gunslinger has to deal with his exwife getting remarried to an asshole you hate and was about the rob, or your femme fatalle has to meet her family after a decade in the funeral of her mom in a town controlled by a gang who put a bounty on your head. If you go for a western vibe and can mix it properly with whatever adventure you were having it results in some really cool scenarios you would never think about without that push.
>>96428052Im making an RPG that focuses on D6 so whoever pirates it can play easier. I remember being a kid in middle school and not having dice for the longest time.
>>96428052D6 fantasy
>>96429782Seconding mini six, came in to recommend it. If you want lots of combat, OP, use Body Points.
>>96430078>exwife getting remarried to an asshole you hateServes him right, then.
>>96428052Clash of Steel 2e>Positivecombat akin to Advanced Fighting Fantasy,very much geared toward Howard/Conan style sword & sorcery,good amount of helpful charts, sandbox tools, mass battles, solo play advice, freeform costly magic, etc.>Negativecombat akin to Advanced Fighting Fantasy,might take a little work to adapt to other sword & sorcery/low fantasy settings not derived from Howard/Conan,got rid of crippling blow/maiming chart from older iterations of the system in 43AD and Zenobia.
Someone have tried Age of Sigmar Soulbound? It is good? Fun?
OVA is great. Characters are made of abilities, and rank of ability determines number of D6 rolled (baseline is 2D6). Highest result counts, duplicate results are added to each other and count as the highest result. Characters also have weaknesses that remove dice (in case of negative dice player has to pick the worst result), and balance of abilities and weaknesses depends on power level of the setting and kind of game GM wants to run. There is also an optional system for building attacks. It is an universal system, but does have most prepared material for science fantasy game. Works just fine without any anime themes too, even if some of abilities and weaknesses are based on anime tropes.
>>96428052The Old Lords of Wonder and RuinPro: Based on Chainmail, easier to read, centered around sieges and mass combats, very low page count, fantasy creatures included but not necessary, armor/weapon interactions and human army types allow variety without being human-centric. Free.Cons: Has some magic via wizards. May need to be paired with 0e/LBB D&D or another "dungeon" based system if the campaign is going to be centered around "delving," chart lookups expected and necessary, understanding how different charts interact may take a second to click.
>>96430507>>96429782How the hell does defending work in minisix?You have block, dodge, parry, and active dodge... When I get attacked can I choose what the attacker rolls against, or do I have to declare block and parry ahead of time like the active dodge option? It makes sense that dodge (passive) is your normal "AC", but I cant figure out whether block and parry are possible replacements for dodge, or more of a single use once-per-round thing. The bare bones document is well named, because it doesn't explain things very well.
HeroQuestPos: simple rules, fun, comfy minisNegs: rules are too simple and aged. No overland system. The game almost directs you to create homebrews.
>>96437142As far as I can tell from Page 6 (re Orders of action) and page 7 on the combat styles:> For Traditional OpenD6 Combat:Declaring your defence (dodge/parry/block) ahead of time counts as an action, thus the -1D penalty to extra actions will still apply to 2nd, 3rd actions declared etc.You can choose NOT to declare defence early, BUT any defence declared as you get attacked (IE reactively), Gives you a -1D for a extra action ASWELL as a -1D for the reactive defence. (Example: This round I just declare to shoot once. But then I get stabbed twice. My 1st reactive defence as a second action gets -2D, then a 2nd defence as a third action gets -4D)Active dodge or Full dodge means you can't do any other actions that round. > Fast Static Combatdefences aren't actions in Fast, you just get to choose what defence you want as the Target Number for the attacker, no multi action penalty or reactive penalty. So yes you can replace dodge with block or parry if its melee, but of course if its a ranged attack it has to be dodge.I agree that it doesn't explain it well, and I regretfully refer you to "A few clarifications on combat" post on r/minisix where the co-author of minisix replies to questions on defence.
>>96430041>What version do you consider the best?The newest. That said it's not what you're looking for. If you are looking for a d6 system it's often about consistency, and SW is neither a d6 system nor consistent. Instead of boosting your stats like going from 10 strength to 11, it's about boosting your strength from d4 to d6. This results more often in skilled characters jobbing and the unskilled getting lucky. This is reinforced by the Acing system, where if you roll the highest value on the dice, you get to add that highest value and roll again until you stop hitting the max value. It's like the anti-d6 system in that regard.
>>96437421I must have found an old document, because my page 6 and 7 are very different!Thanks for the clarification.
>>96438346Oooh. Yeah, that doesnt sounds what i want :/
>>96438938Also: always use fast combat. Static defences are great.
>>96443811I think that's the way I'd go, but I'd houserule it so that you could only use each defense once a round (especially if your attackers aren't standing right next to eachother), so if you block the first incoming attack you'll need to parry or dodge the second, etc. I think that helps nerf potential defensive stat stacking, punish poor positioning, and reward good positioning and teamwork in combat. (Im just sick of my friend always optimizing the shit out of his AC in d&d 5e)
The Star Wars D6 system by West End Games is one of the greatest systems and easy to adapt to anything you want.
>>96443919Ah, that's a misconception. Dodge is (in D&D terms) your AC Vs ranged attacks. Parry is your AC Vs melee. Block is the same as Parry but for fistfights. They don't stack, you can't use more than one on an attack, etc. Because static defences are slightly weak Vs equivalent skill attacks, there's not usually a need for "ganging up" rules.
>>96446115Where is any of this explained lmao. I'm beginning to think (http://www.antipaladingames.com/2023/05/mini-six-bare-knuckle-edition-release.html?m=1) is not the right minisix? That is some dumb naming though if you're not going to explain it, dodge is only vs range as if you couldn't duck under a swinging sword? Just call it ranged Defense, Melee Defense, Unarmed Defense... Or "evasion vs X" or something.
>>96448650The naming comes from WEG's D6 books which the system is based on and makes more sense in that context, but it indeed is poorly written in Mini Six especially if the reader has no experience with WEG D6.