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File: file.png (1.44 MB, 900x1166)
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Has anyone actually used Mini Six to run a game? I've seen people talk about it in other threads and it has me curious about the strengths and weakness of the system. I love the idea of having a good generic system that I can use for many different settings. My playgroup is a bit picky about learning new systems, especially non-d20 systems, so personal experience might help in selling the system. For those with experience with the system what kind of game did you run/play and how long did it last? What did you think of character building/Advancement? Did you like it? Feel free to talk about any OpenD6 stuff even though I'm specifically asking about Mini Six.
>>
>>98346494
>game
Elitist and not tg. Gamechuds should hang.
>>
>>98346494
Yes, I have.
I've run several one-shots, run a cyberpunk campaign, played in a Western game that lasted a year too.
It's a great little system, and I heartily endorse it.
Character building is fine, you can add stuff from other OpenD6 games if you want more build materials. Advancement is fine: keep the rate to 2-6 CP per player per session and things will remain balanced. The escalating cost of upgrades means specialisation isn't a huge problem.
Other tips:
* Use Body Points, 20+Static Stamina. I personally have a -1D penalty when below half BP, and stole the 5e death saves system for when at 0 BP.
* To make melee damage make sense: characters have a Basic damage bonus (B) equal to half the static value of their Lift skill. Small weapons do 1D+B, medium (swords, monster claws) do 2D+B, large weapons do 3D+B. Punches do 1D+(B-3, min 0). Add a couple points of damage or a +1 to +4 Parry bonus to specific weapons to make axes and swords different, etc.
* Static defences mean that characters can be pretty easy to hit in the open. USE COVER if there's ranged combat. If there's lots of melee, make sure that armour and shields (adds to Parry) are in play.
* Make specialisations a flat bonus. Saves time.
* If you have no Hero Points and gain a CP mid-session (from Complications), also gain a Hero Point. This gives players a more reliable way to get more by playing into their Complications.
* Do not use the base magic system. I like the ones from Into The Shadows personally, but others also work well (The Force, for instance).
* Having a ceiling of 5 dice and turning any dice beyond that into +3s works really well. Saves time adding up. Usually I recommend characters with die pools of 5 or more dice take multiple actions/attacks every turn in combat anyway.
If you have any other questions, I'll have this thread pinned because I really like Mini Six.
>>
>>98348317
How is mini six compared to chaosium’s game engine, ffg’s genesys and of course 5e?
In terms of fun, homebrew and “ease of teaching and learning” for newcomers?
>>
>>98347182
It is shitposting even if you are being ironic.
>>
>>98348456
Full disclosure: I haven't played much genesys and didn't like what I did play.
BRP has a different core mechanic philosophy, where odds are very obvious and it feels very nickle and dimey. You can keep adding 1 and 2 percent. Mini Six runs on a dice pool that strongly curves the odds. Having a 1 die advantage can make a lot of difference and you can be much more sure of hitting an 8 than a 12 on 3 dice, etc. Overall I think they're the same level of complexity but have a different feeling. Only pain points teaching Mini Six are exploding dice (if not encountered before) and static values (just put a chart on the outside of your GM screen if players are retarded). Both easy to teach. Homebrew is easy: lots of diverse settings to work from. You can grab spacecraft, monsters, magic, etc.
Mini Six is a lot more traditional and less work to GM than genesys I think. Specifically the dice don't fuck you over with a dozen stupid icons every roll.
5e is harder to teach in general, and relies on everyone having cultural exposure to D&D to work.
>>
>>98348591
Thanks!
Do you have a full collection of the pdfs for mini six as I want to try before I buy the books?
>>
>>98349069
It's free. Open D6 is free. Most of the decent fan works are free. WEG Star Wars is out of print but free online.
>>
>>98349083
Thank you.
>started as premium paid for system then went free.
I am excited now. In my experience with free and open source software they are mostly bad with the exceptions giving hope that almost always disappoints when new ones pop up.
That’s the best way I can describe my expectations for mini six now. At the very least I’ll have nerd cred for knowing more than dnd.
>>
>>98349103
RPGs are mostly the opposite: the free stuff is usually primo.
>>
How is anyone supposed to cast spells in this game? Most of the spells have TN of 19+? You'd need at least 4d6 to have a possibility of hitting it.
>>
Have a bump because I have all the PDFs bhut have never skimmed them
>>
>>98346494
What's the difference between Opend6 and Minid6?
>>
>>98348514
Shoo gamechud. Tg was meant for the noble story weaver and realm forger. Silly games simply limit the creativity of my setting elfs.
>>
>>98346494
Minisex is great.
>E6 is good too.
>>
>>98351917
This is (part of).why I say not to use the magic system. Even the author has disavowed it. If you must, halve most of the TNs (even better go over the spell list with a red pen and the general TN table) or allow for multiple turns of rolling to combine to hit the TN or some such.
Bust mostly borrow a magic system from another Open D6 game. I recommend Into The Shadows personally.
>>98352063
OpenD6 is the previous game, compatible with some adaptation but OpenD6 is bigger, crunchier, and uses the "Traditional" combat options (i.e. worse)
>>
>>98352687
>I recommend Into The Shadows personally.
Do you have a link for it? Because I've tried google and most of what I found was either different games or dead links.
>>
>>98352728
https://manuals.plus/m/c3846a37fd8bf7fbd249bfa1a3fd5f750e83b36167a23a70b2969920ec04c2c4
Literally three results down on Google. Seems like the author shut down the original site and.moved to a Facebook group, which sucks, but if you have FB you can get more files there. Or just get good at searching, I dunno what to tell you.
>>
>>98346494
I'm thinking of running a one-shot soon. I might write it up so there's something for people to try out the system with. Any recommendations for settings? (Don't say fantasy slop).
>>
>>98358107
Well, if not fantasy slop then you have two choices, Modern or Sci-fi. I don't really know what the system does well. What do you think you could run with it? Could you do something set in a modern world like Mage? I mean sci-fi is going to be the easy bet because you can just crib Star Wars and play Star Wars Mini d6.
>>
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For those still interested, I'm re-posting the mini six trove that was at the share thread, it stays working if anons keep downloading from it

gofile.io/d/lbRVwK
>>
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>>98346494
>curious about the strengths
Fast, simple, does their declared themes right
>weakness
Requires intermediate GM who understands lack of rule =/= not a problem

>a good generic system that I can use for many different settings
Depending on the specific flavour of the game you like, there are (in no particular order):
Wushu
Hollow Earth Expedition
Mini Six (yaaay!)
Outgunned and it copious expansions
OVA (don't be mislead by anime aesthetics)
2d20 system (shame the actual games tied to it are almost uniformly ass)
Genesys (if you can source their shitty dice)

A good generic system incorporates just enough granularity to be still a game and is still free-form enough to carry whatever premise you throw at it. (which disqualifies games like GURPS and BRP, since they are about modelling probabilities)
>>
>>98362575
>Genesys
>(if you can source their shitty dice)
This, and the fact that the icons on those shitty custom dice are pretty amateurish, half of genesys threads everywhere on internet is showing their better, more readable versions of the icons.
>>
>>98362575
>granularity
And this is one of the things that OpenD6 and Mini Six champion at, granularity, and as result, many other parts of the system are pretty neat too, i.e. leveling up and the scaling rules are pretty neat, stats across attributes, skills, props, etc. feel natural . It gives a kind of universal fractal feeling to it, as above so below.
>>
Updated Mini Six Trove!

gofile.io/d/QIZxHU
>>
>>98362585
The system was made to sold plastic, and the plastic didn't sell that well, so they've stopped making it. Now you have to order custom dice to even play it. Which is a shame, the game as mechanics is pretty solid, but reliant on gimmick dice.
Compare with Hollow Earth Expedition, which also has a custom dice, but said dice is both non-mandatory and its goal was to ease on throwing the buckets of dice (it's a dice-pool game), having singe die counting as three.

>>98362594
I pointed at granularity, because a LOT of free-form and low-structure games have this issue of lacking middle ground: you either are super-competent at something or you suck at it, and there is usually a very clear mechanical point where yo move from "incompetent fool" to "master-class", with very jarring jump.
None of those listed has this issue, but this is a problem in, say, Savage Worlds, which has ?suck/expert" approach to everything.
>>
>>98362631
I just love how smooth leveling up feels at anything OpenD6 and Mini Six. Dice + Pips are a great mechanic.

One of the usual criticism these system get is the fistful of dice problem, but it is a non-issue if implementing the Rolling Limit optional rule. Another one is complains about rolling a lot, which the old SW WEG 2e had, but static defenses and other stuff like the "halfway there" rule fixes it, and with digital (online) rollers there are no issues at all.
>>
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>>98362646
Or you could just use those small d6, you know

The game is, after all, called Mini Six
>>
>>98363400
for me is opend6.net/tools/dice-roller is more practical
>>
>>98362600
Based.
>>98362646
>non-issue if implementing the Rolling Limit optional rule
You can also bake it in by making skills a flat bonus and only having dice pools for attributes. So instead of 3D+1 Might 6D Brawl it'd be 3D+1 Might, +9 Brawl, and to punch you roll 3D+10.
>>
>>98365506
>You can also bake it in by making skills a flat bonus and only having dice pools for attributes.
That's a great one bud, thanks for sharing. I love how flexible the system is and accepts all these fixes so naturally without issues.
>>
One clarification, pips are a great mechanic, but it is not totally accurate. The average (mean) of a d6 die is not 3, is 3.5. So make adjustments when needed or when possible.

PICREL
>>
>>98368017
This is true, the usual static values math makes static values worse than rolling.
In general I like that because it advantages the person taking action over the passive. However it can tilt combat and is the reason why base M6 is so unexpectedly lethal. The easiest fix is to give a flat +3 to all static defences. For dice values in the 2 to 5 range this ought to close the gap just fine. Alternatively you can define them as 4 per die plus pips for pulp games: a fight between equals will last a while.
>>
>>98362575
>>98362594
how does that granularity work? i thought it is a dice pool where you roll over a target number. or does it have several thresholds where different effects happen like draw steel does it?
>>
>>98368563
>Retard claiming to not know what granularity is
>While displaying levels of idiocy qualified for mental disability
>After 6 hours of solence of the thread
Here is the (You), now fuck off
>>
>>98368563
Levels of success of various kinds (every 5 over target number, crit on double target number, etc) have been implemented.
However, the way combat works says you can sacrifice dice to act more times, so you can actually do the same thing preemptively.
>>
Also taking Pips in account, makes a subtle granularity, for example, when leveling up, or props with pips in the stats, etc.
>>
>>98368017
that's why when I'm skipping dice to roll, I add a +7 for every couple of dice I don't roll.
>>
they still haven't released d6 2e have they?
>>
>>98370888
No, although I suspect all the material is already available anyway.
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>>98370888
This one? or another?
/d/RkWqB1
>>
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>>98371886
>complications
Fucking why?
>>
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>>98372024
From where is that from?
>>
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>>98372067
From the 2e in the post I replied to, page 26
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>>98371886
Holy shit, anon has the goods!
>>98372024
Using that terminology doesn't fit me nicely, either. The Wild Die causing havoc on a 1 is a reasonably old standby in D6 games, though. I much prefer it to be 1 then reroll and get 1 again because 16% is way too high a crit fail chance.
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>>98362600
Giant thanks to you Anon, I didn't even know there are Mini Six supplements
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>>98375382
no prob, I hope you'll find something fun or useful in there!
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>>98371886
I'm starting to read it, interesting that they went for 4 attributes instead of the traditional 6.
>>
>>98376584
They've taken a lot from Mini Six without deigning to credit them by name.
>>
>>98376658
Yup, I guess because the OGL is perceived as TTRPg leprosy nowadays (as a player and GM I don't care tho), I hope they'll even reference mrzoink somewhere in the text, too bad the Mini Six version that's not OGL and creative commons, Bare Knuckles, it's quite flawed and basically abandoned, but then again, Creative Commons is a huge No-no for some companies. I'm certain that d62e will never have a SRD tho, because of licensing and copyrights.

But I'm reading more and i'm liking it so far, makes me feel I will never go back. The modularity idea is great, keeps things tidy, (they even made a 'module worksheet' to keep things in mind) and it is basically formalizing what home brew did for decades for this sort of system. SO 4 attributes is the minimum, but you can get more from the modules. The "Simple Wild Die" is basically Mini Six wild die, where getting a 1 is taken as normal and is not THAT bad, while 6 still explodes.

Pips are in a module, not a strict requirement So I guess they also took influence from Hyperspace D6!

Something I didn't liked is the static values of Dodge and Parry being x5, feels too high, I would either go for x3 or x4 depending on other things, but I also like that they are using just Dodge and Parry, no Block, it simplifies things. (And I guess there is no Soak?)

They seem to have well thought target numbers at their magical spells, that was a flaw Mini Six had.

I like that the are having good granularity at their scale table, including +1d steps, it always irked me how at other previous system the steps were in +2d. And just skimming over the genre stuff, seems great so far.

The Die Code simplification is better & more balanced than just having +3 steps for every die, instead having +3 (going from odds to evens) and +4 steps (going from evens to odds), funny that I was just thinking this same idea in the morning.

Overall, I think Gallant Knight's D62E will be (is) a banger, and will be more polished when officially out.
>>
>>98376735
Soak seems to have gone back to being rolled, which is an insane decision. Also, static defences set to five times the dice in an attribute? No skill included? That's deeply confusing to me.
They've kept the Wound Track but do not provide Body Points as a module. Foolish.
The "default" modules they've picked are absolutely not what I'd have picked, and much of the rest of the game seems to be regurgitation of previous Open D6 content with minimal improvement. The "Supers" modules I will need to re-read but they seem decently original at first glance. Also some odd things like the experience modules.
The example adventure keeps the "players read aloud a script" intro style from Star Wars, a truly execrable decision.
>>
>>98376906
>Soak seems to have gone back to being rolled, which is an insane decision.
I wonder why they did this, to keep things simple? Many will calculate it statically, tho.

>Also, static defences set to five times the dice in an attribute? No skill included? That's deeply confusing to me.
I guess that's why its x5, because they are derived from attributes and no from skills, (trying to avoid skill tax?, dunno).

>They've kept the Wound Track but do not provide Body Points as a module. Foolish.
Yeah, I like body points better than wound track. (I've read some people saying it is not D6system if using HP.)
>The "default" modules they've picked are absolutely not what I'd have picked, and much of the rest of the game seems to be regurgitation of previous Open D6 content with minimal improvement.
Yeah, Open D6's shadow is big, its interesting how something as rushed and flawed as Mini Six made huge improvements on the D6 system back then, its not perfect, but still bottled lightning.

>The "Supers" modules I will need to re-read but they seem decently original at first glance.
I've read somewhere else that you can't create Spider-Man with the D62E RAW.

>The example adventure keeps the "players read aloud a script" intro style from Star Wars, a truly execrable decision.
I always skip those when I see them, are they like CYOAs?
>>
>>98363400
What size of dice is that?
>>
>>98379039
Mini d6
(lol, kidding)
>>
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>>98379039
I really don't know, are they 5 or 8 mm?
Also, PICREL doesn't shows my favorite size, 14 mm.
>>
>>98379033
>I always skip those when I see them, are they like CYOAs?
Not the gamebook style solo one, the sci-fi one. They make players read dialogue of a script as an intro rather than the GM narrating. It sucks BIG dick.
>>
>>98379132
I always skip those too, so I don't know how big is the dick they are sucking.
The only pre-made stuff I play are open sandbox settings.
>>
>>98362600
If we find more material, how to add?
>>
>>98381983
Share it with a link, what did you got?
>>
>>98382173
https://www.strangestones.com/00d6-mini-six-meets-80s-spies/ (could print to pdf like the stone age one).
Plus I'm working on some more stuff myself.
>>
>>98382903
Cool, I included it in a new url.
d/uyCBs9
>>
>>98350285
>free stuff is usually promo and not the paid for stuff
What cause this? And is there a term for this effect?
>>
>>98386628
You mean freemium?
>>
>>98386628
People making products with love release them for free. People who want money release books designed to make money, not to be good books.
>>
>>98387213
I'm not sure if freemium counts. I don't know if there are many examples of such a thing for TTRPGs or Wargames.
Do free and open source or identical equivalents exist for TTRPG/Wargames?
>>
>>98391835
Do free RPGs exist? Don't be a dipshit just to bump the thread.
>>
>>98391835
It is not exactly as the software landscape, but there are analogies. For example there is the OGL, (D&D SRD, PF, OSR, OpenD6) which is somehow an "openish" license, but not totally, Mini Six is one of them. And there are lots of other games that are under Creative Commons, many of them very good, like Eclipse Phase, FATE, BitD, Ironsworn, etc. There are other licenses that are openish. These franchises want to nurture a community of creatives, an ecosystem, around their intellectual property. There's also a lot of "pay what you want" products.
There are so many options nowadays that it is kind of overwhelming. There are great products created with love and then released for free, but then a lot of grifters baiting for moolah, specially from printed products and fishy kickstarters.
>>
>>98346494
Reading though it, I admittedly haven't played it, and I'm a solo player with no group.
I feel like d6 has the makings to be my everyday game.
The bones are there, I like classless systems, I like that the advancement is gradual, the die and pip system is tidy.
I feel like I would swap some things out, I like the idea of a wild die doing something, but don't really like how I've seen it so far.
I'd need to run through it a bit, try out some of the rules, then read through some of the different variations and try that or just mix in stuff from different systems.
>>
>>98396906
Welcome aboard anon.
I'm running a couple of solo campaigns for myself right at the moment, Mini Six has the right amount of crunch I want, and is easily tweakeable. Too bad great TTRPG systems aren't necessarily popular, I feel like this will be the last Mini Six thread here in years, and there are no serious attempts to do supplements and/or settings for it by the moment, the last one of those was years ago, mini six blogs died, etc.

But a thread like this keeps my hopes high.
>>
Any mini six derivative that uses body points as default?
>>
>>98403141
No, unless you count my unreleased homebrew.
>>
>>98403238
I'd like to read it
>>
I feel like what d6 needs is an actual Game, not just another fork of the base System.
Designers like Systems because you can fidget with them, swapping parts around, making custom ones.
Players need to be able to find a Game with a defined genre or setting they can get into, and a ruleset put together to support that genre.
PbtA games are entirely based on genres or subgenres, no one plays Simple World even though its probably the MiniSix of PbtA.
Mork Borg is just a Microlite20 hack, but it has such confident theming that it became unignorable.
D6 needs a capital-G Game.
>>
>>98407947
but it has star wars.
>>
>>98407947
Star Wars
Matrix
Buffy
Evil Dead
Appleseed
Mass Effect
Septimus
Fallen Earth
Exilium
Esoterica
Breachworld
Carbon Grey
Planet of the Apes
Zorro
>>
Heavy Gear
Ninja High School
The Metabarons
Anarchy D6
Far West
Survive the Night
Thrilling Tales
Talislanta D6
Westward
d6 Powers
>>
Into The Shadows
Indiana Jones
Ghostbusters
>>
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I ran a D6 Fantasy game for a little over a year but am taking a break for the time being while my group and I play other systems. I'd love to return to it some day, so this has been a great resource for me.

Does anyone have any books of spells for the system? I know there are a handful in some books, but I was curious if there was an official and/or fan made spell book.
>>
>>98412539
D6 Magic is available free online.
>>
>>98412539
There's also "Magic & Miracles" from Keck Publishing, available at drivethrurpg. I don't have it since I'm not that much into fantasy, but here is the index in PICREL.
>>
>>98412539
Into The Shadows has good magic, and Buffy has ritual rules.
>>
>>98346494
I ran three sessions using ITS. I really liked the system, it's fast and intuitive, I also noticed that players don't waste as much time (nobody had magic but combats are much more dynamic anyway). The things that I liked the most are being able to do multiple things per round as well as being able to tinker with stuff, I personally used 7 attributes (Strength, dexterity, education, technical, canny, will, resources) but you can add or remove as many as you want.
Also since D6 games are pretty much compatible you can use items or characters from other books without much issue.

>>98352728
Here you go fren. I'm sure you could also steal some SW force powers.
https://ogc.rpglibrary.org/index.php?title=OpenD6
http://www.d6holocron.com/
>>
>>98415879
Don'tt fucking do that. Make the glowies find stuff themselves.
>>
>>98413095
>>98414748
>>98414993
Thanks anons!
>>
What's the reason Open D6 in general isn't as popular as other systems at the moment?
>>
>>98420032
Lack of identity. Also lack of support or supplements.
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>>98420111
Yes, this was felt the moment WEG started going bad. They couldn't pay licenses, they fired good talent, and d6 was passed from new owner to newer owner while not being that profitable.

It's a tragedy, the system is one of the most elegant and fun to use out there. Other less elegant systems from that era remain with bigger gaming cultures and/or audiences.

The last big spur I've seen of it was the G+ Star Wars D6 gang many years ago, the age of the fandom is also notable when you know the most notable bigger group online is in all places at facebook.
>>
>>98420286
Just looking at it, the last book released was in 1998 so we're dealing with 28 years since it's heyday. Sure, OSR is popular but that's mostly a reactionary movement birth from hating modern game design. Mini Six was a good point but they didn't really do anything with it.
>>
What the market proved in the last decades is that people aren't interested in good, well thought, elegant, multi-genre TTRPG systems, but in vibes, aesthetics, art, ideologies, collecting books as items, and trying to reproduce the artificial simulacra they saw on big bang theory, stranger things and critical role.
>>
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Ironically, Breachworld is a way better Rifts, but Rifts fans already have Rifts, got imprinted by it in a tender age and remain in an abusive relationship with it.
>>
>>98420032
Other systems grew more.
At the moment, there's like half a dozen of us contributing in a thread, a second edition of the core rules waiting to be released (and then swiftly cloned so it's not paid-for), and a few people up and down the net releasing homebrew. That's all that's ever been necessary for a game to be popular really.
The difference is comparison to systems with huge marketing budgets, legions of social media dickriders and sub-grifters and "fans" like >>98420575 describes.
Fundamentally, if you're willing to run the game then players are out there. If you're not willing to run it then you're lazy and beneath notice.
>>
>>98421057
Where is that thread you mention?
>>
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>>98423091
This thread.
>>
What variant of the Assist or Aid Another rules do people like best?
>>
>>98429755
-Give a +3 to the character being aided by every other character helping and succeeding at the same TN.
-The other characters can't try the same task after aiding, resets only after round and turn.
>>
>>98431221
>succeeding at the same TN
So people can't assist each other to succeed at a higher difficulty number than they could otherwise reach alone?
>>
>>98432178
NTA, but good point.
What if it was half-TN?
If it was a Target 30 test anyone who can hit 15+ can give a bonus.
But should the bonus be + 3 or +6?
>>
>>98433403
An assistant being as helpful as good equipment sounds about right.
>>
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I'm giving the rules for Mini Six a read through and I'm having trouble parsing the very basic of character creation. It's making me feel like a dipshit. The Splitting Dice section says that an Attribute can only have dice, no bonus pips, but in the Attribute section it says that when you put dice into each attribute you can either put the whole dice in or use a mixture of dice and pips. Are the +1 and +2 somehow different from "bonus pips"?
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>>98435532
It's phrased a bit weirdly.
'No pips', +1, and +2 are all valid options because it says 'may' not 'must'.
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>>98435532
It can have at least 1 full die and 0, 1 or 2 pips. It cannot have 3 pips, as that would roll over into another full die.
1D
1D+1
1D+2
2D
2D+1
Etc.
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>>98435629
Fuck. I want you to say psych but I know you're not going to.
>>98435755
Makes sense now. I guess +1, and +2 is how you advance your attribute to a new dice?
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>>98435788
Basically. The expected roll curve is very smooth. 2D really is 1 better than 1D+2, and so on.
I used to put a chart of static values and their dice pool equivalent on the outside of my GM screen for player convenience.
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Relevant PICREL
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And this (PICREL) one is for Mini Six specifically
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Colorized
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>>98437453
Extremely based.
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>>98437453
>>98437472
Thanks for those who contributed to it, specially from Share Thread.
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>>98436786
Made this slightly easier on the eyes
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>>98440481
based on your color scheme
gofile.io/d/qZIvh1
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>>98440481
Christ, no you didn't.
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>>98444031
Here's some color for you
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>>98445286
elisheva-games.itch.io/lyom-vayom
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>>98446391
Is that your homebrew system? Thanks for sharing.
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How do you guys do combat? Specifically Strength and Dexterity rolls to resist/dodge attacks. I know that it's meant to be a "cinematic" system but if a player invests even just a little into dodge they can become untouchable.
I'm thinking of stacking debuffs using body levels and sanity rolls (ITS) but don't know if there's a better way to keep characters killable or if that's just how the system is meant to be.
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>>98451659
I use the fast combat from Mini Six, which has the advantage of making everyone easier to hit. Not too hard to port over.
Also, it's easy to have groups of enemies working together to overwhelm single targets. Or use explosives. Or magic.
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>>98451659
Many had noticed the problem of Dodge as a skill, either considered a Tax skill, or easy to become untouchable from investing on it; and it shows as bad design even in the fact that a static defense has the same name; Mini-six is great, but it was rushed, and it shows in those little details.

My homebrew house rules: Attributes are more costly to upgrade, so it's harder to become untouchable, so I eliminated Dodge as a skill and made Dodge as a static defense based on the Agility attribute, (Agility dice x 4) + Agility pips= Dodge static. So a character with Agility 3d+1 has Dodge 13, etc.

I also use Parry only, not Block, and I calculate Parry static defense the same way as Dodge, but derived from the Might Atribute.

For simplification I use Dodge is for long-range, and Parry for close, both melee and hand-to-hand. You can tweak the multiplier to obtain the level of lethality you want.
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I just found about Micropend6 (based on mini six), I'm just starting to read it, I wonder if anyone here had read it before or played with it.
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>>98457376
Guy in the psionics thread me ruined using mini six for an Earthbound game, so how would you do it? There isn't a lot of ESP abilities in the mini six rule book. For Esoteric skills you only got Energy Blast, ESP, Flying, Telekinesis, and X-ray vision. What book would you use to oad these out or would you just make your own?
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>>98459898
>There isn't a lot of ESP abilities in the mini six rule book.
I like the breachworld psionics, Look for the "Aether Feats" in the Breachworld Core Rules, they are a nice set of skills for espers/psionics with all the stats you need, or tailor some of your own using them as examples.

One of my homebrew house rules is that these sort of powers deplete with use, minus 1 pip exactly, and it replenishes with the daily long rest, to solve spamming. You can make it more strict by making them deplete 1 full die each time, that's x3 times more depletion, up to you.

You can find the Breachworld core rules pdf in the mini six trove here: >>98437453
Or you can buy a legit copy of it for $1 dollar.
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>>98459898
>>98460396
Oh, I got another house rules for ESP, make ESP an attribute (or whatever name you want for this 5th, a name like psionics) and make each power (named aether feats in breachword) a skill. Another one would be using them as quasi skills with no atribute, as explained in the mini-six optional rules section.
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>>98459898
I would just run it as a magic system.
First you need to figure out if you want to make a 'spell list' or have it be more freeform.
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>>98457653
Looks too simplified for me.
>>98459898
Check Into The Shadows out and maybe steal the psi system from that. Might take a while.
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>>98461955
>Looks too simplified for me.
Yes, I read through it in a single streak. It is so tacit that people that have no experience in D6 would feel kind of lost at times, for example the use of magic/powers/esp (the thing that nobody is content with and is always being tweaked on) is only mentioned briefly at the end in about 800 characters, zero examples and just a simple guideline in a single little paragraph, the whole section in less than half the limit of a 4chan comment.

It claims it is an easy access point to people interested in Open D6 and WEG SW D6. It is D6 high on OZEMPIC, and now after all the fat and some of the muscle had gone you can clearly see the skeleton in it. I don't dislike it, it is what it is, but I think that only people that had run a D6 game before would benefit from reading it for some insights, and it is a good thing that it is this short.
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SO, I've read of people substituting skills with "professions" in the sense of Barbarians of Lemuria while at their D6 games.

Had anyone toyed with this idea? I once did something like that with a cowboy character, so in the cowboy "skill" it had all the skills needed, felt kind of cartoony, but it was for a solo game and it saved me lots of time, I guess as GM I should give less character points to the players to avoid quickly overpowered characters.

Also I'm always doing amalgams of skills, like putting all the "handguns" skills in a single one, or even at a fantasy game, "sneak" was both pickpocket and stealth, etc. Kind of like "Qualities" in the PDQ system? or Fate aspects? Or Freeform Universal descriptors? Risus clichés?
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>>98462330
How broken down/general to have your skills is mostly a matter of taste.
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>>98462330
Generally speaking you can get by with having "ought to know" stuff like local geography with Wit rolls.
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>>98462330
I could imagine handling it with an context bonus.
As in, you could add +3 or +6 to any roll the proffession genuinly applied to.
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>>98462348
Yeah I love how hackable it is.

>>98465694
Yes, relying on attributes to get by.

>>98466939
Mmm, you mean like Attribute roll+ Skill roll + profession bonus? or like Attribute roll + profession bonus?

I'll also test it as a quasi skill and a specialization in different sessions, checking what's more balanced.
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So this thread has discussed a dozen variants. Is there a family tree or some shit?
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>>98468067
Ghostbusters begets Star Wars (editions down the line). That begets ITS, a bunch of the free fan games (Matrix et al), and Open D6. Open D6 begets Mini Six, Cinema 6. A mix of the last three beget Zorro, Carbon Grey, planet of the Apes, and more fangames.
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>>98468095
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>>98468125
I'm nearly 40, I have no idea what your reaction image is saying.
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>>98468159
I'm 38. Figure it out, fellow geezer.

It's just bafflement at the proliferation in such a barebones system
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>>98468238
It's only as barebones as you want it to be.
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Would this system work for a POKÉMON-ripoff game?
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>>98469111
Maybe?
It's a solid system (or family of systems) but you'd need to make a whole bestiary of Pouch Critters which would take a while. The existing monster listings are not balanced for competitive play.
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>>98469111
Maybe making the pokemon stats more simple than the usual character, instead of giving them 6 or 4 attributes just give them 3 like in micropend6, make the skills their elemental and basic attacks, and specialized skills made into specific attacks from that element, Dunno, is just a quick idea without much thought. (Also include perks and complications for the Pokemon's personality)

By the way, there's tons of Pokemon homebrew systems out there, it is not like anybody had thought about doing a Pokemon TTRPG. I don't know about them because I don't play Pokemon, sorry.
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>>98468125
>>98468238
I've been there too, baffled about all the options, thinking which one would be the "definitive" set of rules, but it is a wrong idea.

These D6 systems are so malleable that when you got the ropes shown and you understand the way they act, it is easy for you to hack and come up with your own version of it for an intended purpose.

An in the end, it will 80%-90% the same, hence, why most content from all of them is easily adaptable between them.

It shows the elegance of perennialism of the original idea. Also makes it way less marketable from a business perspective, because anyone can tinker with it, sourcebooks and settings are both not appreciated that much, and anyone can come up with their prefered game easily. I read of a guy that made his own Duck Tales / Darkwing Duck D6 game as a kid, just after just playing WEG's Star Wars D6 for a while, and that was all his TTRPG experience so far.

I guess that's why even before the open licensing, the community focuses so much on homebrews, house rules, and derivatives, and not so much into settings and contents with stats, which I appreciate a lot, because that way I don't have to come up with whole worlds by myself every time I want to play something new.

So don't worry about the baffling proliferation, they are basically the same thing with slightly different details, just relax and pick any of them if you are interested in the system, play games and have fun.
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>>98468067
There's a literal family tree here in this very thread: >>98362471
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How are people's experience with longer campaigns? Do power level curves make it tedious? Personally I'm okay with a level limit on characters and making the progression more tied to the campaign than mechanics (PC has this friend, rules that guild, etc)
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>>98475094
In Mini Six specifically? No issue. You pick up 4XP per session (average) and it takes about 50XP to get a skill from 2D to 6D. The "skills go up one pip per session max" rule is also a thing. You can slow down progression more if you want, but that seemed like a good rate to us.
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>>98475130
Thank you kindly. A follow up question: I'm mostly familiar with OSR games, but I am not loyal to them. I just want to have fun with friends. I'm going to run a public library game and I love the sandbox style that some OSR games encourage. Would that still be possible with D6 or is it geared towards cinematic and story gameplay? Again thanks for your time, newfag here
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>>98475155
You can definitely do an open world game in Mini Six. The only things lacking might be a proper encumbrance system (I use pic related) and the information for your specific setting.
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>>98475420
Encumbrance shmubrance, I hate bean counting (thanks that's super useful)
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>>98475458
Tell us more about the game you want to run, anon-kun!
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>>98468686
>100 quintillion

This is retarded, please stop
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>>98475953
>Negative Nancy
Get some help.
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>>98475953
I didn't write it, moron. That's from D6 Fantasy.
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>>98475877
Sandbox fantasy using Red Tide setting (originally for LL, by Sine Nomine Publishing/Kevin Crawford). I enjoy Blackmoor and OSR type sandbox settings and open table type games. Just old school gaming in general. I'm very interested in MiniSix/D6 and lighter systems in general. I've played Basic/Expert and idk D&D is fine, just not enamoured with the different dice and weird disjointed sub-systems. I also really enjoy BRP/Renaissance Deluxe, but that's far too gritty and stimulationist for me, but the implied setting is exceptional. They have some amazing susb-systems and mini games. I want the mechanics to stay out of the way and progression to be more based on the campaign world.
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>>98476264
I think you'll get along just fine. Read the thread, live by the advice herein, and don't be shy about posting for more help.
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How does Whatever6 compare to Savage Worlds or some other generic system?
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>>98476518
Could you make your question more specific and less shitty?
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>>98346494
This always looked like a really good Exalted cover to me. I wonder if anyone ran that in Mini Six?
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>>98477781
You'd struggle. You'd have to port over all the ludicrous anime chop-socky moves.
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I'm just finding it is so easy to play WEG Star Wars using Mini-Six, minimal conversion has to be done. I'm not even using the Imperium Revolt part of the M6 book.
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>>98481352
I've never realized how fucked up Luke's face is on this poster
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>>98481352
Smooth, isnt it? Are you doing Jedi? If so, how?
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>>98481419
Leia too, kek, the look like they just had food alergies.
I think those older posters were painted even before the movie was filmed, just based on concepts.
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>>98481464
>Smooth, isnt it?
Yes, we're playing at Rotgut Station, helping Greeata Jendowanian at the moment and dealing with overall chaos, lol.

>Are you doing Jedi?
Two force sensitives on board, 1 human (former shadow trooper) and 1 miraluka. 1 non sensitive, a Cathar. and 2 Droids.

>If so, how?
Made "Force" into an attribute, and it has a simple fatigue mechanic, it replenishes with rest. So far the Human force sensitive only has Alter, and the miraluka has Sense. Control, Sense and Alter are made skills, we considered turning specific powers to be made into specializations but settled for simplicity instead.We're using the movie's canon simplified force powers list from the Rancor Pit.
And static defenses are calculated as ((attribute dice x4) +pips).
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>>98481650
Also, the characters can't learn more Force skills without proper long-term trainning, and the character points cost is higher to avoid overpower creeping. And ss justification: the Miraluka already has Sense as a species trait, and the Human has Alter from the training received from being a mook at the Dessan faction.
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>>98481650
Sounds good. Write it up, put it in the trove!
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I'm thinking of doing a Tomb Raider / Uncharted type adventure. Anyone got any leads/tips?
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>>98481650
Are you doing starship combat? If so, how are the M6 rules working out?
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>>98488969
we haven't done starship combat yet, we got lucky and didn't roll into pirate encounters at the beginning of the Rotgut station campaign, but the character stats are suited for it, I feel your comment is a preemptive warning about getting into trouble with M6 when doing starship combat. I guess I'll revise the procedure.
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>>98485691
I saw in the Trove a pdf called `Monkey's Key (The).pdf` which has a very jungle-temple-hidden-treasure vibe. Might work?
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>>98491213
>>98485691
Reminds me of the "Tales of the gold monkey" which was an inspiration for TaleSpin.
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>>98490144
Not a warning, just something I genuinely haven't done yet and have wanted to.
>>98491213
Very fantasy-coded. Didn't want to put in the effort to convert it.
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Do anyone know of a dedicated cyberpunk-themed D6 or M6 setting / sourcebook? The closest I've found is some little bits in the opend6 space book.
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>>98497304
There's a D6 Appleseed and D6 Matrix fan game?
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>>98498359
>D6 Appleseed and D6 Matrix
Thanks, I checked them, but sadly both of them are "Legend system", not exactly classic OpenD6. I know there's conversion methods, but if I'm going to convert stuff I guess at that point I should convert from other cyberpunk games as needed, and I'm a lazy-fuck (aka practical, kek).

What I found is this star wars galaxy guide 17, but it is only for implants, no vehicles, no npc stats, no settings (WHich is star wars anyway, pure space opera) it is on the vein of what I want so I'll use it, it seems they compiled it from all the cyberpunk material they found back in the day, it has GURPS, Cyberpunk2020, shadowrun, etc.. but only implants.
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At this point I think I just should give up about looking for a dedicated cyberpunk sourcebook/corebook, and just cobble my own version from all these different parts, opend6, star wars, exilium, breachworld, appleseed, etc. I know I'll run into discrepancies from the different power levels, for example I'm seeing appleseed has rifles going up to 9D!(I wonder if this is because it's thought for the legend system and not traditional d6, or the whole game is just overpowered).
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>>98498853
There's definitely a classic D6 matrix game.
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>>98499198
Oh yes, I found it at scribd, easy to miss among all the legend copies (and the original webpage is dead). It's good stuff, a little tad overpowered for common things, like common assault rifles being 6d, I guess the author went for bombastic stats.
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>>98485691
There's a TaleSpin D6 RPG buried in archive.org, the original is gone long ago: talespinsourcepage.i8.com

Skimming over it, seems good. And it is not strictly kiddie-tier, albeit the weapons are kind of nerfed (by 2pips? 1d?) it has the whole arsenal in there for pulpy action adventure, you can easily adapt it to Tomb Raider / Uncharted with minimal tweaking, or even running it RAW if you don't mind the slight nerf.



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