d6RPG Ultra-Lite: Beta-Test 01

Game Master Agiea

Beta-Test d6 Rules-Lite RPG



I would like to have four players willing to help me beta-test a d6 Rules-Light RPG that I've been working on.

Go to: d6RPG Ultra-Lite Basic Rules for a pdf of the basic rules.

I would like to GM a short session set in a fantasy setting; possibly a simple dungeon crawl or forest encounter. I am asking that players post at least once every other day to help keep the story moving along. I am also asking for feedback from the players to see what mechanics work, which do not, and opinions as to how I can improve the Basic Rules for playability.

If you're interested, please use the provided pdf and following rules to build a character. Post your submission in this thread. I will select the first four that make a well-rounded adventure group (ie: varied professions).

Basic Character build rules:

Character's Name:
Profession:
Race: (optional) Human, Elf, Dwarf, Half-Elf, Halfling
HP:
Attributes:STR- DEX- INT- FRT-
Attack Score:
Defense Score:
Training Level:
Weapon:
Armor:
Alignment:(optional, but no evil or lawful good)

Character Background: A short paragraph is sufficient.

Also give me something about your RPG experience.


I'm interested. I don't have a character yet, since I'm still digesting the rules, but I do have questions and comments.

Quote:
A Character Point can be used to improve a character’s Health

How much Health do you get per Character Point?

Quote:
Multiple Strikes: x Attacks

How many attacks do you get if you've put one point in this skill, one or two?

Quote:
Rouges begin with Soft Leather (+2) armor

Soft Leather is later listed as +1. Also, you misspelled 'Rogue'.

Quote:
It is assumed that once combat has begun, all characters are within striking distance of each other. If a character decides to disengage from the combat area, move to attack a specific target, or move to make a ranged attack, this ends the character’s turn.

If "all characters [begin] within striking distance of each other", don't I only need to "move to attack a specific target" when the target has disengaged or stepped back to make a ranged attack?

For a PbP, the GM should roll initiative for everyone to speed things up. It might also be a good idea if, in PbPs, the attacker also rolled the defender's dice.

Am I missing something, or are Training Points somewhat redundant? One Character Point buys you either +1 Attack (Training) or one of the following depending on Profession:

  • +1 Attack AND +1 Damage (Power Strike or Precise Aim),
  • +1 Attack AND +1 Initiative (Unseen Approach),
  • +1 Attack AND +1d6 Damage (Elemental Strike)
The Warrior might want Training if he intends to switch between melee and ranged, and the Rogue might want Training if he wants to focus on Poisoned Knife or Multiple Strikes, but the Magi has no reason to take Training over Elemental Strike.

Do we start with Character Points or skill points? I am mainly concerned about the lack of healing early on (before the Magi has any points in Heal).


@Bearded Ben - thank you for the questions. I reviewed the material and have some answers, and some changes, for you:

Updated Rules d6RPG Ultra-Lite Rules (v2).

How much Health do you get per Character Point? 1 Health Point

Multiple Strikes: x Attacks - How many attacks do you get if you've put one point in this skill, one or two? The number of strikes would equal the number of points allocated to it. For example, if a player allocates two character points to this skill, and the character makes a successful Attack against an opponent, they would be able to roll another strike for damage. If three points where allocated, the character would be able to make three strikes, etc. This should have been written as 'Strikes,' not 'Attacks.' Correction has been made.

Rouges begin with Soft Leather (+2) armor. Soft Leather is later listed as +1. Also, you misspelled 'Rogue'. Correction has been made to reflect the correct +1 armor rating for Soft Leather. Also, 'Rogue' has now been spelled correctly.

If "all characters [begin] within striking distance of each other", don't I only need to "move to attack a specific target" when the target has disengaged or stepped back to make a ranged attack? Yes. I have
corrected this section to clarify Movement. This mechanic is intended to remove the need for players and the GM to keep detailed track of where all the characters and NPCs are during combat. If a character wants to specifically target a single opponent, a move may be required, but it would be at the GM's discretion.

Am I missing something, or are Training Points somewhat redundant? Yes, great point. I have removed the "extra" Attack found within the Skills and leave it purely to Training.

Do we start with Character Points or skill points? I am mainly concerned about the lack of healing early on (before the Magi has any points in Heal). No. I tend to run very low-magic campaigns and like to see characters advance based on game experience rather than just be given it from the beginning. With the changes I've made regarding advancement (see below), this should make this mechanic better.

It should be mentioned that Creature stats within my game system are comparable to PC's and should match their capabilities. To give an example, if a (low-level) character were to engage in battle a goblin, it would be very difficult for the goblin to inflict enough damage to cause the character a great deal of concern. At the same time, it would be relatively simple for the same character to kill the goblin with one, maybe two, attacks.

In regards to character advancement, I have changed the requirement from 1000 experience points to 100. This should maintain both better character development, as well as game interest.

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