Teach me d6 (Space).


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I ran across someone suggesting that the d6 Space would be a good choice for a Sci-Fi game. I've downloaded the rules from Drive-Thru (for free if you haven't got them, you probably should).

I learn better through observation and doing than just a strict reading. I have given the rules a glance through, but don't really feel entirely comfortable with it.

So if you play d6, please feel free to use this thread to discuss the rules. If you taught the game to new players, I'd appreciate you give a walk through like you would to them.

Thanks for all your input.

The Exchange

pres man wrote:

I ran across someone suggesting that the d6 Space would be a good choice for a Sci-Fi game. I've downloaded the rules from Drive-Thru (for free if you haven't got them, you probably should).

I learn better through observation and doing than just a strict reading. I have given the rules a glance through, but don't really feel entirely comfortable with it.

So if you play d6, please feel free to use this thread to discuss the rules. If you taught the game to new players, I'd appreciate you give a walk through like you would to them.

Thanks for all your input.

What you should also check out is the mini six rules, it's a variation of the d6 rules set and it's pretty well received. By the way, it's a free pdf also.

Also, not sure if you've heard of these forums, but the wegfansite has a bunch of d6 fans there. I just lurk over there sometimes.


Thanks for the info W.S., I'll have to check those out sometime.
=============================================

So I'm going to start trying to build a character. If I am doing something wrong, please let me know. While comments about what might be better choices (more optimized for example) are helpful, they are not exactly what I'm interested in at the moment. Don't let that stop you, I just wanted to let you know that I wasn't ignoring those types of comments, just not trying to worry about that level of detail yet.

So let's make a space pilot/mechanic. Call him Buck Brannigan (BB).

Alright. So I have 7 attributes: Agility, Strength, Knowledge, Mechanical, Perception, Technical, and Metaphysics. I have a total 18 dice to distribute to these, and a die can be "broken" up into 3 pips/points. Each of these must have between 1 and 5 dice assigned to them, with the exception of Metaphysics which can have 0.

Q: Though 5 is the maximum I can put into an ability, can I put in pips as well. i.e. Would the maximum be 5d6 or 5d6+2?

Ok, I don't want to get into the metaphysics at the moment, so let's set that to 0 for BB. Which leaves 18 dice for 6 attributes, averaging out to 3 dice per attribute. So, I'll distribute them like so (two dice I split into pips):
Agility: 3d6+1
Strength: 3d6
Knowledge: 1d6+1
Mechanical: 4d6+2
Perception: 1d6+1
Technical: 4d6+1
Metaphysics: 0d6

So far, so good I hope.


Next up are Skills. I get 7 dice (or up to 21 pips) to split into skills, no more than 3 dice in any one skill. Skills use the appropriate Attribute score as a base and then you add on to it if trained.

I want BB to bit of a fighter, as well as a pilot/mechanic (I am imaging BB is part Kirk and part Solo).

So I'll distribute the dice to the skills (broke one up to 3 pips) so that I get:
-----------------
Agility: 3d6+1
*Brawling: 4d6+1 (added 1d6)
-----------------
Strength: 3d6
-----------------
Knowledge: 1d6+1
-----------------
Mechanical: 4d6+2
*Piloting: 6d6 (added 1d6 and 1 pip)
*Vehicle Operation: 5d6+2 (added 1d6)
-----------------
Perception: 1d6+1
*Command: 2d6 (added 2 pips)
-----------------
Technical: 4d6+1
*Flight systems repair: 6d6+1 (added 2d6)
*Vehicle repair: 5d6+1 (added 1d6)
-----------------
Metaphysics: 0d6


It's been years since I played with the D6 system - D&D 3.0 came out and I abandoned my efforts at creating a fantasy rule-set for SW2ndR&E.

I think we always tracked skill dice separately from Attribute dice, like this:

Agility: 3d6+1
*Brawling: +1d6

instead of

Agility: 3d6+1
*Brawling: 4d6+1 (added 1d6)

But looking at it, I think doing that would mess up the adds - your way may be better.

Also, I believe the die-cap is a firm cap - no adds allowed.

We actually had a campaign started, using my fantasy rules, and it seemed to have promise - I know we were having fun. I was excited to discover D6 didn't die - I may fish out the "new" rules and start something with it.


Doc_Outlands wrote:

It's been years since I played with the D6 system - D&D 3.0 came out and I abandoned my efforts at creating a fantasy rule-set for SW2ndR&E.

I think we always tracked skill dice separately from Attribute dice, like this:

Agility: 3d6+1
*Brawling: +1d6

instead of

Agility: 3d6+1
*Brawling: 4d6+1 (added 1d6)

But looking at it, I think doing that would mess up the adds - your way may be better.

Also, I believe the die-cap is a firm cap - no adds allowed.

We actually had a campaign started, using my fantasy rules, and it seemed to have promise - I know we were having fun. I was excited to discover D6 didn't die - I may fish out the "new" rules and start something with it.

Thanks for the interest Doc. The skill dice thing was how it looked like the book for d6 Space was suggesting. Your method makes it easier to track the improvements. Since I haven't actually played yet, I can't say which is better.

If you are interested in the d6 fantasy rules, you get them and the others here.


Yeah, I completely looted the free D6 stuff not too long ago. :) And if the example shows combining them, I guess maybe that's the way it is supposed to be handled.

One of these days, I need to pull up my old attempts at a fantasy setting and see how close I was to what the designers ended up using...


Getting back to trying to build the character.

I'll skip the advantages and things for now.

Movement speed: 10 meters.

Body Points: 3d6 + 20 ⇒ (4, 6, 3) + 20 = 33

Strength Damage: 2d6

Funds: 3d6 - 2 ⇒ (4, 4, 1) - 2 = 7
Credits: funds*175=1225

Character points: 5

Fate points: 1

The Exchange

Ok pres, let's see...

first question:
I think it's 5D is the max, no more additional pips. Unless it's stated otherwise in the race's max description. I've seen pips in the racial max such as 3D6+2 in old starwars alien species books, IIRC.

second question part concerning the format:
We've always gone with something like this:
DEX 3D
- 3D+2
- 4D

This format makes it easier to know how much dice you need immediately to roll.

Not familiar with the body points, so I really can't help you there.


Whited Sepulcher wrote:
Not familiar with the body points, so I really can't help you there.

Did you use the wound system then?

If you did, can you give me a quick explanation of that system. I sort of understand it, but not sure how damage stacks round to round with it.

The Exchange

Whited Sepulcher wrote:

Ok pres, let's see...

first question:
I think it's 5D is the max, no more additional pips. Unless it's stated otherwise in the race's max description. I've seen pips in the racial max such as 3D6+2 in old starwars alien species books, IIRC.

second question part concerning the format:
We've always gone with something like this:
DEX 3D
- 3D+2
- 4D

This format makes it easier to know how much dice you need immediately to roll.

Not familiar with the body points, so I really can't help you there.

eek, I meant to put skills under the attribute.

DEX 3D
blaster 3D+2
dodge 4D

ok, that makes sense now.

I'll get into the wound system in a bit when I look over the rules again, it's been a while. anyway, lunch time!

The Exchange

pres man wrote:
Whited Sepulcher wrote:
Not familiar with the body points, so I really can't help you there.

Did you use the wound system then?

If you did, can you give me a quick explanation of that system. I sort of understand it, but not sure how damage stacks round to round with it.

Hey pres,

A really good rundown of the wound system is actually on page 7(?) of the mini six pdf, they actually have a side by side comparison of the standard open d6 wound system vs their point system. Take a look over it and then ask away on the specific questions, it should help a lot.

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