Wednesday, April 27, 2011

Like a d6

So, having made my peace with 4e and moved on to other gaming jazz I come to d6.
Most of my players seemed to like the d6 system I did. Which is good because it was a cosmic butt load of work. Still, I never could get really happy with it and I never got equipment happy. Having some time to not think about it has given me insight to some of the problems that irritated me to no end.

Let's look at those for a second. First, I never was a huge fan of the initiative system. I have come to peace with it, but it feels clunky. I can live with it for what it is though.

The counting of dots just had to go. Yes, I like having big ass numbers too, but counting every damn dot (plus modifiers) was a bitch. The modifiers made it worse too. I never liked 'pips' or 'dots'. Those little numbers are what make d20 the pain in the ass it is. Too many stacking little bonuses. Just roll some damn dice and to hell with the math I say!

So, on the advice of Jonathan and Alice I started tinkering with the d6 rules again. (No, I am not switching this campaign from Savage World to d6. It's not happening. If you begged me to do it I wouldn't). One of the things I decided to do was remove as many static modifiers as I could. I wanted dice to be the thing. I got rid of 'pips' entirely. They are just gone. If something modifies a roll, it does so as a number of dice.

I changed how dice work a little too. Instead of a purely additive roll (roll x dice, add the total, compare to number) I added some rules bulk for what I think will play out on the table better.

Roll X dice, count # of dice rolling 4, 5 or 6 ("successes"), compare successes to a Success number (that is, how many successes you need for whatever to work).

The goal is to save the counting of 37 numbers. I had to redo how damage works and a few other things but so far it's been a pretty easy change.

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