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The d6 system book in your game?
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tetsuoh
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PostPosted: Thu Feb 19, 2015 1:53 am    Post subject: The d6 system book in your game? Reply with quote

Has anyone preferred using some of the D6 system rules in your game instead of the standard.

We got a copy of it and while interesting I was just wondering - we have numerous house rules so we wanted to check it versus how we normally work.
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cheshire
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PostPosted: Thu Feb 19, 2015 12:29 pm    Post subject: Reply with quote

I've browsed through it. I can remember finding some of the rules interesting, but nothing stuck with me far enough to put into use in my game. I have vague memories of seeing things in there that my previous GMs had used as house rules -- even some with complete ignorance to even the existence of the D6 System book.

Though I do remember thinking that the treatment of the 1 on the Wild Die was draconian in that book, and that I'd never use such a harsh critical failure in any of my games.
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DougRed4
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PostPosted: Thu Feb 19, 2015 5:11 pm    Post subject: Reply with quote

cheshire wrote:
Though I do remember thinking that the treatment of the 1 on the Wild Die was draconian in that book, and that I'd never use such a harsh critical failure in any of my games.


For those of us not as familiar with the D6 System books, what do they do with a 1 on the Wild Die? Always a critical failure?
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cheshire
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PostPosted: Fri Feb 20, 2015 9:35 am    Post subject: Reply with quote

They describe a scenario where someone is trying to dodge a bullet and they roll a 1. They suggest that not only do they get hit by the bullet, but their failed attempt at jumping out of the way sends them smashing head-first into a brick wall and taking damage from both.

I mean... ouch.
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DougRed4
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PostPosted: Fri Feb 20, 2015 3:12 pm    Post subject: Reply with quote

Yeah, no kidding. Especially with it happening almost 17% of the time! Shocked
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mcbobbo
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PostPosted: Tue Feb 24, 2015 5:38 pm    Post subject: Reply with quote

I've been all over the D6 system in multiple flavors and have done some tinkering of my own. For example, we often play a variant with a 'choose your own attribute' flavor. So you have the standard set and 'Cyborg'. If your legs are cybernetic, use the Cyborg attribute instead. Your buddy has 'Magic' in that slot, with 'Magic Missile' as a skill underneath it.

It doesn't REALLY work that well, because balance is totally from the hip.

But it sure is fun to try.
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