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MiniSix Dark Sun

Started by nethru, January 17, 2016, 10:01:04 PM

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nethru

So I've had the itch to try and convert Dark Sun setting to Mini Six and think this is a good start.  I did use material from a few different books (Breachworld, MightySix and Scarrpot Conversion) to flesh it out and the base file was from the person who converted Scarrport (big thanks!)  

https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf

Let me know thoughts or some things you think can be fixed.  I was trying to keep it as simple as possible but still have that Dark Sun feel.

nethru

made few minor updates to the pdf.

Athas dwarves are a bit different than normal dwarves.  Instead of Might 5D and Agility 3D should be Might 5D and Charm 3D.  Also gave the insect men 5D max Agility to fit more with the race.  

https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf

Spinachcat

Interesting project.

I want to hear about how Dark Sun plays in D6 at the table.

I so deeply associate D6 with Star Wars heroics that I have trouble envisioning how it plays with something gritty & brutal like DS.

AsenRG

Quote from: nethru;874089made few minor updates to the pdf.

Athas dwarves are a bit different than normal dwarves.  Instead of Might 5D and Agility 3D should be Might 5D and Charm 3D.  Also gave the insect men 5D max Agility to fit more with the race.  

https://dl.dropboxusercontent.com/u/44967224/MiniSix%20Dark%20Sun.pdf

Doesn't 5d Agility make them the ultimate warriors?
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Bloody Stupid Johnson

Quote from: AsenRG;874158Doesn't 5d Agility make them the ultimate warriors?
Hmm how does Mini6 do multiple attacks?
With their 4 arms, you could balance them if making multiple attacks has to split the dice up, or take a penalty.

nethru

#5
I'm using the Mighty Six rules for multi limb.  For each extra limb it adds 1 pip to the skill your using like melee/brawling.  So with 4 arms and say 5D brawling skill if they opt to do 2 attacks they still take the multi action penalty so would be 4D+2 for each attack.  If they do 3 attacks in a round it's 3D+2 for each attack and so on.  I don't think this makes them super powerful and they are a 3 perk cost race.

having 5D max agility doesn't help them for melee type attacks and the extra limbs won't help with Dodge skill.

I guess the one main advantage of having 4 arms if you can have 2 2handed weapons or 1 2handed weapon and a shield.

nethru

#6
Quote from: Spinachcat;874138Interesting project.

I want to hear about how Dark Sun plays in D6 at the table.

I so deeply associate D6 with Star Wars heroics that I have trouble envisioning how it plays with something gritty & brutal like DS.

I think D6 does gritty and brutal pretty nicely using the standard wound table.  Combat is dangerous and you can get dropped pretty fast.  

I'm still working some things out and will def try it on table top and let you know how it goes.

I also added Wild Talents to the PDF now forgot about those from the old school Dark Sun books.  Almost everyone has some kind of Psion power :)  Also added the Pterran race.  I like them lizzards.

artikid


nethru

Added more powers for the spell casters and especially Psions.  Removed small complication from Halflings it just seemed way to harsh with -5 to all Might based skills and them only getting max 3D+1 Might.

Tweaked the Wild Talents a bit with chance to not get one and added TN's to activate those powers.

I'll probably be doing a test run of the game in very near future will let you know how it goes.

Spinachcat

I am very interested in an Actual Play breakdown.

Has anyone run D6 fantasy?

nethru

Put the small disadvantage back on Halflings.  They are small people so should have it and they get enough bonuses to make up for it and 1 extra CP per session for being small.

Added Ambidextrous Perk as well as optional two-weapon fighting rule which I like better than saying if you use 2 weapons it's the same as using 1 weapon 2 times in D6 system.

I'll be running a game on another forum in near future using the rules and will keep ya posted.

nethru

Made some changes to some of the training perks.  Split up Fighter and Gladiator perks.  Added a few more powers and tweaked the races a bit to me more in line on the 2nd edition rules.

If your interested in playing in an online forum game send me a PM and i'll shoot you the link.  Got spot for 1-2 players.

nethru

Added a few more powers and changed the exceptional success to 10 over not 5.  I think 5 would make it to easy to get those exceptional successes and getting all that extra damage or special affects all the time is no fun.

Made penalty a little harsher (not to much) to be a preserver and kept the +3 for defiling.  so there is a 5 point gap minimum between preserving vs defiling.  I like having defiling give a boost since your sucking the life from the land to fuel your power.

nethru

Few updates.

Changed the Wild Talent table to be 4d6 which chance to have a boost to a power, chance to get 2 powers but with penalty and if you roll 4 1's you just get psychic resistance.

Added some more rules for Defiling. Corruption! The path to becoming a defiler is not always a good thing and you gain tainted aura if you fall.

Added a wizard only power Drain Life (Got the idea from re-reading the Prism Pentad) where you can use life force energy from living creatures to power your spells (not defiling the land).

I still have room in the Play by Post game i'm going to be running send me PM if interested. Hasn't started yet.

nethru

Starting Spells/Slots
Each realm of magic has their own method of gaining new spells/slots.

Elementalist: Elementalist knows every spell in the list but is limited to a number of spells they may cast per day via daily devotions to the elements. They start out with (1 + 1 x Number of Skill Points) spent in spell slots per day. Ex: Spend 2 skill points on magic you have 3 spells per day. They regain spell slots back after rest. Elementalist gain more spell slots at a cost of 2CP per slot.

Wizards: Wizards are not limited to the number of spells they know as long as they have access to Tomes or a teacher. A Wizard stores their spells in a spell book and has the mental ability to cast a set number of spells per day from memorization. Learning new spells does not cost any CP but may cost gold to acquire the material/tome, etc... They start out with (1 + 2 x Number of Skill Points) spent in spell slots per day. Ex: Spend 2 skill points on magic you have 5 spells per day. They start out with 1 + 1 spells per Skill Point spent at creation. Ex: Spend 2 skill points on magic you have 3 spells known at start. Wizards gain more spell slots at a cost of 2CP per slot.

Psions: Psions must learn their new powers via CP spending and may use their powers any number of times throughout the day (2CP per power). They start out with 1 + 1 power per Skill Point spent at creation.