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Best RPG that only uses D6 dice?

Started by weirdguy564, September 05, 2022, 12:03:53 PM

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Tod13

Quote from: King Tyranno on September 11, 2022, 08:00:18 AM
Quote from: jeff37923 on September 05, 2022, 02:35:52 PM
WEG d6 Star Wars is hard to beat, the only one that uses just d6 and supersedes it is Traveller.

Yeah for me I flip flop on whether Traveller or the fanmade Revised, Expanded and Updated SWd6 rules are the best d6 rules. I think I gravitate more towards Traveller because the character creation is so awesome and unique. I have no idea why other games didn't steal it tbh.

It is very polarizing I think -- people either love Traveller character generation or loath it. I know none (although I'm sure they are out there) who are ambivalent. My wife loves character generation, but has never played. I like character generation more than the actual gameplay, which I find slow and clunky. So many pluses and minuses to each roll to determine and track each time. Been thinking about how to speed it up but retain same flavor.

PencilBoy99

I like the idea of all of the year zero games I own - you just use d6's and only 6's count for the most part (successes), the rest of the systems can be kind of wonky though. Having to add up large piles of dice isn't my favorite resolution mecanic.

Tod13

Quote from: PencilBoy99 on September 11, 2022, 01:06:45 PM
I like the idea of all of the year zero games I own - you just use d6's and only 6's count for the most part (successes), the rest of the systems can be kind of wonky though. Having to add up large piles of dice isn't my favorite resolution mecanic.

Same here. My wife and I played our first VTT session last night and it was our first time playing a Modiphius system -- John Carter of Mars. So many numbers special rules and caveats and addendum. You add up successes for the attacker, then the defender, then figure if you get any bonus momentum, determine if you actually succeeded, and then roll for damage (which either needs their special 6 sided dice or for you to remember what each number actually means).

My wife felt the system really got in the way of role playing. Even the people that had been playing for 18 months weren't comfortable with the rules. She appreciates more our homebrew which is single die opposed rolls. (Dice on each side are almost always different sizes -- not a d6-only system.)

PencilBoy99

IMHO for me and friends the longer the resolution time is (either figuring out what mechanics to invoke, how to use them, or actually using them) the less fun/immersive the game is.

That's my issue w/ Fate right now, which is actually fine (I'm using Fate condensed) - however you constantly have to figure out which set of baroque mechanics to use and how to use them, and if you do it wrong you get an un-fun result. But you're not really learning anything because the next situation is different. Once you do figure it out thought the resolution is pretty quick.

Tod13

Quote from: PencilBoy99 on September 11, 2022, 01:23:28 PM
IMHO for me and friends the longer the resolution time is (either figuring out what mechanics to invoke, how to use them, or actually using them) the less fun/immersive the game is.

That's my issue w/ Fate right now, which is actually fine (I'm using Fate condensed) - however you constantly have to figure out which set of baroque mechanics to use and how to use them, and if you do it wrong you get an un-fun result. But you're not really learning anything because the next situation is different. Once you do figure it out thought the resolution is pretty quick.

I'm going make a cheat sheet for John Carter with all the different attribute combinations and possible talents (like feats or skills) my character has for different activities. I'll do the same for my wife's character. I didn't feel too bad about constantly asking what I was supposed to use since it was my first time playing and the folks playing for 18 months had trouble keeping it straight too.

I can't imagine it ever being quick though. LOL


Domina


Jam The MF

I want to confess that coming from a polyhedral background,  I went from thinking it was weird and perhaps a bit boring to base everything on d6's only; to really liking the even greater number of different polyhedral dice in DCC; to deciding that all that stuff was fun and interesting, but not what I really wanted in gaming.  Then I ended up considering d6 only, and i loved it.  There are different ways to do it.  There are more possibilities than one would think.

D6 based RPGs are cool, man!!!
Let the Dice, Decide the Outcome.  Accept the Results.

weirdguy564

#52
Pocket Fantasy is a great game that is super rules lite.  It also fits here as it only uses 1D6 dice rolls. 

Combat skills are 1D6 for a full warrior, 1D6-1 for your partial warriors like rogues, clerics, and spell-swords, and 1D6-2 for your rear line types like wizards.

It's not even a to-hit roll.  It's damage.  When you fight, you roll damage and the other guy/critter rolls their combat skill to block damage.  I attack and roll a 5, he rolls a 3, he takes 2 damage. Simple. 

The opposite of that are the D6 games that get weird with the dice to try and get more results than 6 or 12 results with a 1D6 or 2D6 respectively.  I can give it a pass if you count successes, if that game is consistent about what a success is.  Or even a D66 system that uses one die for the 10's place, and the other die as the 1's place.

But if your game starts using custom dice, it's going in the trash.  I'm looking at you, Fantasy Flight Star Wars.  "It's such an innovative system!"   Yeah, so innovative I get angry just listening to reviews or tutorials.  Nope.  No sale.  Moving on. 

One last complaint is about the popular D6 Star Wars from West End Games.  It's probably the most well know D6 rules there are.  But having played it I do know that two opposed rolls need to be within 2D or it's nearly pointless.  Aka a shot taken with a 4D6 vs a dodge defense with a 6D6.  That's not a shot likely to hit.   Statistics say the defender rolls an average of 21, and with only 4D6 to work with that's going to happen only 1.5% of the time.  Now, it's not always going to be that way.  Probabilities and all, and exploding dice mechanic, but in D20 at least it's never harder than 5%. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Jam The MF

Quote from: weirdguy564 on October 14, 2022, 10:51:39 AM
Pocket Fantasy is a great game that is super rules lite.  It also fits here as it only uses 1D6 dice rolls. 

Combat skills are 1D6 for a full warrior, 1D6-1 for your partial warriors like rogues, clerics, and spell-swords, and 1D6-2 for your rear line types like wizards.

It's not even a to-hit roll.  It's damage.  When you fight, you roll damage and the other guy/critter rolls damage they block.  I get a 5, he gets a 3, he takes 2 damage. Simple. 

The opposite of that are the D6 games that get weird with the dice to try and get more results than 6 or 12 results with a 1D6 or 2D6 respectively.  I can give it a pass if you count successes, if that game is consistent about what a success is.  Or even a D66 system that uses one die for the 10's place, and the other die as the 1's place.

But if your game starts using custom dice, it's going in the trash.  I'm looking at you, Fantasy Flight Star Wars.  "It's such an innovative system!"   Yeah, so innovative I get angry just listening to reviews or tutorials.  Nope.  No sale.  Moving on.

1D6-2 for Wizards?  They certainly aren't overpowered, anymore.
Let the Dice, Decide the Outcome.  Accept the Results.

Melan

Quote from: weirdguy564 on September 05, 2022, 12:03:53 PM
Is the best D6 game the old West End Games Star Wars?   Or is it evolved versions of that game like Mini-6 Bare Bones (and free)?
Asked and answered in the first line. Yes!
Now with a Zine!
ⓘ This post is disputed by official sources

Man at Arms

I really enjoyed this thread at the time, and my appreciation for d6 mechanics has only grown stronger.  Tiny Dungeon, for example.

Standard roll, is 2d6.

Advantage is 3d6.

Disadvantage is 1d6.

Any result of a 5 or 6 on even a single die, equals a success.

Damage, is d6 based.

weirdguy564

#56
Quote from: Man at Arms on August 22, 2024, 11:57:02 PMI really enjoyed this thread at the time, and my appreciation for d6 mechanics has only grown stronger.  Tiny Dungeon, for example.

Standard roll, is 2d6.

Advantage is 3d6.

Disadvantage is 1d6.

Any result of a 5 or 6 on even a single die, equals a success.

Damage, is d6 based.

Glad you liked it.

I too like the Tiny-D6 series of games.

There is one correction, though.  Damage is 1 damage for one handed weapons, and 2 damage for two handers.  And even then not all of the games are exactly the same rules.  They also limit you with two actions when it is your turn, and both can be attacks with the exception that 2-handers only get one attack.  In those cases you can use your other action for dodging, taking cover, concentrating, or moving.  I think it was done that way to balance using a single sword with a shield vs a two handed weapon.  They don't want a clear, optimal way to play.

Along with that, I have another set of 1D6 based games I have found since then.  Kogarashi, and it's original game called True-D6.  They're the same rules, just that Kogarashi is in fantasy Japan and True-D6 is your traditional fantasy setting of European medieval folklore.
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Dropbear

Quote from: Mishihari on September 05, 2022, 07:30:13 PMOf the games I know that only use d6, my favorite is Shadowrun 1E.  That probably has more to do with the setting than the mechanics though, to be totally honest.

I as well am a Shadowrun die hard. Agreed on the setting vs. mechanics. Still more enamored of 3E than any other edition but hard to find folks who still want to play it opposed to 5E and 6e. Heck, I like 4A better than those two but the secondhand market for USED copies of that specific edition is an extortionist's game.

Man at Arms

Quote from: weirdguy564 on August 24, 2024, 09:02:34 AM
Quote from: Man at Arms on August 22, 2024, 11:57:02 PMI really enjoyed this thread at the time, and my appreciation for d6 mechanics has only grown stronger.  Tiny Dungeon, for example.

Standard roll, is 2d6.

Advantage is 3d6.

Disadvantage is 1d6.

Any result of a 5 or 6 on even a single die, equals a success.

Damage, is d6 based.

Glad you liked it.

I too like the Tiny-D6 series of games.

There is one correction, though.  Damage is 1 damage for one handed weapons, and 2 damage for two handers.  And even then not all of the games are exactly the same rules.  They also limit you with two actions when it is your turn, and both can be attacks with the exception that 2-handers only get one attack.  In those cases you can use your other action for dodging, taking cover, concentrating, or moving.  I think it was done that way to balance using a single sword with a shield vs a two handed weapon.  They don't want a clear, optimal way to play.

Along with that, I have another set of 1D6 based games I have found since then.  Kogarashi, and it's original game called True-D6.  They're the same rules, just that Kogarashi is in fantasy Japan and True-D6 is your traditional fantasy setting of European medieval folklore.


Thank you.  I will enjoy my slice of humble pie.

Man at Arms

Rolling with the Tiny d6 Mechanic; counting any single 5 or 6, as a success....

Obviously, rolling 1d6 should succeed 33.33% of the time.

I rolled 2d6 until I saw 10 successful results, and it took me 24 rolls of 2d6.  10 out of 24, equals a success rate of 41.67%.  Success, less than half the time.

I then rolled 24 times, with 3d6; and I saw 15 successful results.  15 out of 24, equals 62.5 %.  That's approaching a 2/3rds rate of success.  That makes it worth making the attempt, in most circumstances.

Without the Advantage of 3d6, I wouldn't want to risk some of the rolls, vs the consequences of failure.  Is this about the way it should be?