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Jedi Master
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 D6 Rules
« Thread Started on May 22, 2004, 9:52am »

http://www.swrpga.com/d6.html
Has a great D6 tutorial.
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 Re: D6 Rules
« Reply #1 on Jul 1, 2004, 9:50pm »

Here's how a battle works.

1. Roll initiative. (highest percp. per side.) Highest roll gets to choose declaring and acting first or last.

2. Declare all action one character at a time, including all dodges and parries.

3. Roll all defensive skills. (Dodges, parries, and vehicle dodges.)

4. Roll actions. Each character takes their first action rolling in the order that they declared actions. Next, roll all 2nd actions for characters in the same order. continue for third and further actions.

Special rules
-1D per action beyond first in round.

Preparing : Spend as long preparing as task takes to do: +1D

Rushing: Do action in half the time it normally takes. Roll 1/2 normal skill dice.

Drawing Weapons: Costs -1D

Setting Weapons on stun: Costs -1D

Reloading: Costs -1D
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 Re: D6 Rules
« Reply #2 on Jul 1, 2004, 9:52pm »

Quickdraw Rules

You take your quickdraw dice, add in your holster bonus and divide that number up. So if Player 1 had like 4D and a 2D holster, he has 6D to play with. He can divide that up. 4D for the draw and 2D for hitting. Or 3D for draw and 3D to hit. However you want.
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 Re: D6 Rules
« Reply #3 on Jun 1, 2006, 5:23pm »

Since Jedi Master's link doesn't work, I'll post the D6 tutorial found on the excellent Rancor Pit site. I highly recommend using their dice roller utility.



Roll the number of six-sided dice before the "D" and add them together. If there is a number after the "+", add it to the total. For example, 3D+2 means roll three dice, add them together, and add another two to the total.

Whenever a character makes a die roll, the player must choose one die of a different color to be the character's wild die (this is not an extra die; it's just a different color).

Whenever the wild die comes up as a 2,3,4, or 5, just add it to the die total normally.

When the wild die comes up as a 6, add it to the die total. Roll it again and add the new number to the total, too.

If the new roll is a 6, add it to the total and roll the die again. You can keep on rolling as long as you get sixes.

For the first roll only, if the wild die comes up as a 1, some kind of a mishap has occurred.

Roll the wild die again to determine the type of mishap. On a 1-5, the character suffers a penalty; on a 6, the character suffers a complication.

When a character suffers a penalty, the wild die and their highest die code is subtracted from the total. If more than one die is tied for the highest roll, the character loses only one die.

When a character suffers a complication, total up the skill dice normally. However, complications make a character's life more... complicated. Sometimes the results are disastrous for a character, while other times they are simply intriguing or even humorous. They should be unusual events that help move the story along or help amplify exciting and dramatic situations. Complications should be directly related to the skill or attribute being used when the mishap was rolled.


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The following rule was modified in the Second Edition: Revised & Expanded:
For the first roll only, if the wild die comes up as a 1, the gamemaster can choose one of three options:

Add up the dice normally.

Total up the skill dice normally to see if the skill roll succeeded, but a "complication" occurs.

Subtract the one and also subtract the highest other die.
« Last Edit: Jun 1, 2006, 5:24pm by The Force »Link to Post - Back to Top  IP: Logged

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 Re: D6 Rules
« Reply #4 on Oct 16, 2007, 9:03am »

Raising Skills

After much perusing of the GM book, here is what we found.

You don't need to round up to raise a normal skill. Raising a 4D+2 to 5D only costs 4 points.

You DO need to round up when raising specializations. Specializations cost half the points. Since you can't use only half of a point, you must round up.
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