BATTLETECH 3025: Player Characters
Posted: Mon Jul 24, 2017 9:23 pm
BASIC RULES OF THE GAME FOR CHARACTER CREATION AND MAKING ROLLS TO DETERMINE THE OUTCOME OF CHOSEN ACTIONS
Hey there peoples; here's a thread for the rules (and house rules) I'll be using for this game. For those that have never played a D6 game (several versions, but the basics are always the same); the most important thing to remember is that all Stats, Attributes, etc. are listed in terms of a number of 6 sided dice to roll. In other words: STRENGTH: 3D; means 3 six sided dice to roll (and add up); and these rolls are then compared to a Difficulty number…which if tied or beaten; the roll is successful. If the roll is twice or three times higher than the Difficulty then this can mean REALLY successful.
For character creation; there are 7 attributes: CHA (Charisma), DEX (Dexterity), KNO (Knowledge), MECH (Mechanical Aptitude), PER (Perception), STR (Strength), and TECH (Technical Aptitude). Please note that Mechanical tends to cover Piloting/Driving/etc. skills as well as control of things like vehicle weapons and usage of Sensors, Comms, etc. Technical covers most repair skills; Strength is both how physically strong you are AND how much damage/exertion you can take and Perception covers awareness of things going on around you AND how to hide/conceal yourself from others nearby.
Skills all fall under one attribute (list to follow) and every character can attempt ANY skill. You have a certain number of Dice (18) to split among the 6 attributes as well as more Dice (7) to split among different skills. All skills default to your Related attribute if you don't put any dice in them; i.e. Piloting falls under MECH; so if you have 3D+2 in MECH and put no dice in Piloting; your character would roll 3D+2 when using the Piloting skill.
All attributes must fall in the 2D to 4D range and please keep the following in mind: In the d6 system, each dice can be broken down into 3 'pips'; so that when advancing attributes or skills; the system includes 2 'pips' between whole dice; i.e. the following choices are available for starting attributes:
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
This means when you roll 2D+2 for example; you roll 2 dice; add them up and then add 2 more; so that a roll of 2 and 5 totals 7, plus 2 more equals 9.
When adding these up to equal the starting 21D to split up; remember that 3 pips equals 1 Dice; so 2D+1 and 3D+2 would add up to 6D total.
When dividing the 7D up for skills; these can be broken down into 'pips' if desired (21 total pips) or can be kept in whole dice for simplicity. No more than 2D (6 pips) can be added to any one skill.
ATTRIBUTES AND SKILLS:
CHA: Bargain; Con; Leadership; Persuasion; Performance
DEX: Guns; Brawling Parry; Dodge; Launcher Weapons; Melee Weapons; Melee Parry; Thrown Weapons
KNO: Bureaucracy; Cultures; Languages; Medicine; Academics; Streetwise; Survival; Tactics; Technology
MECH: Animal Handling/Riding; Navigation; Driving; Mech Piloting; Aerospace Piloting; Jump/Dropship Pilots; Systems Operation (Comms/Sensors); Gunnery; Artillery; Sailing
PER: Alertness; Gambling; Hide; Sneak; Search
STR: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming; Running
TECH: Demolition; Computer Repair; Equipment Repair; Vehicle Repair; Mech Repair; Jump/Dropship Repair; Aerospace Repair; Security
DIFFICULTY NUMBERS
So, when skill rolls are called for; there is a DIFFICULTY number that must be equaled or excelled to succeed at the task. If your skill roll is Double or Triple the number needed, the level of success is increased. Here is the default list of Difficulty Numbers and what they mean. These numbers may have modifiers due to any number of factors.
5: VERY EASY
10: EASY
15: MODERATE
20: DIFFICULT
30: EXTREMELY DIFFICULT
PLEASE NOTE: In an effort to keep 'min-maxing' to a minimum and promote characters skilled in multiple areas; No two Characters may have 4D in the same starting attribute. (I.e. I'm trying to keep everyone from putting 4D in MECHANICAL as I don't want EVERY character to max out the Mech Piloting and Gunnery skills)
ALSO NOTE: I'll put up more details in the House Rules section; but LRMs (Long-range Missiles) will have have 2 distinct ways of firing....direct-fire; which is when the target is visible; which will use the Gunnery skill (under MECH).....and indirect-fire; which is when being fired at a target they do not have LOS (line of sight) too...such as targets covered by buildings/trees/hills/etc. Other Mechs/vehicles can possible 'spot' for when this happens (again, I'll put up the rules in the House Rules section) which increases the chances of hitting the intended target; but with or without spotting; this method will use the 'Artillery' skill (also under MECH) vice the Gunnery skill.
EXAMPLE CHARACTER CREATION:
Player Bob wants to create a Mech jock named SGT Joe Schmuckatelli. He decides to split his 21D in attributes as follows:
CHA: 3D+1
DEX: 3D
KNOW: 2D+2
MECH: 3D+2
STR: 3D+1
PER: 2D+2
TECH: 2D+1
He then decides to spend his 7D of skills (21 pips) as follows:
CHA: 3D+1: Leadership +2 pips for a final score of 4D (base is attribute score of 3D+1; add 2 more pips and it equals 4D)
DEX: 3D: Guns 4D (3 pips), Brawling Parry 4D (3 pips), Dodge 3D+2 (2 pips)
KNOW: 2D+2: Cultures 3D (1 pip)
MECH: 3D+2: Mech Piloting 5D (4 pips), Gunnery 4D+2 (3 pips), Artillery 4D (1 pip), Systems Operations 4D (1 pip)
STR: 3D+1: Stamina 3D+2 (1 pip)
PER: 2D+2
TECH: 2D+1
Hey there peoples; here's a thread for the rules (and house rules) I'll be using for this game. For those that have never played a D6 game (several versions, but the basics are always the same); the most important thing to remember is that all Stats, Attributes, etc. are listed in terms of a number of 6 sided dice to roll. In other words: STRENGTH: 3D; means 3 six sided dice to roll (and add up); and these rolls are then compared to a Difficulty number…which if tied or beaten; the roll is successful. If the roll is twice or three times higher than the Difficulty then this can mean REALLY successful.
For character creation; there are 7 attributes: CHA (Charisma), DEX (Dexterity), KNO (Knowledge), MECH (Mechanical Aptitude), PER (Perception), STR (Strength), and TECH (Technical Aptitude). Please note that Mechanical tends to cover Piloting/Driving/etc. skills as well as control of things like vehicle weapons and usage of Sensors, Comms, etc. Technical covers most repair skills; Strength is both how physically strong you are AND how much damage/exertion you can take and Perception covers awareness of things going on around you AND how to hide/conceal yourself from others nearby.
Skills all fall under one attribute (list to follow) and every character can attempt ANY skill. You have a certain number of Dice (18) to split among the 6 attributes as well as more Dice (7) to split among different skills. All skills default to your Related attribute if you don't put any dice in them; i.e. Piloting falls under MECH; so if you have 3D+2 in MECH and put no dice in Piloting; your character would roll 3D+2 when using the Piloting skill.
All attributes must fall in the 2D to 4D range and please keep the following in mind: In the d6 system, each dice can be broken down into 3 'pips'; so that when advancing attributes or skills; the system includes 2 'pips' between whole dice; i.e. the following choices are available for starting attributes:
2D
2D+1
2D+2
3D
3D+1
3D+2
4D
This means when you roll 2D+2 for example; you roll 2 dice; add them up and then add 2 more; so that a roll of 2 and 5 totals 7, plus 2 more equals 9.
When adding these up to equal the starting 21D to split up; remember that 3 pips equals 1 Dice; so 2D+1 and 3D+2 would add up to 6D total.
When dividing the 7D up for skills; these can be broken down into 'pips' if desired (21 total pips) or can be kept in whole dice for simplicity. No more than 2D (6 pips) can be added to any one skill.
ATTRIBUTES AND SKILLS:
CHA: Bargain; Con; Leadership; Persuasion; Performance
DEX: Guns; Brawling Parry; Dodge; Launcher Weapons; Melee Weapons; Melee Parry; Thrown Weapons
KNO: Bureaucracy; Cultures; Languages; Medicine; Academics; Streetwise; Survival; Tactics; Technology
MECH: Animal Handling/Riding; Navigation; Driving; Mech Piloting; Aerospace Piloting; Jump/Dropship Pilots; Systems Operation (Comms/Sensors); Gunnery; Artillery; Sailing
PER: Alertness; Gambling; Hide; Sneak; Search
STR: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming; Running
TECH: Demolition; Computer Repair; Equipment Repair; Vehicle Repair; Mech Repair; Jump/Dropship Repair; Aerospace Repair; Security
DIFFICULTY NUMBERS
So, when skill rolls are called for; there is a DIFFICULTY number that must be equaled or excelled to succeed at the task. If your skill roll is Double or Triple the number needed, the level of success is increased. Here is the default list of Difficulty Numbers and what they mean. These numbers may have modifiers due to any number of factors.
5: VERY EASY
10: EASY
15: MODERATE
20: DIFFICULT
30: EXTREMELY DIFFICULT
PLEASE NOTE: In an effort to keep 'min-maxing' to a minimum and promote characters skilled in multiple areas; No two Characters may have 4D in the same starting attribute. (I.e. I'm trying to keep everyone from putting 4D in MECHANICAL as I don't want EVERY character to max out the Mech Piloting and Gunnery skills)
ALSO NOTE: I'll put up more details in the House Rules section; but LRMs (Long-range Missiles) will have have 2 distinct ways of firing....direct-fire; which is when the target is visible; which will use the Gunnery skill (under MECH).....and indirect-fire; which is when being fired at a target they do not have LOS (line of sight) too...such as targets covered by buildings/trees/hills/etc. Other Mechs/vehicles can possible 'spot' for when this happens (again, I'll put up the rules in the House Rules section) which increases the chances of hitting the intended target; but with or without spotting; this method will use the 'Artillery' skill (also under MECH) vice the Gunnery skill.
EXAMPLE CHARACTER CREATION:
Player Bob wants to create a Mech jock named SGT Joe Schmuckatelli. He decides to split his 21D in attributes as follows:
CHA: 3D+1
DEX: 3D
KNOW: 2D+2
MECH: 3D+2
STR: 3D+1
PER: 2D+2
TECH: 2D+1
He then decides to spend his 7D of skills (21 pips) as follows:
CHA: 3D+1: Leadership +2 pips for a final score of 4D (base is attribute score of 3D+1; add 2 more pips and it equals 4D)
DEX: 3D: Guns 4D (3 pips), Brawling Parry 4D (3 pips), Dodge 3D+2 (2 pips)
KNOW: 2D+2: Cultures 3D (1 pip)
MECH: 3D+2: Mech Piloting 5D (4 pips), Gunnery 4D+2 (3 pips), Artillery 4D (1 pip), Systems Operations 4D (1 pip)
STR: 3D+1: Stamina 3D+2 (1 pip)
PER: 2D+2
TECH: 2D+1