WW2 Supers d6: Rules Mechanics
Posted: Sat Mar 07, 2020 1:41 pm
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 6 attributes: 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 mounted weapons (cannons, bombs, etc.) and usage of Radios, Radars and the like. TECHNICAL covers most repair skills; STRENGTH is both how physically strong you (i.e. DEX is how you hit people in hand-to-hand and melee combat but STR determines damage dealt) are AND how much damage/exertion you can take and PERCEPTION also covers Charisma skills.
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. Guns falls under DEX; so if you have 3D+2 in DEX and put no dice in Guns; your character would roll 3D+2 when using the Guns 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 18D 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:
DEX: Guns; Brawling Parry; Dodge; Missile Weapons (Bows, Slings, Crossbows); Melee Weapons; Melee Parry; Thrown Weapons
KNO: Bureaucracy; Cultures; Languages; Medicine; Academics; Streetwise; Survival; Tactics; Technology
MECH: Animal Handling/Riding; Navigation; Driving; Piloting; Radios; Radar; Heavy Weapons (Machine Guns, Rocket Launches, AT Rifles, Mortars, Flamethrowers), Gunnery (Cannons, plane mounted MGs, Artillery, etc.); Ordinance (Bombs, Rockets); Sonar
PER: Alertness; Bargain; Con; Gambling; Hide/Sneak; Leadership; Persuasion; Search
STR: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming; Running
TECH: Demolition; Equipment Repair; Car Repair; Security; Airplane Repair; Ship Repair; Armored Vehicle Repair, Radar Repair, Sonar Repair, Radio Repair
In addition, players (and Special NPCs) will have LUCK Points. These are spent before a roll and add +3D to all Attributes and Skills for 1 Round. They allow for special "hero moments".
For character creation; there are 6 attributes: 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 mounted weapons (cannons, bombs, etc.) and usage of Radios, Radars and the like. TECHNICAL covers most repair skills; STRENGTH is both how physically strong you (i.e. DEX is how you hit people in hand-to-hand and melee combat but STR determines damage dealt) are AND how much damage/exertion you can take and PERCEPTION also covers Charisma skills.
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. Guns falls under DEX; so if you have 3D+2 in DEX and put no dice in Guns; your character would roll 3D+2 when using the Guns 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 18D 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:
DEX: Guns; Brawling Parry; Dodge; Missile Weapons (Bows, Slings, Crossbows); Melee Weapons; Melee Parry; Thrown Weapons
KNO: Bureaucracy; Cultures; Languages; Medicine; Academics; Streetwise; Survival; Tactics; Technology
MECH: Animal Handling/Riding; Navigation; Driving; Piloting; Radios; Radar; Heavy Weapons (Machine Guns, Rocket Launches, AT Rifles, Mortars, Flamethrowers), Gunnery (Cannons, plane mounted MGs, Artillery, etc.); Ordinance (Bombs, Rockets); Sonar
PER: Alertness; Bargain; Con; Gambling; Hide/Sneak; Leadership; Persuasion; Search
STR: Brawling; Climbing/Jumping; Lifting; Stamina; Swimming; Running
TECH: Demolition; Equipment Repair; Car Repair; Security; Airplane Repair; Ship Repair; Armored Vehicle Repair, Radar Repair, Sonar Repair, Radio Repair
In addition, players (and Special NPCs) will have LUCK Points. These are spent before a roll and add +3D to all Attributes and Skills for 1 Round. They allow for special "hero moments".