Support this site with every purchase with this link.

RPGNow.com

Thursday, April 7, 2011

Traits in Mini-Six (Advantages and disadvantages)

While I really like how D6 space, D6 adventure, and D6 Fantasy handle advantages I like how the "D6 system" book handled them better. It assigns between 1D to 3D (although could be higher). The cost or price of the advantage or disadvantage is in skill points. So a 2D in a disadvantage gives you 2D in skill poimts to spend.

The reason I like this is I could use those die as a modifier. If a character had -2D of poor eye sight I could use that as a modifier to hit roll medium range or further. Loos two die from your die pool.

While I live the base system the AntiPaladin games has put together I see a lot of room to expand. Call them Advantages, Disadvantages or Feats. I'm just going to call them Traits.

I like the Idea of traits because they could be good traits or bad traits.

Example good traits:
Iron will
Wealthy
Blessed
Noble birth
Good memory
Sixth sense

Example of Bad traits:
Addiction
Debt
Cursed
Low birth
Poor memory
Wanted man
fear of ________

Another  reason I like the Idea of traits being a blanket term for both good and bad is because some traits could be used for both. For example Wealth could be used either way. A -2D wealth is poor, while +2D is wealthy. Another example of this could be reputation or Sanity. Sanity could go positive or negative. Especial in games involving some old gods.

In the "D6 system" book traits are kept to whole die numbers. 1D, 2D, 3D ect. But I don't see any reason pips could not be used as well. For example if a character had a Sanity of 3D. And slowly started going mad the GM could take away a single pip from sanity game by game. Or a player with a bad reputation with a group could slowly work it off. Every good dealing with the group his bad rep is raised a single pip.

What are common referred to as feats could also become traits. For example in your game you could have a trait called "quick reflexes" which if takes adds to initiative rolls. Or a trait on "kung fu", every die of "kung fu" the player can split the die between fighting skill and parry defence in hand to hand combat.

Another use of traits is racial traits. Like elves having night vision. If an elf had 2D night vision he could use those die to offset penalties for poor or no lights. A dwarf with magic resistance of 2D could use the die to resist magic effects. Or add the die (diex3) to his soak for magical attacks.

No comments:

Post a Comment

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...