I keep thinking about D6 Legend, how it traded dice totals for counting successes. I find myself wondering if it would be practical and interesting to use both systems within the same game. I want to do this for several reasons: I want more ways to use the dice, I want to differentiate action applications within the dice game, and I want to vary the game experience to reward different types of players. I want every type of role-player to have a dice game that rewards them.
Tag Archives: dice mechanisms
Boost and Penalty Dice
Some abilities, powers, or effects add boost dice or penalty dice to an ability check. This is written as “Boost-“, “B”, or “Penalty-“, “P”, followed by the number of dice. For example, Boost-1 (B1) adds a single boost die, and Penalty-2 (P2) adds a two penalty dice.
Luck Points (Dynamic Ability)
Luck is an extranormal ability. A character must be a Dynamic character to have the Luck ability. Luck is a ranked ability; for every rank of Luck, the character begins a play session with one luck point, regardless of the number of luck points the character ended the previous session with. Normal: a Stock character does have the luck ability.
Wild Die
The Wild Die is an extranormal ability. A character must be a Dynamic character in order to have the Wild Die ability. All player characters are automatically Dynamic. Normal: a Stock character does not have the Wild Die ability.
Dice Flip
Some abilities, powers, or effects call for a dice flip when a certain number is rolled during a skill check. A dice flip is also called a difference flip. This is written as “Flip-6” or “F6”, meaning that if any die on a roll shows a 6, it should be flipped to a 1 before being totaled to figure result points.
Advantage and Disadvantage
Status conditions, abilities, and effects can give a character Advantage or Disadvantage on a roll.