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| #1jimprofitFeb 10, 2009 19:57:43 | ![]() So I thought of making a Deadlands game. Deadlands is a post appocalyptic scenario using steampunk and occult **** to develop a grim and gritty world.. It works pretty well, and it's fun as hell looking through history books and things to find interesting stories that make for an awesome PC. I like fourth edition in alot of ways, but I like third edition in how it was more dice dependent. So I combined both their efforts, and added my own unique blend using d6. Now, the game doesn't just use d6, but takes up the majority of rolls.. STATS: Roll 1d6 for the amount of ranks in each stat. For every rank, you roll a d6. So let's say JIM PROFIT Strength: 2 Dexterity: 4 Intelligence: 3 Wisdom: 5 Charisma: 6 Now he rolls 6d6 with a charisma check, 2d6 with a strength check. A roll of all 1s is auto fail, a roll of all 6s is auto success. DEFENSES: Unlike your other stats, defenses is important to your livelyhood. It represents AC. Roll a number of d6 equal to the key-stat for that defense, add your number of ranks in that key stat, then add +1. Fortitude: Charisma. Reflex: Dexterity. Will: Wisdom. For example, Jim Profit rolls 16 total (5d6) for his will defense, then adds his stat points of wisdom, then 1. Making it a total of 22. SAVING THROW: Sort of a luck based roll, the DC is different, but you always roll a flat 3d6. HP: HP you roll a strength check, plus strength stat, plus 10. So Jim Profit rolls 2d6, (7), adds two for strength stat, then ten. And his total HP is 19. MANA: Mana you roll intelligence check, plus intelligence stat, plus 15. So Jim Profit rolls 3d6 (10), adds three for intelligence stat, then fifteen. And his total mana is 28. POWERS: Powers use mana. Like HP, mana orbs drop that can replenish your mana. Spells generally cost in mana equal to their spell level x4. It's broken down like this. Lvl0=1 mana Lvl1=4 mana Lvl2=8 mana Lvl3=12 mana Lvl4=16 mana Lvl5=20 mana Lvl6=24 mana Lvl7=28 mana Lvl8=32 mana Lvl9=36 mana POWERS VS DEFENSE: First you have to "attack" before you can "hit". Different powers use a differnt stat. You roll the amount of die relative to your stat, add a bonus equal to your ranks in that stat, and the spells level. So let's say Jim Profit were to use CAUSE FEAR. He'd roll 6d6+6+1. Some spells will have to be edited, such as cause fear for example, as there's not hit die. Cause fear as an example will now read “any creature with a wisdom score 5 or lower”. POWER POINTS: In order to gain power points to learn a spell/feat, roll 3d6 for number of power points. You can now use these power points to purchase spells. Spells cost a number of power points equal to the spell's level+1. You can also learn feats. Feats. Feats costs 1 power point and usually tie into some sort of tree. Most feats have been edited.. CASTER LEVEL: To determine the length a time a spell lasts or how powerful it is via caster level, the DM rolls for caster level using whatever method he prefers to show how “skilled” you are with that spell.. There are feats that can increase caster level in case you feel robbed.. WEAPONS: In deadlands, weapons have several stats. You must take a feat to be proficient with a weapon group. The weapon groups are bludgeoning (like clubs and flails), slashing (swords and axes), piercing (glaives and spears), exotic (like chains and double-bladed swords), and firearms. Proficiency gives you an attack and damage bonus with that weapon most of the time. Here's an example weapon Jim Profit might use.. Large Spear. (Piercing) |Strength based | Attack vs Reflex Prof Attack Bonus: +0 Prof Damage Bonus: +1 Damage: 1d10 HP: 20/20 Weapons also have HP, to balance them with each other. Every time a weapon is used their HP wears down by one. until it reaches zero and is unable to be used.. Sunder attacks become much more significant in this setting. ABILITIES: Abilities that are not covered by feats or spells should be consulted with the DM to figure out power point cost. Such as the hexblade's curse, the warlock's invocations/eldritch blast, rogue's sneak attack, etc.. Generally class abilities should cost no more then 2 or 3 power points. With exceptions.. However, different rules will have to apply. Such as with rogue's sneak attack, there is no moment when you lose AC bonus, so instead you'll have to convert it “during attack of oppurtunity” or “if the opponent doesn't know you're there”. |
| #2danmarlokFeb 11, 2009 8:17:06 | Just as an FYI, using mulitple dice to determine success is inherently broken. I've played and written systems that tried to use matching dice and well your chances of auto success and auto failure on 2d6 is an order of magnitude better than 3d6. Your chance to get it with 4d6 is slim, 6d6 is almost non-existant. So treating all 1's as auto fail and all 6's as auto success ends up with the person with the least amount of skill is the only one who really has a reasonable chance to auto succeed while the person with the most skill can never auto succeed (1 in 10,000 rolls isn't really a chance). Instead you need to make a flat limit of say 3x6's is an auto success so the more dice you have the better your odds of auto succeeding while the person with low skill can never do it. |