der irrsinn des d6-systems.
und darauf bin noch nicht mal ich gekommen: bei REDDIT hat man sich vortrefflich ausgelassen, dass im bereich fantasy überhaupt kein spielgefühl aufkommt.
ist wirklich so: kein gutes "spiel-gefühl" bei fantasy. wird bei mantel-&-degen wahrscheinlich auch nicht anders sein.
bin gespannt, ob man das bei d6 2.0 ausmerzen kann.
A Brief Primer to Playing the Game
D6 Second Edition (called D6 2e hereafter) uses the concept of die codes to communicate how proficient a character is.
Whenever a character attempts to do something risky where failure can matter, you’ll roll dice. The higher the result of your total roll (all the rolled dice added together), the more successful the character is at that task!
How many dice you roll is determined by your die code. Each skill and attribute has a die code, so when you have to roll a skill or attribute, you can simply look at that code and it will tell you how many dice you must roll.
A typical die code consists of a number (like 3), followed by a D (this means dice), and a possible modifier (like +1 or +2).
NOTE: Modifiers are optional. You can easily strip them out, and simply use full dice amounts for playing the game. When we get into the “Rules” chapter on page XX, we’ll go deeper into that. Zorro doesn't use modifiers, though later D6 2e products will.
So, a die code of 3D+1 would mean that the player would roll 3 six-sided dice, add them together and then add 1 to the total. So, if the dice came up with results of 2, 3, and 5, your result would be 11. (2+3+5+1)
Your character will tell you how to build die codes (either as a template, where the codes are already calculated, or in freeform character creation, where you’ll assign dice to attributes and skills and then calculate your codes).
The Wild Die
The Wild Die represents the randomness inherent in life. The Wild Die is always one of the dice in your Die Codes and you should represent it with a d6 of a different color or size.
So, in our previous example of 3D6+1, you’d roll 2 normal dice, and the Wild Die, and then add 1 to the total result. You must always include the Wild Die, so if you only have one die, it must be the Wild Die.
If the Wild Die comes up with a result of 2, 3, 4, or 5, just treat it as a normal die, adding it to your total as normal.
If the Wild Die comes up with a result of 6, you gain an Advantage.
If the Wild Die comes up with a 1, you suffer a Complication.
ist wirklich so: kein gutes "spiel-gefühl" bei fantasy. wird bei mantel-&-degen wahrscheinlich auch nicht anders sein.zusätzlich zur Frage vom HEXer nach dem "Irsinn", frage ich mich gerade was ist "spiel-gefühl"?