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5d6 a GameBook Dice system.

I came up with an idea for a conflict resolution system. The intent is a system to use for my GameBook "The House of Torment" should I require to use my own creation.

The main requirements of my system is
A. Must use D6's
B. Must use more than 1.
C. Must 'feel' like a rpg system even if it's auctually fairly simple.

I came up with the idea of rolling 5d6 for each and every dice roll.
It's used as a dice pool where you count the number of passes or failures.
You'll always end up with either 3 passes, or 3 failures.
The default threshold is 3 & below for pass.

At the beginning of each conflict or test the player is given a number to beat.
This represents the difficulty of a task or an opponents defense level.
This number is then compared to the players similar number.
If they are differnt by a margin of X (to be determined) then they modify the theshold.
The results are
A. the two numbers are within the X margin range. No change to threshold.
B. The players number is BELOW the x margin range of the given number. The threshold is -1 only.
C. The players number is ABOVE the x margin range of the given number. The threshold is + 1 only.

For test the selected character stat is mentioned as what to test against the given number.
For combat the numbers are generated as such
The player combines a weapon bonus + an associated stat.
The opponent combines an armor bonus + an associated stat.
In gamebooks the opponents defense value is simply given as a full number and not in portions.
The threshold is altered appropiately as mentioned in the above section.
The dice are rolled.
This time each dice that comes up as a pass is considered dammage to the opponent. Each dice = 1 point dammage.
Weapons may give a X bonus to that value.

I do have additional notes but I only wanted to provide the core information first for you guys. I wanted you to pick apart any major issues with the base system before i blabber on about stuff that might have to change once the core is fixed.

Comments

Star Wars RPG

If you can find an old Star Wars RPG game book from the 90s, that system used only d6s in a way similar to yours (though a bit different). You may want to check it out to get some ideas.

Good ol' West End Games' D6

Good ol' West End Games' D6 system. I think it is OGL now:

https://en.wikipedia.org/wiki/D6_System

5d6 system notes

I've nailed down using the grade of 1 to 6 for weapon stats but I've contemplated how to create dammage for each dice roll passed during combat.

An opponent has armor which can reduce dammage.

A. Weapons give a +x amound bonus to dammage reguardless of the number of dice that = additional dammage.

OR

B. Weapons give dammage based on a chart. So although you only have 1 to 5 points rolled with dammage die they can represent incrimental amounts of dammage.
So 1 dmg die total = 1 point dammage, whereas 2 dmg die total can = say 3 points dammage and so on depending on dammage maximums. with this method there is no 'Bonus' added onto the 1 to 5 dammage rolled. It can also result in a curve to dammage levels and in can also include 'critical failures' as a kind of reverse wild face value.

Special face values for 1/6 ie extremes of pass/fail has not been explored yet. Tell me what you guys think. Which dammage system would you go with. In either case the opponent can have armor that reduces dammage.
A. bonus + die rolled
B. No bonus but dammage chart

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