Site Stats:

5286 Stats in 28 Categories


Search Stats:
  

Latest Release:

Solo: A Star Wars Story
OpenD6 RPG

Social Media:

@RPGGamer.org

@_RPGGamer


RPGGamer.org Main Menu
Home
        Editorials
        Old Updates
GM Tools
Reviews
RPG Hints
        Adventures
        House Rules
        Game Ideas
The D6 Rules
        Quick Guide to D6
        Expanded D6 Rules
Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Weapons
        Droids
        Planets
        Characters
        Creatures
        Races
        The Force
        Supplements
        Online Journal
        GM Screen
        Hardware
        NPC Generator
Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era
Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn


Other Pages within RPGGamer.org:
Merr-Sonn Munitions, Inc 773 Firepuncher Sniper rifle

Merr-Sonn Munitions, Inc 773 Firepuncher Sniper rifle
Advanced Recon Force Troopers

Advanced Recon Force Troopers
M41-A Pulse Rifle

M41-A Pulse Rifle
Galactic Terran Alliance Hercules Class Fighter

Galactic Terran Alliance Hercules Class Fighter

REVISED WILD DIE

        After much play the Wild Die House Rule described elsewhere on this site proved to remove a lot of the variety of damage, meaning that it became hard to damage anyone without using extremely overpowered weapons.

        To return some of the variety, without re-introducing the danger of a failure because of a one on the Wild Die killing a character outright by pure bad luck, the Wild Die operates as described in the rules for damage. Rolling and adding on the result of a six, and removing the highest dice on the roll of a one, however this does not count for resisting damage. Sixes still roll and add, but a one on the Wild Die simply counts as a one would on any other dice.

        This allows characters (and NPC's) to luckily resist massive amounts of damage, and to fluke massive amounts of damage to opponents, but still stand a better chance of not dying outright from a poor dice roll.




Page designed in Notepad, logo`s done on Personal Paint on the Amiga.
Text completely by FreddyB. Images stolen from various web pages I`ve now forgotten where (Copyright resides with the artist).
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.