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RPGGamers Quick and Dirty Guide to the D6 Rules

The Real Basics

        The D/6 rules use Six Sided Dice (D6's).

The Not Quite So Basics

        All dices rolls are based off Attributes and Skills, they will express themselves in the following way.

        Blaster 5D+2
        Dodge 5D


        So when a character attempts to shoot a blaster, they use their blaster skill, in the above example, rolling 5 D6's totaling the amount rolled, and then adding 2 (the extra points are called pips, so this would be describes as 5 Dice and 2 Pips).

        Also it must be noted that the D6 system uses an Exploding Wild Dice. Where 1 dice of each roll is marked as a wild dice (most people just roll 1 D6 of a different colour to the rest). If the Wild Die rolls a 6, then you add that to the total and roll again, repeating until you don't roll a 6 on the Wild Die. If you roll a 1 on the Wild Die, then you lose the highest dice you rolled from your total.

        Skills are either rolled against a static target number, or are opposed.

Target Numbers

        Target numbers are assigned by the GamesMaster depending on the difficulty of the task, so a very easy task might be piloting a Speeder Bike down a quiet street at high speed. A Moderate task might be Weaving in and out of busy traffic at speed. A Very Difficult Task might be taking that Speeder Bike through the thick endor forest at top speed. And Heroic might be doing the same at night.

Very Easy
Very Difficult

        To be successful in a task, the character must equal or exceed the difficulty. If the player's check is lower than the difficulty, the task is a failure.

Opposed Skills

        So for example, shooting someone with a Blaster is opposed by the targets dodge skill. So for example a shooter and a target with the above skills would roll 5D+2 to hit the target, and the target would roll 5D to avoid being hit, the one that rolls the highest wins.

        For dodging attacks, vehicles use their Pilots skill, and many have a bonus Maneuverability to that skill.
        Larger weapons, such as Turbolasers have fire control, which adds to the gunners skill.

        Weapons have damage ratings in dice, and this is rolled against the targets strength to resist. Any extra points the attacker has in their damage roll counts as damage according to the below chart.

Damage Roll > Strength Roll By:
Mortally Wounded

Stunned Characters or Vehicles are at -1D to all skill checks.
Wounded Characters or Vehicles are at -1D to all skill checks, and if they are wounded again they move to Wounded Twice.
Wounded Twice Characters or Vehicles are at -2D to all skill checks, and if they are wounded again they move to Incapacitated.
Incapacitated Characters or Vehicles cannot move or act except in very simple ways, calling for help, pressing a button etc, dragging themselves away.
Mortally Wounded Characters or Vehicles are out of action, and will expire unless treated soon.
Killed Characters or Vehicles have expired, they have gone to meet the choir invisible, they're dead.

        If someone does not have the relevant skill to perform a task, they default to the attribute the skill is based on. So Blaster Skill and Dodge are both based on Dexterity, so anyone without those skills just uses Dex. All skills start at the based level of the Attribute, but do not increase if the attribute is increased later (the core rules state that a skill can actually end up lower than a Attribute if the Attribute is taken higher, but a common house rule is that it is just reabsorbed into the Attribute when it equals it).

        The system uses a scale system to differentiate between sizes of opponents and vehicles.

The scales are

Character Scale
Speeder Scale:
Walker Scale:
Starfighter Scale:
Capital Scale:
Death Star Scale:

        The difference between two scales is applied to damage in favour of the largest, and to dodge in favour of the smallest.
        So a Walker shooting at an X-Wing. The X-Wing gains 2 dice (the difference betweeen Starfighter Scale and Walker Scale) to resist the damage of the Walker, but the Walker gains 2 dice in its roll to hit the X-Wing.
        Whereas a Star Destroyer shooting at a Landspeeder, The Star Destroyer gains 10D to its damage against the Landspeeder, but the Speeder gains 10D to its Dodge.

        Although there are a lot of other aspects to the D6 Rules, which we'll cover in a few more Articles. This is the very Basics of the D6 system, with which you could play a very basic game using the stats on this site. Other matters such as speed of vehicles etc could be judged by the GamesMaster (eg a speed 11 ship is faster than a speed 8 one, without knowing how fast those numbers represent).

Comments made about this Article!

26/Dec/2020 01:57:05 Posted by Talsir

I recall a smarter way to handle differently scaled opponents (say, a Tie-fighter and a Corellian Corvette). Instead of rolling more dices, the results were capped to a maximum (in this case too you'd have an advantage on damage/resistance rolls on the bigger one, and on dodging on the smaller one).

26/Dec/2020 07:22:04 Posted by Freddy

That's the second edition rules, before Revised & Expanded.
Now without looking those up, so I may be wrong. But the scales worked by capping all the dice in certain scales, similar to the extra dice.

So everything compared to Character Scale, and the differences calculate out.
So Speeder Scale the dice are capped at 5's, so all 5's and 6's are just counted as 5's, for Character damage done to a speeder, and for Speeders trying to hit characters. With a similar effect to the extra dice, of making it harder for a Speeder to hit a character, and harder for a character to damage a speeder.
Obviously the die caps work the other way, so a speeder dodging, and a character taking damage, both being capped at 5's.

The other scales I seem to remember being,
Walkers Scale had a cap of 4.
Starfighter Scale had a cap of 3.
Capital Scale had a cap of 2.
And Death Star Scale had a cap of 1.

But it's been a long time since I played 2nd Edition, so I may have forgotten the exact details.

29/Dec/2020 13:09:06 Posted by asikari

I would have to look it up myself, but I remember my interpretation that any rolls above the die cap didn't count at all. In other words, if your die cap was 4, any 5 or 6's rolled counted as 0. The tables, also if I remember correctly, were not labeled well and the reader had to use some fancy logic to interpret which direction the die caps worked on which roll (i.e. the starfighter's die cap when dodging the character shooting at it versus the character's die cap when rolling to damage the starfighter).

I've moved on to my own system based on Open d6, so I haven't looked at either edition in a while.

30/Dec/2020 09:32:45 Posted by Freddy

The system as you describe seemed worse than I remember, but I wasn't sure, so looked it up, and found the following quote, "Tirog has a die cap of 4. When he rolls to hit, anything above that 4 counts as a 4.". So you just adjust down any dice to the cap.
On a quick scan of the rules I couldn't see what happened to your wild die, so if you rolled a 6, whether it's value would get adjusted down, but you could roll again and add that value, or whether you just can't roll a 6 on the scale system.

But you're 100% correct, the system isn't as simple as I outlined above, as you get different Die Caps depending on whether you're hitting, dodging or resisting damage. For example Speeders have a Die Cap of 4 to hit Characters, but Characters have a die cap of 3 to resist that damage.

I also noticed that Capital Ships get a die cap of 4 to dodge vs Death Star Scale (so are easier to hit by smaller and larger opponents), and Starfighters suffer no die caps to dodge any scale of attack, it's really weird & confusing and I can see why my group jumped on the 2nd Edition R+E rules when they came out.

Having a quick look at the Open D6 rules, the scale modifier system is quick and elegant, I like it. Do you use a standard amount for converting across each of the Star Wars scales (maybe based on the average roll of the old scale, so 6 for a speeder, 12 for a walker)? Or come up with values on the fly?

30/Dec/2020 13:46:56 Posted by asikari

I stand corrected.

I altered the whole thing to what I am calling a tiered success system. My group decided the whole rolling dice for hull or the character to resist damage was a little too random, so hull, strength, and armor became static numbers for damage resistance.

Unless otherwise noted, such as damage resistance, rolls are compared to a base 10 (0 tiers of success, or 0T). Dice are added from lowest value to highest (any pips are included first), and any remaining dice are tiered successes (so a 4D roll of 3, 3, 4, and 5 is 1 tiered success or 1T against a 0T target of 10). Range, cover, etc. increase the required tiered successes instead of the target number - much quicker to determine the "target number."

To dodge, the target must roll more tiered successes than the defender. Vehicles (which include walkers) must roll 1 tiered success more against characters to dodge (i.e. a character rolls a 1T success, after accounting for other modifiers, against a speeder; the speeder's pilot must roll a 3T success on his dodge - must roll more tiers of success, and is at a penalty of +1T for scale - to completely avoid the attack). Conversely, the character's damage roll must result in +1T to even get the "ionized" result on the vehicle. Except for the transition from vehicle to starfighter scale, each level of scale requires an additional +1T, applied to the party it would penalize (i.e. a vehicle must roll +1T above a character's dodge, after other modifiers to hit). Damage from larger to smaller scale is slightly more complicated.

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Text by Freddy, based on the Star Wars D/6 Role Playing Game by West End Games, Image is the 2 covers of Second Edition
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.