Showing posts with label d6 d&d. Show all posts
Showing posts with label d6 d&d. Show all posts

Wednesday, May 29, 2024

Trow Fortress 02: Equipment

 



Following with my rules, covering the subjects in the order that the BX book does. This time its turn for the equipment. I will get deep into encumbrance later, but the short explanation is that 1 point of STR = 1 slot.

Right now, I make players get whatever they want from the equipment list as long as they can carry it. This is because I normally want to skip the "roll for gold, buy equipment" parts, but in the future, I want to do it in a third way: randomize starting gear, as Into The Odd does, so level 1 can be spent searching for the weapon, gear or armor you wish you could get.

WEAPONS:

Club: weight 2, sp 5, critical 2.
Dagger: weight 1, sp 15, critical 2. Can be thrown; +1 attack die when grappling.
Short Sword: weight 2, sp 35, critical 2. Allows specialization.
Long Sword: weight 2, sp 50, critical 3. Allows specialization, If used in one hand, can re-roll one attack per combat.
Hand Axe: weight 2, sp 35, critical 3. Shield rolls require a 6
Mace: weight 2, sp 40, critical 3. Treats plate mail as if it was leather armor.
Spear: weight 3, sp 15, critical 3. +1 attack die when charging on a horse or when braced against one. When used in both hands, or in a formation, attacks always before the attacker. If you're hit with a shorter weapon, you cannot attack with a spear the next turn.
Greatsword: weight 3, sp 75. Critical 4. Allows specialization.
Polearms: weight 3, sp 65. Critical 4, ignores critical reduction of enemies on horse.

Bow: weight 2, sp 30, critical 3
Crossbow: weight 2, sp 60, critical 4 but takes 1 turn to reload.
Arrows/bolts: weight 1, sp 5, infinite unless something happens.
Sling: weight 1, sp 5, critical 3. Rolls with disadvantage.
Bolas: weight 3. sp 5 (rudimentary) or weight 2, sp 30 (properly done). Critical 2 if used on melee, roll with disadvantage. On a hit, the target is ensnared and must save vs paralyzation to escape. Ignores worn armor.

SPECIALIZATIONS (sort of Weapon Feats) are earned through Dexterity bonuses, for every +1 you can choose one:

Fencing (one handed swords): When you deal a hit with a sword, you can make a second attack. 

Sharpshooter: Choose crossbow or bow. On a hit, your attack deals +d6 damage, which is a lot.

Gaucho: Remove the disadvantage from slings and bolas. This one is odd but I made it ad-hoc for a player.

Greatsword fighter: re-roll an attack once per battle.

ARMOR

Shield: weight 2, 30 sp. Deflects any hit on a d6 roll of 5+
Leather armor: weight 2, sp 50, AC+1
Chain mail: weight 4, sp 100, AC+1, but +2 against slashing attacks
Plate armor: weight 6, sp 300, AC+2, AC+1 against maces (if in doubt, its not a mace)
Full plate: weight 8, sp 600, AC as above but you have +1 in your shield roll (or 1/6 chance if you haven't got a shield). Full plate greatly impairs vision and hearing, and is not advised on adventures, only jousting and mass battles.

EQUIPMENT

Most is as BX, so will only cover specific cases.

Flask of Flaming Oil: weight 1 each three. 10 sp. Ignited monsters roll 1d6 every turn: 6-5: two damage. 4-2: one damage. 1: fire is extinguished. 2d6 take best if the amount of oil is greater; 2d6 take worst if the monster tries to put out  the fire.

Holy Water: weight 1 (three uses). 25 sp or free. If put on arrows or weapons, all undead attacked take one extra damage on a succesful attack. Intelligent undead who touch holy water must check morale or flee for the moment.

Torches: weight 1 each six. 1 sp.

Water pelt: 5sp (I mean the bag, not the water)

Rations: 10 sp, seven days of food.

Room at the inn: 5sp per person, includes meal.

Battle horn: 200 sp (moderately ornate). Makes a distinct, recognizable sound that can be heard in all the hex in ideal circumstances. Something fancy for players to spend money into when they are with the compulsive buying madness.

Horses: Galloping through a road or good terrain will allow you to move 1 extra hex everyday (but will exhaust the horse). For comparative checks, a horse's movement when running is equal to d6+5
Peoples fighting atop of a horse benefit from having all critical damage taken from enemies smaller than a horse in melee reduced by 1. Horses have morale equal to 3d6 take middle result, and it is hinted by its behavior when you are buying it. However, horses do not check morale unless facing dire situations such as charging , finding a snake (snakes are like the nemesis of horses) or a predator ambush.

Normal horse: 200 sp,
Fast horse: 300 sp (a normal horse, but the seller claims is specially fast). Roll movement with advantage.
War horse: 1000 sp, morale 5 or 6 only. War horses can wear armor (500 sp) which provides a situational +1HP to the rider


 

Holy Symbol: Required for the Protection From Evil spell, may force morale checks on vampires or similar.

Ravens (30 sp): will deliver a letter to the rookery of a specific city, normally the one they were bought in. Sold in a small cage, might learn random words.

Falcons (40 sp): Common falcons are used to help in the hunt (+1 advantage die).

Dogs (still working on this one, I want ideally to cover hounds, shepards and wardogs separatelly but I got some crazy ideas im unsure of: basically:making hounds be all blink dogs, war dogs be a breed of half-wargs and shepards having some other boon. I want to integrate the monster manual into the domestication history)

Animals can be trained to learn a specific trick by animal trainers (pcs can become animal trainers through background) spending enough downtime. A trick can be something such as putting a falcon to intercept enemy ravens or teaching a raven a new destination. 



LANGUAGES:

I ignore languages completelly. Everybody either talks the common language, is too monstruous to discuss with, or something in between. As a note, I find very interesting and players are very engaged when they must make up what the monster wants or thinks by studying its non.verbal signs, it's reactions or even its behavior in solitude.


Friday, May 17, 2024

Trow Fortress 01: Character Creation and Advancement

When you play at my table, you start like this:

1. CHARACTER CREATION

1.1 Attribute Scores

Roll 3d6 in order for Strength, Dexterity, Background, Magic and Alignment. You can swap two of them if you want. Attribute scores will probably raise a little during the game. The bonuses work like this:

18: +3
16 or more: +2
13 or more: +1
9 or more: +0
8 or less: -1

Strength adds (or substracts) one HD for each bonus (which in turn, at certain numbers, modify the attack bonuses. More on this on the COMBAT chapter). It also modifies your "Open stuck doors" roll, which is a catch-all for brute force tasks, by 1 step per bonus.
Strength is very important for non-fighters too, as it is the measure of your charging capacity: you can carry slots equal to this score without being encumbered (MV or Movement 1 instead of 3) and only 3 more objects after that.

Dexterity adds one expertise per bonus. Some are combat related, some are more about agility: The  current list is (bear this lack of context for now):
Fencing: When you are attacked in melee and your opponent rolls a 1, you get an extra attack against him when using a one-handed sword. Doesn't work while using a shield.
Marksmanship: You can spend a turn aiming with a type of ranged weapon. On the next attack, you can either do an extra 1d6 damage if it hits, or raise advantage on an attack that missed (basically adding a d6 or substracting the disadvantage if you had any).
Ninjutsu: You roll an extra d6 for all movement and stealth rolls.
I hope to come up with better names at some point. If your bonus is negative, your movement becomes 2 instead of 3 by default

Background: There is a list of backgrounds but you can make up your own with your GMs approval. This score evolved from the concept of Intelligence, though it specifically represents how well you perform your background skills: Ranger, Alchemist, Thief, Sage, etc. are some examples. You roll die equal to your bonus, and normally a 5 or a 6 are hits depending on the action.
If your bonus is 0, you roll with disadvantage (roll 2d6, keep worst), and if your bonus is -1, you get double disadvantage (3d6 keep worst).
If an action can be attempted by characters without the relevant background, they roll at double disadvantage too.
Your background doesn't have to be chosen at the start, it can be chosen during the game and its probably useful to do so.
Once per character, you can produce an item at any point that is related to your background, no matter the shitty bonus you got on it.

Magic: Each bonus you get here means that you have a new spell slot. This is the only way magic is available to non-wizards. More on this on the upcoming magic chapter.

Charisma: you can have ONE faithful retainer per each bonus, so zero for average people. Retainers can be people and animals at first. They don't have to travel with you, but they might be a king or a princess at a given city: you know they will always vouch for you. Spirits or "Gods" can be befriended this way: some can be summoned if the character has Magic Dice, and some can provide passive benefits. Charisma also affects loyalty

Constitution: We don't have this one. On a natural way, my players have end up calling "constitution" to their HD amount, so I ended up doing the same (I know that HD/HP are not just meat points and represent more things beyond mere sturdiness of body, but I don't want to argue with them)

1.2 CHOOSE CLASS

Once you have your stats rolled, you must choose your class from the only three that are available at the start (I haven't ever needed more yet): Trow Warrior, Wizard and Kobold. (Kobolds are just hobbits by other name, while Trow are basically humans)

 



TROW KNIGHT: Start at 3 HD. Can use all weapons and armor.

Level 01: save dice: 1,  3HD
Level 02: save dice: 1, +1 HD
Level 03: save dice: 1, +1 HD
Level 04: save dice: 2, +1 HD
Level 05: save dice: 2, +1 HD
Level 06: save dice: 2, +1 HD
Level 07: save dice: 3, +1 HD
Level 08: save dice: 3, +1 HD 
Level 09: save dice: 3, +1 HD
Level 10: save dice: 4, +1 HD
Level 11: save dice: 4, +1 HD
Level 12: save dice: 4, +1 HD
Level 13: save dice: 5, +1 HD
Level 14: save dice: 5, +1 HD (maximum natural HD: 16, with probable Str increments)
 
 

WIZARD: The spell system is based on the GLOG, though I had to tone it down its power a bit. I think its partly my fault as my spells tend to be more powerful or versatile. The 5 mana dice that Goblin Punch awards by level 4, I make it into four at level 9! Their maximum number of spells memorized is five (one at start, other at level 12 and three at differing grades of MAGIC score) which I love because it suits the lore of the Dying Earth books, in which the top mages could at most learn five spells at the same time. Wizards really benefit from a good magic score, so consider swapping your best score into it if you want to play one. Crippling any other score in the process is thematically appropiate.

Level 01: save dice: 1,  2HD and one spell slot.
Level 02: save dice: 1, +1 HD
Level 03: save dice: 1, Can wear a staff (+1 Mana die)
Level 04: save dice: 2, +1 HD
Level 05: save dice: 2, +1 HD
Level 06: save dice: 2, (+1 Mana die)
Level 07: save dice: 3, +1 HD
Level 08: save dice: 3, +1 HD 
Level 09: save dice: 3, (+1 Mana die)
Level 10: save dice: 4, +1 HD
Level 11: save dice: 4, +1 HD
Level 12: save dice: 4, (+1 spell slot)
Level 13: save dice: 5, +1 HD
Level 14: save dice: 5, +1 HD (maximum natural hd: 11)

Wizards can prepare 1 spell per slot, but can have as many in their spellbook as their level. Until you have more spellbook than slots, you don't need to worry about even having a spellbook.


KOBOLD: +1 AC versus enemies larger than a Trow, and +1 save die versus breath, spells and traps. Their strength is, however, capped at 12.

Level 01: save dice: 1,  2HD, Stealth (on a 5+, Hide in Shadows or Move silently)
Level 02: save dice: 1, +1 HD
Level 03: save dice: 1, +1 HD +1 Stealth dice,
Level 04: save dice: 2, +1 HD
Level 05: save dice: 2, +1 HD
Level 06: save dice: 2, +1 HD, +1 Stealth dice
Level 07: save dice: 3, +1 Background
Level 08: save dice: 3, +1 HD 
Level 09: save dice: 3, +1 HD, +1 Stealth dice,
Level 10: save dice: 4, +1 Background
Level 11: save dice: 4, +1 HD
Level 12: save dice: 4, +1 HD +1 Stealth dice,
Level 13: save dice: 5, +1 Background
Level 14: save dice: 5, +1 HD (maximum natural hd:12, str increments impossible)

1.3 RANDOM PROGRESSION:

Everybody uses the same progression charts, but advancement is deliberately a bit chaotic so all PCs advance at different times: The requirements are deliberatelly small, but there is a trick: when you have the required XP, spend that amount (substract it from your sheet) and roll d6: On a 4 or more you level up. On a 6 you also raise any attribute by 1.

level 1: 0
level 2: 450
level 3: 900
level 4: 1800
level 5: 3600
level 6: 7000
level 7: 15000
level 8: 30000
level 9: 60000
level 10: 90000
level 11: 120000
level 12: 150000
level 13: 180000
level 14: 210000

The explanation for this rule is given here.

Thursday, February 16, 2023

D6 Skills: Double dipping

Depending on skill level u get 1d6 or 2d6 (take best), maybe even 3d6

TN is 5+

4 might give you partial result or not, will think about it later

the catch is that skill level double dips (or more like triple dips) because also influences a) the things you can attempt and b) the harshness of the consequences if you fail. This subleties are to be set by the GM, the monster/item description that triggers them or the module/trap design

that is all




Monday, October 17, 2022

XP charts

If you have read this blog a little, you'll know that I like minimalism. Not because rules are boring and school sucks, you know. I just like rules when they are meaningful and the cool shit they apport compensates the complexity they demand. 

Lately I've been studying carefully this classic XP charts. 

I was thinking that as the thief progresses much faster than the fighter, he might actually get tougher than him at some point. I made the numbers and, using 1d4 and 1d8 HD respectivelly, the fighter will always tend to have more HP than the thief at the same XP, at around a 3:2 proportion. But that was it: The saves will always be equal or at +/- 1 difference. Same with the attack rate: the thief will attack worse at some levels, but will get higher levels faster so he will attack as good as the fighter during most of their career. So, essentially, the thief just sacrifices a potential 50% increase of HP and proficiency on some weapons and armor in exchange of the thief skills.



So, if that was the point, it seems unnecesarilly complicated: Writing their own XP chart, assigning a different HD size for each class... Would not be much easier to just say: "This is the universal XP chart for all classes. Fighters get 50% more HP, Thieves get thief skills"?

Well, maybe. Would it be better? again, maybe. Who knows.

The same could be said for the dwarf: In the end he is just the fighter but with MUCH better saves, a skill for discerning shit around dungeons and infravision. In exchange, he cannot use 2h weapons (irrelevant), but gets a small "tax" in  the shape of slightly increased XP requirements (a 10%). This also makes that, though they have the same d8 as fighters, their HP increases a 10% less in the same time on average. Wouldn't have been easier to trash the different chart altogether, alongside HD size differences, and just give the dwarves their pack (weapon restriction, infravision, saves, mining knowledge) and an increased amount of HP respectivelly to the thief standard? just a little bit smaller than the fighter one. Maybe just a bump to constitution: It makes sense in-game and would organically raise the dwarf's average HP.

Again, maybe. 

But the thing is that, even though I have made similar arrangements in my games, I actually like different PCs raising in level at different paces. It makes leveling up a special thing for everybody, just like a birthday party would not be the same if everybody in the world's birthday was the same day. It also feels natural for each race to have different XP milestones. It makes sense for the elf to level up very slowly! 



 

Still, I cannot help striving for minimalism and if the chance to supplant a chart with a procedure falls in my hands, I must at least consider it. I've had one idea to keep escalated progression amongst PCs while having the same chart for every class. More or less, it is like this:

Everytime you do something that might level you up (like, for example, retrieving 1000 gold pieces), you roll a die (lets say a d6) and sum that number to your XP

You level up at exponentially higher milestones. For example: 6 XP, then 16 XP,  them 40 XP, then 100. This way, you never know if this travel will get you leveled up until you actually bring back the gold or do whatever grants you that experience. Some characters will roll higher, some lower...

Once you have this, it is easy to have this system hacked to do other things: Some treasures or quests having you roll higher or lower dice: "this diamond was worth 1d8 XP. Killing that monster just 1d4". You can adjudicate some XP dice to a given "quest" without problem, with the chance of getting a single XP on a 1, or to get a big roll, which can even get you from level 1 to level 2 straight at the first downtime.

Also it can be used to balance races too: some races might be powerful, but they might have a penalty to leveling up and use 1d4 to do it. It can be the effect of an undead curse, or, converselly, be increased by the power of an item/magic/whatever. 

edit: see this alternate comparison of XP/HP on Spriggan's Den

Thursday, September 8, 2022

Ideas for mass combat (notes)


 I had some ideas today for running mass combat in the frame of rpgs. Never ran one in D&D and im not familiar with all the OSR rules around for that; I only ran one on a homebrew cyberpunk themed game  and it was a real mess. Nonetheless, I had some ideas on how I'd like to do one if I did it now, and I'll put them down here for reference.

First, I'd treat "the big melee" scenario as a zone with random encounters. This table below is an example (1d8). You take +1 if you are some kind of leader, and -1 if you are not an actual fighting man (like a woman or a kid just trying to sneak around a battlefield)

1-2-3: Nobody engages with you this turn. You can help an ally on their encounter, search for an enemy, perform any action, etc

4-5: you face a common troop

6-7: a gang of 1d4 enemies fights you at once

8: You draw the attention of an enemy lieutenant or elite troop.

Then, after all the PCs have done their turn, you check how is the battle going. You roll 2d6 plus modifiers, positive if your side is more numerous or has any advantage, or negative if the other side is. Then use a table similar to this:

12 Enemy is defeated or repelled. This doesn't mean necessarily that all enemies are killed: they might try to surrender, retreat or even make a final phyrric charge for 1 turn; GM will decide.

11 Somewhere an enemy leader has been defeated. +1 on further rolls in this table.

10 Enemy numbers are greatly decreasing. +1 on further rolls in this table.

9: If there is a potential advantage, it is succesfully exploited (enemy lured into a canyon, weak point succesfully applied, etc) and you get +1 on  further rolls on this table. This result might require that the PCs perform a quest first to get the relevant information or setup (GMs discrection). If this result is rolled a second time, it automatically works.

8: You see a known NPC. He rolls a save, on a pass he is fighting, otherwise is dead or unconscious.

7 Battle rages. If you declared that you were searching for something or somebody on the heat of battle, you find it.

6 You see a known PC or NPC wounded or in trouble, asking you for help.

5: Your side is hosed to a disfavorable position or is otherwise forced back. -1 on further rolls in this table. This result can be ignored once if your PCs did any quest to prevent it (GM's discrection)

4: Ally numbers are greatly decreasing. -1 on further rolls in this table.

3 An important leader in your side has been defeated. -1 on further rolls in this table

2 Your side is defeated or repelled

Of course, a battle has more facets than just a big melee. Things like firing from atop of a wall, ambushes, catapults, etc should be handled each on their own way; but succesful and meaningful actions of this type can grant bonuses to the 2d6 roll every battle turn, making them count narrativelly and mathematically at the same time; or even trigger a roll on the table by themselves. Even if thePCs are just watching the battle from atop of a tower, you can use the table to narrate the battle to them by rolling every turn.

Handling big battles this way has the upside that every possible "gamist" aspect counts (character levels, gear, actual battle tactics in the big scale, alongside normal combat tactics, characters dying, characters facing multiple opponents or ganging up on a single enemy, etc) and it makes the battle unfold "from the inside", as if it was seen through the fighting character's eyes; which is the aspect I think that should be highlighted on an RPG as opposed to a wargame where you see battles from an "eagle's view". 

I can see how people might like wargames, and I can see how d&d came from chainmail and such. But in my opinion they are very different concepts and don't mix as well as one might think. Also, in this way, PCs fight using the same combat rules they use in the rest of the game; instead of a simplified or tailored ruleset. 


Thursday, October 7, 2021

Math on d6 D&D: building around d6 pool combat.

(Warning: This post is heavy on numbers. Is meant to be used as a reference)

Working after the steps of Homebrew Homunculus again, I was trying to make my own try at taking damage rolls from combat. One hit is one hit, so it takes one hit dice. Easy! Is fast, simple and requires almost no conversion. But of course, this started the design train: you change a little thing, and then you change another one to go with that, and end up having a whole different game. 

I thought on making the fighter do multiple attacks instead of getting to hit bonuses. Even if the average damage per round was the same, there could be the chance that each round none of the attacks landed, or any number of them would. This way, there would be a kind of "variable damage" without any damage roll taking place!

But there is a number of how many d20s one can roll simultaneously in a confortable way. So I ended up doing what I had already done other times, and made it with d6. Only that, this time, I did the math.

This an orientative chart on the damage output of an attacking PC (where a 100% represents doing consistently 1 hit dice of damage per turn over time) depending on their class/level and his/her opponent AC.




This other table shows the % damage output of Fighter 1 (a just made level 1 fighter) versus enemies with various ACs (still not assigned what kind of AC do these numbers represent, so I described them as Base, fightey, soldier and tank). He rolls 1d6. Fighter "2" rolls 2d6 and Fighter "3" rolls 3d6. Each result equal or over the AC is a hit, and again, the chance of dealing consistently one hit every turn is represented as 100% damage.





If we look at fighter 1 alone, we see that AC 3 is slightly easier to hit than the "base" in d20. AC4 is a little worse than d20 leather (actually corresponds to wearing just a shield in the original), AC 5 being roughly equal to chain and AC 6 being an enchanted +1 plate and a shield.

Then it shows the chances of hitting the same enemies by fighter "2" and fighter "3". The brackets are there because we dont know yet at which level would a character get their second and third attacks.

As I see it, if we take the AC6 (Tank) to be roughly equivalent to Enchanted Plate + Shield, the chances to hit are pretty similar than if Fighter "2" was a 7th level fighter and Fighter "3" was a 10th. Well, this can be worked with. We can make it so the fighters gain other bonuses like weapon expertises, AC bonuses by using armor or extra HD until then, and the additional attacks are gained at those levels. But I'd lean towards granting them the attacks earlier, as otherwise the fighter hasnt any kind of "to hit" bonus until then. 

But if we look at the lowest ACs, we see that the increments compared with their d20 counterparts are crazy: the chance to hit base AC is doubled, and the same could almost be said about the next higher one. AC5/chain stands a little better with just slight increments. This informs us that our new high level fighters are roughly equally capable vs higher armored foes, but are about double as capable vs unarmored foes or lowly armored mooks. This could be seen as a problem or as a boon. For one, I can see it fixing the problem in which high level fighters had to slay hordes of mooks one by one. Now they can just send an attack to three 1HD enemies at once with a great chance of killing them, without the aid of any cleave or "you can attack as many 1hd enemies as your level" houserule.

But why is the "2d6 take worst" represented at the top of the table? Well, that is for wizards and other non-fighters. While in the d20 combat all classes start with the same "to-hit" bonus (with some of them having a +1 for fighters) in the practice the fighters always deal a little more damage because they can afford using all weapons, while wizards are restricted to daggers and darts. 

By making wizards roll with disadvantage, we make the a distinct gap between fighters and wizards even at level 1, which feels very right to me. 
Then, the idea is this: when PCs use lesser or tricky weapons like daggers or such, they roll as 1 "combat level" less, so fighters roll with disadvantage at level 1. Wizards still roll with disadvantage, there are no lower levels than 2d6 take worst.
This solves two problems right the early stages of the game design: it creates variable weapon damage when there was none, and implants an invisible system of weapon restrictions: wizards can carry and use any weapon, but they won't do more damage than they would with a staff or a dagger anyways.

Though AC6 is the maximum available, you can always make monsters tougher by other means. For example, a giant might only be attacked after you dodge his attack first. If you are hit by him, you suffer the wound and cannot act for one turn. I kind of like this limitation because it invites me to be more creative with monster rules. 

How does strength, magic swords, etc factor into this? Well, this is the foundation. We will have to slowly figure out the rest around it, but that will be part of a new entry. For the sake of making reading this easier, the provisional codename and blog tag for this project will be d6 d&d.



On the other hand, working the saves is very straightforward. Here is how I would set them (taking the fighter saves as a guide) using 2d6 vs target number, or 1d6 roll under (the one I am using right now). I dont think I'd advance them more than that. A 100% chance of saving should never be reached, and there has to be room for other bonuses that might come from elsewhere.
(Notice the drop on the saving chance for first level characters. Today I had one guy rolling his 1 just before running into a pit trap with only one hit remaining. Yeah!)

********************  EDIT:  ***************************

I have been working deeper on this. I will drop here two more tables, and I will explain in a moment.

This one is the classic to-hit, ascending AC table. Leather and Chain are merged halfway into a new armor (a kind of "light armor"). To check how much would a shield add to each armor, just add a 5% to it. The percentage is the rate in which a hit is delivered each turn, with a 100% meaning that the character will stastically deliver a hit per turn.


The next table shows the same, but using the d6 pool. Armor is arranged in two types: Light and Heavy. This is mainly because each step up and down the AC means much more in this situation, and I didn't want armor to be so much decisive in combat. Instead, being a fighter gives you +1 AC straight away, moving you beyond non-martial classes right at level 1. Fighters (and clerics if you use them) are also the only ones able to use plate, so wizards and thieves have to search for alternative ways to go higher than AC4. 


The number in brackets is the damage if the target uses a shield. Shields deflect 1/3 of the succesful strikes. So, when you are hit, you roll in this (provisional) table:

6-deflect
5-deflect if you are a fighter
4-hit
3-hit
2-hit and shield breaks if enemy is Strong AND has a mace/axe
1-hit and shield breaks if enemy is Strong or has a mace/axe.

If you are hit by a flail, you roll twice and get the worst result. They are designed to bypass shields after all!
I love how this approach creates a lot of granularity with very little. Yes, the shield roll adds another roll to combat, but they are only going to come up with shield-wearing characters and monsters (which are not too many). The same is true for flails. And we took out damage rolls anyways, so in the end there are much less rolls involved.


In this way, shields are comparativelly much more protective the less armor you wear, which makes some sense given on how they are supposed to behave in real life. A fighter in loincloth gets much more relative cover by a shield than a fighter in plate does, even if the total numbers are higher for the latter.

The shield roll can also adapted to monsters that don't have shields, be it to increase their ACs or for other purposes. For example to add “counterattack” abilities; such as “additionally to its normal attacks, a dragon breathes fire over an attacker on a shield roll of 6”

The next point: 2 handed weapons. When you get hold of a greatsword or greataxe, you are given a red die instead of your normal one. When that die comes up a 6, your weapon crits, doing 2 hits of damage. As you go building your pool you get more d6, but only your red dice can cause critical hits. 

The increase in damage by armor and by levels is shown in the F1, F2, F3 d6 crit rows. As you can see, the damage increases much more in comparison against the more armored enemies than it does against the less armored; which makes them specially important when fighting giant enemies or fully armored knights. Again, I love when simple mechanics help portraying something logical in-game, even if its not excesivelly realistic. As levels go up, the crit die matters a little less, but remains a great advantage.



Next: adjusting fighter improvements to fighter levels

d6 F1 works similar enough to d20 Fighter 1 when targeting plate armor. d6 is a little worse, but d6 with a 2handed weapon is a little better, so one evens the other. The same is true for fighter/light armor and the other ACs when using shields. 

For Fighter/naked and Wizard/naked, one handed weapons work a little better than in the d20 counterpart, if compared with the same leather/chain median, with 2handers being way better. 

Is hard to choose to which Fighter attack levels do d6 F2 and d6 F3 correspond, as damage output is exponential the less AC your enemy has. Adjusting the levels VS fighter/plate armor leaves lesser ACs much easier to hit. Adjusting to lesser ACs leaves AC6 much harder to hit. 

Personally I feel that they should err on the side of generous; for two reasons. First, the d20 fighter will also benefit from multiple bonuses like strength (available even at level 1) or magic weapons; which on the d6 counterpart are very hard to implement. Second, there are only 2 pool upgrades, and until then the fighter has not much progression beyond getting more HP. If I wait for the fighter to have the corresponding "firepower" on the d20 to give him the pool increment, he will be always under the power curve. If I give them a little earlier, he will be sometimes over the curve, and sometimes under it, so the "power curve" will be more tightly followed, paradoxically. 

Following this points, I can see F2 adjusting to fighter 3 or 4 (level 6- 7 for a wizard), and F3 being somewhere around levels 7 or 8. If using a level 10 cap, wizards should never achieve this combat range. 




Next: Lesser Weapons.

Daggers, staves, maybe bows. I originally had two ideas for them, which are:
- rolling with disadvantage
- rolling normally, but on a 6 you must roll again. You keep the second roll, and this time a 6 is a hit.

I like the second one better, as it represents the attacker using that result to "find a weak point" in the enemy's defence, then you are able to hit normally. This decreases drastically the effectiveness of the weapon towards the greater versions or ACs, but still allows for 2 handed, lesser weapons strike x2 on a hit.
The math for both approaches VS ac is unfolded at the table above.
When you get an increment of the pool, they also go up one step, so F2 rolls 1d6, and F3 rolls 2d6.

Alternativelly, fighters roll all their normal dice and just roll again if the highest one is a 6. This one is very wild, as they are more likely to roll again the more dice they have, but in the end they get surely better output anyways. I should do the math but a priori it is cool and feels organic. If there is some kind of "bow expertise" might work by allowing spending a turn aiming to automatically get the first 6.

This approach also allows for easy unarmed combat: You must roll again on a roll of 5 or 6, and in your second roll all numbers are valid.

Note to myself: If I end up doing weapon expertises, they should not increase dice rolled in any way, but work as a side help, never equiparating themselves to a "fighter level" but useful in all levels. A good one for trained swordsmen is "you get an extra attack once per combat". A good one for martial artists might have something to do with shield rolls.

Edit: Note to myself #2: As maces/axes have a small upside on shield rolls, trained or not, swords should have one too. A good idea is to have them increase the initiative by one level (see the post I did later about Initiative without rolls)