What do you need to know?
6d6 RPG is a universal role-playing game from the UK. It is now in its
second version, crowdfunded via
Kickstarter.
The text of the game is under a Creative Commons license and thus it can
be read for free on the
website
(and used for publishing your own version/settings, too).
Furthermore, the author gives you a Living Document promise: if you
buy the game you will always get the most recent pdf version of the
game. Print versions are sold at-cost.
I stumbled over the game when a friend of mine recommended the 1st
edition of the game. It was entirely based on cards and used a d6 base
mechanism. Visually, the game looked pretty ugly. Still, the mechanics
were solid and flexible. I can’t really remember much about it because I
never got the chance to play it, but it had some good ideas.
Now, the second edition smoothed out some hiccups and is presented in a
more modern and appealing package. I’m a bit sad that the game is not
card based anymore but it proved too costly to produce the cards. You
can buy the game at the 6d6RPG
store or at
Onebookshelf
(aff).
The core rulebook costs USD $19.99 (ca. 17,81 €) as a PDF or USD
$26.32 (ca. 23,45 €) as print+PDF bundle and can be bought at OBS
HERE
(aff).
This review is about 6d6 Core, the main rulebook for the 6d6 RPG.
What’s inside?
First, the game is explained well. It’s a good example on how to teach
people a new game. The 1st chapter is a Quickstart which explains
the basic mechanisms and character creation.
If you have new players you could ask them to read this chapter (again,
it’s available for free on the website) and they’ll have a fairly good
overview. Let’s quickly recap those basics: Every character has two game
resources: Advantages and Potential. Advantages are abilities,
equipment and special actions a character can do. Every Advantage has
one or more keywords which define it. Additionally, they are
color-coded, so it’s easy to spot at a glance what type of Advantage
this is.
Some have descriptive details or rules (i.e. Range or Blast) and some
explain the type of Advantage (i.e. Ability, Character Path or Life).
The interesting thing is that everything is rolled into those
Advantages. That means your Equipment is an Advantage but also your
health: Life Advantages are discarded when you take damage. This has an
interesting side effect as it measures both your ability to stay in
conflict (health/hit points) as well as limits your actions (if you lose
Life Advantages, you can’t use them anymore to generate your dice
pool).
Every Advantage has a dice value which varies between 1d6+0 and 1d6+6.
Potential is a pacing mechanism which powers your Advantages. You have
Static Potential which represents your subconscious abilities,
reflexes etc., and Dynamic Potential which is your conscious
thought. A well-rounded starter character begins with 2 Static and 4
Dynamic Potential. In order to take an action, you check which
Advantages are applicable. To use them, you pay Potential. For instance,
to make a ranged combat attack, you could use your Hunter 1d6+0
(Path, Static) and your Weapon Expertise (Bow) 1d6+2 (Ability,
Dynamic) plus your Long Bow 1d6+1 (Equipment, Dynamic). So you can
now roll 3d6+3 and spend 1 Static and 2 Dynamic Potential. You need to
overcome the Resistance (Difficulty Number).
It’s a pretty easy mechanic and everything centers around the d6.
The 6d6 RPG website also has an overview of these base mechanics (link
broken, sorry) and a free 55-pages “Taster PDF”.
Character creation uses a point-buy and Lifepath-system. A starter
character has 70 Character Points (CP). With these, you buy Archetype
Paths which grant you further Advantages. The Quickstart method is a
bit restricted but allows you to build well-rounded characters. The book
also has a more freeform variant which is explained later.
Meta-character points are also to be considered. A normal character
has 9 MCP which are divided into 2 Static Potential, 2 Dynamic
Potential, 2 Recoup (a way to regain spend Potential) and 1 Free Resist
(a way to defend against attacks without spending Potential).
Experienced players can shift the balance and thus create more
customized characters. In our playtest (with 6d6 RPG’s creator Chris
Tregenza!), one of the
players (Jaye Foster) made
a monk character with 2 Free Resists but fewer Static
Potential.
Unfortunately, the Advantages are not part of the main core rulebook.
There is a separate book for modern character
creation
(aff) or you can reverse-engineer them from the adventures to make
characters for other genres. The rest of the book goes into more detail
concerning the mechanics. The second chapter takes a look at Advantages
and Potential. For example, we now get more information about Advantage
Keywords, Equipment, Effects and contradictory Advantages.
Moreover, we gain more insight into the way Potential works. As spending
Potential and recouping it is very central to the game, it’s important
to know how to handle this mechanic.
In narrative play (not combat), you have all your Potential at your
disposal. But in combat, it is more complicated to recover your spent
Potential.
Recoup allows you to get back Dynamic Potential. A starter character
has a Recoup of 2. If you want to recover more than that, you need to
do nothing in your turn. This will give you back an additional
Potential and you can also reclaim Static Potential at the cost of not
taking another action (i.e. attacking).
Luckily, in combat, you can do a Recoup action and other actions. In
fact, as long as you have Potential, you can act as often as you like on
your turn. I really like that. However, in practice, your actions are
limited because your Potential is limited.
It’s important to note that you need to spend Potential to resist
attacks. You have 1 Free Resist but if it doesn’t fit or if you want to
boost your Resistance Action, you’ll need Potential. Thus, you always
have to balance your own actions and your resistance actions.
There are some bells and whistles to Potential because you might want to
concentrate (in narrative play) to get an additional 1d6+0 for 1
Dynamic Potential or you can anticipate in combat: you gamble that
one of your Advantages will see use before the start of your next turn
and keep that Potential. That’s the case if you’re pretty sure that you
will be attacked and that you’ll use one of your Advantages to resist
the attack.
The book also illustrates how taking action works. What is the
Resistance (Difficulty Number), what are Situation Bonuses, which
Advantages can you use to take an action?
Clever players are rewarded for justifying how an Advantages comes into
play. Still, there are some limits and if an Advantage just doesn’t
sound suitable, you can’t use it. The other players and the Game Leader
will be the judge of that.
There are also some special actions like Opportunity Actions and so
forth that make the game, even more, dynamic.
Damage and Healing will be of further interest. There’re two ways you
can take damage. First, you might have lost Life Advantages (in combat
or by confronting Hazards like fire). Second, you might have taken
Potential Damage. That’s when you’re stunned, confused or winded (mostly
mental attacks instead of physical attacks). If you’re out of Life
Advantages you’re dying (and out of combat). If all your Potential is
damaged you are unconscious.
I won’t go into detail how Recovery works, but I find it interesting
that the author included a Healing Throttle: the first time you
benefit from a Recovery Action, there is no penalty but further healing
attempts suffer a setback of 2d6+0 to their Resistance. As a Game
Leader, you can determine the time scale (session, day, week) and,
therefore, adjust healing to your liking. Natural Healing is also
available but very slow.
The game also has rules for Status Effects (i.e. Hazards) like
“Arcane Silence” or “Drowning” and Control Effects (i.e. Mind
Control). The next chapter is all about combat and details movement,
attacking and defending. Basically, the rules are still the same. Combat
doesn’t really have an own subset of rules, it’s just that recovering
Potential is more difficult and movement and range will be more
important.
The rules are generally very flexible. For instance, a normal attack
will most likely only affect one creature. But you still can try to hit
adjacent foes if you want, their Resistance just increases. That gives
you some flexibility.
Combat is still mostly traditional. You have combat rounds, you may have
a grid map etc. The game lends itself well to using maps and miniatures
in play. It’s still possible to play “theater of mind” but you may lose
some of the nuances (range etc.). There are no hard and fast rules on
how to adjust range bands to combat without maps, it’s the Game Leader’s
job to decide how that works.
Initiative is similar to Marvel Heroic Roleplaying. The active character
decides who’s next. If you’re keen on acting immediately, you can try to
Seize Initiative but it will cost you Dynamic Potential. As you may have
noted, Potential is a valuable resource, so it doesn’t happen often.
Monsters are divided into normal monsters and Mooks. Normal opponents
are built similarly to characters. Mooks are canon fodder. They are
easier to beat and they don’t have that many options available. After a
detailed chapter about character creation, we’ll get to know more about
those situations that are out of combat: social encounters, discovery
actions, deceit, awareness, other challenges, traps, hazards etc.
Again, the rules are pretty intuitive.
This chapter is mainly of interest for the Game Leader and does a good
job of explaining how to deal with these situations.
Because I like games which don’t have special rules for combat in
contrast to other conflicts (i.e. social conflicts), I find it a bit
disappointing that those challenges are mostly delegated to “task
rolls”. However, you can make at least Challenges more interesting by
using Extended Actions where you need to spend some time (and dice
rolling) on overcoming them instead just doing a simple action.
On the positive side, the way Discovery is handled is pretty neat and
gives good guidelines on how to make sure that players will find out the
necessary information to proceed in an adventure. Every Discovery has a
range of difficulties: automatic, easy, moderate and hard. Automatic is
the stuff that’s obvious and that the players will experience
immediately. In using their Advantages, they are able to get more
information in the other categories. The Game Leader is encouraged to
adjust the difficulty of the Resistance action according to how
appropriate the Advantages are and how well the player has described his
actions. The rest of the book teaches you a bit more about the game
philosophy and the role of the Game Leader. As the rules are very well
thought-out, it’s not a difficult game to Game Master. Depending on your
preference, there will be some conversion work necessary to adjust this
to the genre you want to play. The product concludes with an excellent
appendix which explains all the termini and is great for quickly looking
up something during a game. Also included is an index which is always
nice to have.
You can still see the card-based roots of the 1st edition of the game
and if you’d really want you could create cards from the Advantages.
Some thoughts about D&D 5
Someone on G+ asked about how the game compares to the latest edition of
D&D. Let me say that I’ve only played a few sessions of the game and
have never been the Dungeon Master. I have a Cleric (Light Domain) on
level 3, so I haven’t reached mid-level play yet.
6d6 RPG is a universal toolkit and thus covers a broader scope than D&D.
Furthermore, the mechanics are much more streamlined. There are no
sub-systems for combat or for casting spells. That means, that the game
runs more smoothly because you don’t need to track your spell slots,
spell attack bonus etc..
My cleric has such a whole range of spells available and the way the
Player’s Handbook is organized it’s difficult to play without some cheat
sheets. In the PHB, spells are just listed alphabetically and not
grouped per caster type, so you really need to leaf a lot through the
book or write all of it down.
In 6d6 RPG, spells are Advantages and thus part of your character sheet.
Because of the limit on CP (Character Points), you will have a more
specialized character that won’t have 15+ spells available.
Furthermore, in my opinion, resource management is much more interesting
in 6d6 RPG than in D&D 5e. Because Potential is that integral and very
limited, you really need to think about how you want to spend it: do you
want to “power up” for a strong attack or do you want to hold some
Potential back for your Resistance and Movement actions? What if you get
hurt with a mental attack and your Potential is damaged? That seriously
impairs your ability to act. Also, if you need to discard Life
Advantages because you got hit with a physical attack, you can’t use
those anymore.
In D&D 5e, if your spellcaster is out of spell slots, the game quickly
degrades to a grind because you are delegated to your normal melee or
ranged attacks where you’ll most likely suck and don’t have interesting
options available. (“Well, I..duh… make a ranged attack with my bow.”)
In 6d6 RPG, you might lose a lot of Potential during combat so you can’t
use all of your Advantages. Still, you can always use your
spellcasting or other useful abilities. They may not be as powerful as
before, but you don’t need to fall back on boring stuff.
In my eyes, combat is much more tactical because of the two game
mechanics (Advantage, Potential) and the way spending and recouping
Potential works. There is a certain “gamey” element to combat and you
can also gamble by trying to anticipate attacks. Perhaps it tends more
towards D&D 4 than 5 in this regard.
And you need to take into consideration that Resisting also costs
potential. In D&D 5e you always have your AC and your Saving Throw, in
6d6 RPG your defense varies on how much focus you put on it. That makes
combat possibly harder.
Both games have their merit. I very much like D&D 5e, it’s an excellent
fantasy game. It also comes with the advantage of having published
material (although the campaign books are said to be poorly organized so
that the DM will need to put a lot of work into them to make them
playable). 6d6 RPG is able to handle other genres, but the published
material is limited. At the moment, you have 2 fantasy adventures (The
Dungeon of Demon Strata and Savage Islands), and books for sci-fi,
horror and more. If you’re only interested in Fantasy, you’ll need to do
a bit of conversion work yourself.
The 6d6 RPG core book is better organized than the Player’s Handbook.
The index of the PHB is a joke and rules and spells are scattered. But
the book comes with more artwork and is prettier to look at.
All in all, 6d6 RPG is a flexible universal game which I like a lot,
probably even better than D&D 5e. Still, I wouldn’t like to miss out on
D&D.
Appearance
The book contains around 117 pages. The look is pretty sleek and modern.
Game terms are color coded which makes it easier to read and to filter
out important bits.
The artwork completely consists of photos and artwork under a CC
license. That means it looks adequate, but it’s not a nicely illustrated
book.
The PDF version is digitally bookmarked and extensively hyperlinked
(!).
Unfortunately, the print edition suffers from being a print-on-demand
product produced by Lightning Source/Onebookshelf: the paper quality is
a bit thin and that leads to paper fluting especially with the colored
parts of the book. Yet it’s considerably cheaper to buy the normal
standard paper than the premium paper option.
Summary
6d6 RPG is an excellent universal role-playing game. It offers a
flexible mechanic with tactical depth but is still easy to learn. The
rules are streamlined and don’t get bogged down with endless
sub-systems. It delivers on its promise on being fast and fun and having
new mechanics.
(The supplements (i.e. The Dungeon of Demon Strata) are also a very
good example on how to organize a book so it’s easy for the Game
Leader/Game Master to run it.)
The book is laid out very well and has a modern, fresh look. The artwork
is acceptable but as it’s mostly photography it’s not very evocative.
I really like the open approach: the content is under a
Creative-Commons-license and you can edit on the website. You are
legally allowed to share the PDF with friends and you’ll get a Living
Document promise. It’s great to see that you can read everything for
free on the publisher’s website.
On the downside, the core book doesn’t contain the character Advantage
Paths, so you can’t build a character with this book. Also, there are no
monsters, you’ll need the 100 Monster Bestiary for that.
Again, you can get this stuff on the website but it would have been nice
to see it included in the core book. If you want to play other genres,
there might be some work you need to do. The character creation book
with the list of Advantages is only available for a modern setting, so
you need to adjust these and take some from the genre-related adventure
books to build characters for other types of games. Bullet points:
- you can read everything for free on the 6d6 RPG website (like an SRD)
- easy to learn unified core mechanics which center around a d6 pool
- “gamey” elements which add a great deal of tactical depth to the game
- narration is emphasized by explaining which Advantages you use (similar to Cortex+ games)
- nicely laid out book which teaches you the game
- versatile, streamlined mechanics, clean game design
- no levels and no classes but still the chance to build distinctive characters
- no setting books for different genres (sci-fi, fantasy etc.), only adventure books
- the game book doesn’t include a bestiary and doesn’t include the Advantages needed to build a character (again, you can look it up for free but still…)
- the product is a bit pricey: one the one hand it comes with a lifetime guarantee of updates and you can freely share it (CC licence) but, on the other hand, it’s not even “complete”
Links: 6d6 Core @OBS (aff) 6d6 RPG Store Kickstarter 6d6 RPG Wiki