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D&D6: D&D but you actually have fun now
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D&D6: D&D but you actually have fun now

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Game Mechanics

Challenges and Difficulty

When you need to accomplish an action that needs precision, strength, focus or any other skill, you’re going to need to roll some dice.
You need to roll above a certain value (the Target Number) set by the DM with the corresponding stat or skill to succeed. Feel free to argument using another stat or skill if you feel that it is more appropriate !

Reference Scale

Trivial: 2-5
Easy: 6-10
Moderate: 11-15
Difficult: 16-20
Very Difficult: 21- 30
Heroic: 31+

Rolling above this TN guarantees a success, but rolling slightly below does not mean you fail miserably, however you might face some unforeseen consequences. Rolling all 1’s in a Critical Failure, even if the result is above the TN.

Urgency

Sometimes, you just need to do something before an enemy jumps at you, before someone beats you to it, or before your companions stop you from doing something dumb. In these scenarios, you need to do a contested roll. Both you and your opponent (either the DM or another player) roll using the corresponding
or
l, the highest roll succeeds.
If the actions are different, both characters can use different of .

Examples

Grab an object before a bandit: contested roll
Decipher a spell book before an inquisitor shoots you: (Arcana) vs (Crossbow)
Break a corrupt official’s arm before he understands who you are: vs .

Movement

In tense situations, you can run 15ft (3 squares) as a free action. If you spend an entire turn running, you can move 30ft (6 squares)
To push yourself beyond your limits (pardon my french, to “haul ass”), you can roll a related to running or and add the result in feets to your total move speed this turn. This counts as an action.

Fate

When talent and luck isn’t enough, you can count on the driving force of the universe, Fate, to help you if you deserve it.
You start with 1 Token of Fate, and you may spend one Token anytime you want.

Use of Tokens

The Will of the World: gain +6 to a roll. (multiple Tokens can be spent at once, each granting the bonus)
Second Wind: reduce your Wound Level by 1.
Force your Luck: do a free miscellaneous action, such as jumping over a bridge, picking up a sword, find a needle in a haystack.
1, 2, 3 and a 4th wall broken: ask for a clue to your DM
Tokens of Fate are earned through heroic deeds, great ideas, and the will to survive against terrible odds.
PSA: bribing your DM with food is a risky move that might pay off.

Health & Wounds

The moment will come where you will bleed, but if all goes according to plan you will be OK !
Contrary to regular Dungeon & Dragons, there are no Hit Points in D&D6, instead we use Wound Levels.
In the Combat section we’ll see how to reach those Wound Levels, but all you have to know is they all have consequences that can last a while if not treated.
You can heal naturally of you rest, this might need a or
check depending on the severity and nature of your wounds. Or, if you or someone you know is able to heal you, with science or magic, they can make a roll each day to lower your Wound Level.

Wound Levels

Stunned: Heals fine on its own
Wounded: Heals in a few days on its own with a check, or in a day with a Moderate check by a healer.
Severely Wounded: Heals in a few days on its own with a few checks, or in two days with a Moderate check by a healer.
Incapacitated: Heals in a week or more on its own, with and
checks, or in 3 days with a Difficult check by a healer.
Mortally Wounded: Heals in a few weeks on its own with a lot of and
checks, or in a week with Very Difficult checks.


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