0% found this document useful (0 votes)
954 views2 pages

RPG Minimal D6

This document outlines the rules for the minimald6 roleplaying game system. It describes how to create characters by rolling attributes and choosing a class, how to resolve actions in play by rolling 2d6 and looking for successes, and optional rules for hit points, a dilemma die, and mass combat. The system is inspired by other simple RPGs and aims to provide a flexible framework that can be adapted to different settings through attributes and character classes.

Uploaded by

ultronicman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
954 views2 pages

RPG Minimal D6

This document outlines the rules for the minimald6 roleplaying game system. It describes how to create characters by rolling attributes and choosing a class, how to resolve actions in play by rolling 2d6 and looking for successes, and optional rules for hit points, a dilemma die, and mass combat. The system is inspired by other simple RPGs and aims to provide a flexible framework that can be adapted to different settings through attributes and character classes.

Uploaded by

ultronicman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

minimald6 rules v2

Norbert G. Matausch

minimald6 is Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)


https://creativecommons.org/licenses/by-sa/4.0/

Where minimald6 got its inspiration from: One Braincell RPG for the „5 and 6 are successes“
idea. The Dilemma Die optional rule is also from One Braincell. The character format is lifted
straight from Ben Lehman’s „Deeds&Doers“. The Advantage and Disadvantage idea comes
from, of course, DnD.

1. Creating characters

1.1 Roll your attributes with 1d6


Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
These attributes can differ wildly from setting to setting — when you write something for
minimald6, just create the ones you really want to and have to use. These numbers are
ballpark. 1=really bad, 6=really good. You will develop a working definition in play. Trust the
process.

1.2 Starting Level


You start on Level 2.

1.3 Choose your character class.


Each setting comes with a list of character classes. Each character class offers a list of specials
(abilities and items). Pick (Level) specials for your starting character.

2. Playing the game

2.1 Players
Describe what your character is doing. Roll 2d6. A 5 or 6=successful. +1d6 for advantage of
any kind (item, high attribute, superior tactics etc). -1d6 for disadvantage of any kind (low
attribute, hinderance). Do NOT ADD dice results. Simply look for Fives and Sixes.
Never roll more than 3d6. Never roll less than 1d6. Roll when you try to hit, to evade, to do
stuff, to save your ass. The DM will tell you when and why.

2.2 DMs
Play the world and everything in it. Roll for it, if necessary. Success in combat=reduce health
by 1 point or narrate what happens (high health=they can take a good amount of damage, low
health=weak). Major successes are possible (you decide when it happens and what happens).
Likely success: don’t roll dice, it happens. Unlikely success: roll dice. Impossible: don’t roll
dice, tell the players what happens. Skills are likely, except when impossible. All rolls change
the situation.

2.3 Non player characters


DM, if it’s required, create specials for your npcs (just like character classes). If not, wing it.

2.4 Leveling Up
When it‘s dramatically appropriate, a character reaches a new experience level. They may
then pick another special from their own list (or, with your OK, from another).

2.5 Creating new games with minimald6


A list of attributes fitting the genre. A list of character classes, best suited for random rolls.

2.6 Creating minimald6 classes
The format is

Name (2 <— that’s the number of entries on the class list the player is allowed to pick),
followed by four or five entries (skills, abilities, background, dark secrets, etc)

For instance:

Techies (2): small workshop or garage, mysterious device you don‘t understand, graduated
summa cum laude (tech and mechanics), small zapper, knows how to jury-rig

Do not describe abilities or skills or powers. The exact function will come up during play.

2.7 Optional rule: Hit Points


Roll 1d6 for each point of Constitution/Health. The sum are your hit points. Small melee
weapons do 1d6 damage. Medium melee weapons and firearms do 2d6 damage. Huge melee
weapons or firearms do 3d6 damage.

2.8 Optional rule: Dilemma Die


Recommended for action adventure games. Introduce an additional die, the Dilemma Die.
That’s a d6 with one side marked with a flash symbol. Roll the Dilemma Die with your other
dice. If you roll a flash, something negative happens in addition to what’s going on, and it
doesn’t matter if the other dice show a success or not.

2.9 Optional rule: Mass Combat


Against a superior opponent (in numbers or in ability): disadvantage
Against a vastly superior opponent (in numbers of ability): impossible
Against an inferior opponent (in numbers or in ability): advantage
Against a vastly inferior opponent (in numbers or in ability): likely

I’m grateful many rpg authors are writing games based on minimald6. The up-to-date
minimald6 archive can be found here: http://analogkonsole.wordpress.com. Thank you!

You might also like