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Minimal D6 RPG Character Creation Guide

This document provides rules for a minimalist roleplaying game called minimald6 that can be used for any genre or setting. Players create a character by rolling attributes and starting at level 2. During play, players describe their character's actions and roll 2d6 against difficulties determined by the GM. Rolling additional d6 provides advantages or disadvantages. The GM responds to player questions with "yes, no, and, or but" answers depending on the dice rolls to advance the story. Combat is resolved by reducing character health points. As characters gain experience, they can improve their abilities. The rules are designed for quick gameplay focused on narrative rather than complex mechanics.

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luix100
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0% found this document useful (0 votes)
122 views3 pages

Minimal D6 RPG Character Creation Guide

This document provides rules for a minimalist roleplaying game called minimald6 that can be used for any genre or setting. Players create a character by rolling attributes and starting at level 2. During play, players describe their character's actions and roll 2d6 against difficulties determined by the GM. Rolling additional d6 provides advantages or disadvantages. The GM responds to player questions with "yes, no, and, or but" answers depending on the dice rolls to advance the story. Combat is resolved by reducing character health points. As characters gain experience, they can improve their abilities. The rules are designed for quick gameplay focused on narrative rather than complex mechanics.

Uploaded by

luix100
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

So1minimald6 (draft)

by Sophia Brandt ​[Link]

Create your hero.


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 start on Level 2.

How to play
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).
Never roll more than 3d6. Never roll less than 1d6.
Rolls: to hit, to evade, to try, to save, etc.

Optional
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.

Optional
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.

Creating new games


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

Creating classes
The format is ​name​ (2 <--- that's the number of entries on the class list you ares allowed to pick
for your hero), 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.

Determine goals & the first scene.


Figure out why your character is there and where they are in their story. This is a short
description of where our hero is and what’s happening. Imagine a starting point for your
adventure. Are you stealing space station plans? Are you plundering a tomb?

Begin asking questions.


To begin play, ask a question that has a ​Yes​ or ​No​ answer, it is important to keep it simple. ​Are
guards present? Do I encounter a trap?
For each question, roll a 1d6 and consult the table below.
+1d6 for advantage of any kind (item, high attribute, superior tactics etc). - take the best result
+1d6 for disadvantage of any kind (low attribute, hinderance) - take the worst result

1- No, And
2- No
3- No, But
4- Yes, But
5- Yes
6- Yes, And

And & But Results.


And amplifies, while ​But​ mitigates. ​No, And​ means things went really bad.​ No, But​ softens the
blow a bit. ​Yes, But​ is successful but with a drawback. ​Yes, And​ is all kinds of awesome.

1- Nothing significant happens


2- An obstacle or something that aids the hero
3- A unique feature or situation
4- A unique feature or situation
5- NPC (1-3 friendly, 4-5 neutral, 6 not friendly)
6- Monster (1 friendly, 2-3 neutral, 4-6 not friendly)
Contests & Combat.
When your character comes into dangerous or risky situations, determine Difficulty (either via
narratory license or dice, see below).
Success in combat = reduce health by 1 point or narrate what happens (high health = hero can
take a good amount of damage, low health = weak).
Major successes are possible (you decide when it happens and what happens). If it’s likely,
don’t roll, it happens. If it’s unlikely, roll for it. If it’s impossible, don’t roll, tell them.
All rolls change the situation. Skills are likely except when impossible.

Determine Difficulty.
To randomly determine difficulty of a task, roll a d6:

1- Automatic
2- Simple
3- Easy
4- Average
5- Tricky
6- Hard

Experience.
When it‘s dramatically appropriate, a character reaches a new experience level. They may then
pick another item from their own list (or, if you like, from another - it’s your game anyway).

Licence.
A hack of
- so1um by Matt Jackson ​[Link]
- minimald6 by Norbert Matausch
[Link]
/

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


[Link]

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