Home of the Odd Duk

Author: Bear (Page 26 of 212)

OpenD6 Spell Building

The May Campaign has been pushed back until the kids finish school in three weeks. There's some time to play, but my son's workload is pretty heavy.

In the meantime, I have done the heavy lifting to adapt OpenD6's Values and Measures table to imperial units. I have also added values for information (assuming 250 words per page, 500 pages to a thick book, etc.).

I'm going to leverage the OpenD6 Magic system for building the boring parts of a spell, and then offer a bonus to use random descriptors.

The reason for this is that the world my kids are exploring doesn't have a set magic system. Magic is regional, cobbled together by what folks have available. The effects are roughly the same (magic bolt to deal damage, morph into another creature, turn invisible, wards, telepathy, etc), but each region has strengths and gaps in what their magic can do.

So I have been busy on Twitter and Reddit with the Fudge, Skill, Luck dice rpg idea. I may suffer scorn or indifference, but hey, just curious what others think.

Advantage, Disadvantage, and Fate

If a magic item or circumstance provides an advantage to a character, any subtraction results on the Fudge die are treated as addition.

For disadvantage, multiplication results are treated as subtraction.

For magic items or traits that leave the results to the fickleness of Fate, addition results are treated as multiplication.

Advancement

After each session, the referee awards up to 3 xp based on criteria agreed upon before play. If I flesh out this idea more, there will be suggested criteria depending on what all the players and referee consider fun for them.

After XP is awarded, a player may spend 2 XP to buy a trait, 3 XP to increase their luck, or 4XP to increase their skill.

Traits cannot be increased above +1. A character has a limit of nine positive traits at any time. A player exchange one positive trait for a new one at any time, but this is required if a character already has nine positive traits.

In play, a character may acquire a negative trait due to a curse or other circumstance. It costs 1 XP to eliminate it, however, a character must always have at least one negative trait.

Increasing skill or luck advances the die up a step d4 > d6 > d8 > d10 > d12. The limit for a luck die is d10, a skill die is capped at d12. With powerful artifacts, other dice can be used above, below, or between the thresholds stated here.

Players are encouraged to provide a brief story about why a trait was gained, exchanged, or added. The same is true for an increase in skill or luck. It is assumed that these stories take place between game sessions. These are entirely optional.

Target Numbers

A target number of 12 is roughly equivalent to the top 5% of human achievement. A target number of 0 is considered easy while a target number of 24 is superhuman.

« Older posts Newer posts »

© 2026 Sycarion Diversions

Theme by Anders NorenUp ↑