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D6 MOD7 Dice Sheets

Heads up English Majors and other mathematically challenged folks! D6 MOD7 Dice Sheets are now available on the Downloads page and at the links below. (I have an English Literature Degree by the way.)

The frequencies of each roll are given at the bottom of the page. They are generated completely at random, but you may decide to use a different sheet based on the frequencies given.

As noted on the sheet, it only works well if you start on the upper left corner and move down the columns. Remember to cross out numbers already used.

3D6 MOD7 Rolls | 2D6 MOD7 Rolls

More D6 MOD 7

As always, there may be a name change as I discovered a company named MOD7 and I do not want to harm their business (though I don't think I really could. I have four readers.) So, I'm looking at D6 MOD 7 for now. Nothing shows up on Google when I search for it (except me).

Changes in DEF Ability

Because D6 MOD7 uses a smaller range of numbers to determine success (0-6 instead of 3-18), changes have to be made in DEF and in many Traits. DEF is changed to 3+REF from 10+DEF. Without this change, an average person (Stats and skills of 3) could never successfully attack successfully.

For example, Joe, an average guy is in a fistfight at a bar with Andy another average guy.

Old Rules: Joe uses STR + Unarmed Combat Skill + Roll. Andy uses DEF + REF. Since both are average guys, Joe is trying to meet or beat a TN 16. (DEF = 10 + REF or 10+3. REF = 3) He had a STR of 3 and a skill of 3, meaning he has to roll a 10 or better to strike Andy. Using 3D6, Joe had a 0.625 chance to hit Andy.

Because a MOD7 roll cannot go higher than 6, Joe could never hit Andy, even if he surprised him.

New Rules: Joe uses STR + Unarmed Combat Skill + Roll. Andy uses DEF + REF. Since both are average guys, Joe is trying to meet or beat a TN 9. (DEF = 3 + REF or 3+3. REF = 3) He had a STR of 3 and a skill of 3, meaning he has to roll a 3 or better to strike Andy. Using a MOD7 roll, Joe has a 0.574074074 chance to hit Andy.

Changes in Traits and Modifiers

Needless to say, traits that give +3, +6, +9 modifiers to skills or attributes would present a similar problem. Rather than list the specifics, here is the general guideline:

Traits that affect skills are +1 (Convenience) +2 (Edge) +3 (Gift)
Traits that affect initiative are +2 +4 +6
Traits that affect health or damage remain unchanged

For example: Hard to Kill remains unchanged +2 TGH, +4 TGH, +6 TGH applied to piercing damage. However, Athletic is changed to +1, +2, +3 to all Athletic Group skills.

Fast Reflexes is partly the same and partly changed. Convenience is still +2 INI, but +1 to Awareness Skill Rolls. Edge is +4 INI and +2 Awareness rolls, Gift is +6 INI and +3 Awareness rolls.

Fast Healer is also only partially changed: progression on the Time Chart remains the same, but skill bonuses at the Edge and Gift levels are +1 and +2 respectively.

Full list comes later.

As far as modifiers are concerned, modifiers to Initiative are the same, modifiers for attacking or any other skill roll are reduced by 2/3 rds rounding up. The numbers aren't easy rounded, so a full chart will be created at some point in the future. Below are examples:

Combat modifiers for size:
Target Size ....................................................... Modifier
Gargantuan, 32m or more (ship, bridge) ................... +4
Huge, 16m or more (whale, house) .......................... +3
Very large, 8m or more (city bus, big mecha) .............. +2
Large, 4m or more (horse, car, tree, sm. mecha) ......... +1
Medium, 2m (human) .............................................. 0
Small, 1m or less (dog, barrel) ................................. -1
Very small, 1/2m or less (cat, head, limb) ................... -2
Tiny, 1/4m or less (mouse, bullseye) ......................... -3

Damage rolls are still the same

If a greatsword does 4D6 damage, it still does 4D6 damage. Theoretically, it would be four Major MOD7 rolls added together, but that would be impractical. Roll (add together 3d6, divide by 7, find the remainder) 3 + roll (add together another 3d6, divide by 7, find the remainder) 2 + roll (add together another 3d6, divide by 7, find the remainder) 0 + roll (add together another 3d6, divide by 7, find the remainder) 4 for umm, err. 12 points of P/L damage. Hah! Take that thou varlet!

It slows down play and besides, it's a whole lot of trouble. It's one thing to do that for one roll (Skill roll, initiative, etc.) it's another to have to add a series of Mod7 rolls together.

However, if you do want to still use D6 MOD7 rolls for damage or any other rolls, Dice Sheets will be provided with pregenerated Major and Minor D6 MOD7 rolls. Simply add up as many as you need down the column to get your total and then cross them off the sheet. The numbers are created by a True Random Number Generator to provide dice rolls. Then three dice rolls are added together and modulus 7 is taken from the total, just like any other D6 MOD7 roll. In short, it saves you from the math. Using a TRNG prevents the biases to low number that occurs in many spreadsheet programs with Psuedo-Random Number Generators in them.

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