Updated to first beta version!


Made some updates based on feedback from r/RPGDesign…

The two biggest changes are moving from opposed rolls for attacking/defending to a static defence number to avoid characters becoming near-invincible & changing spell damage/healing to be tied to a character’s experience level.

Have also added a creature sheet for your creature creations.

Will have another look at it tomorrow and then get this version printed up (assuming no changes are forthcoming)—thanks for your interest in this game & helping get it to print!

Changes

  • Switch to column layout on Quest page
  • Remove opposed rolls for defending in favour of static defence number to avoid the nigh-on-invincible thief conundrum
  • Spell damage/healing now scales with XL, not a static number—eg Level I = XL, Level II = XL+1, etc
  • Corrected spelling mistakes:
    • Under Resolution Rolls, “these are callED”
    • Under “Experience”, removed the second “a character”
  • Call out next to the skill that add specialism # to roll when Doing The Thing—eg swinging a sword = RR+attr+spec
  • Made a monster stat block card
  • Added notes page to character sheet
  • Slight changes to opening blurb
  • Slight changes to Questing blurb
  • Slight changes to ‘resolution roll’ difficulty levels
  • Moved the usage of skills with resolution rolls to their associated area on the page
  • Edited for clarity:
    • Creatures can attack back!
    • Use of XP as generic creature attribute modifier
    • Creature building rules explanation
    • Specialism points usage
    • Sneaking skills usage
    • Spell skills usage (reworded spell casting from ‘spending’ to ‘assigning’ skills)

Files

double-d6.DRAFT.character-sheet.beta-1.221110.pdf 97 kB
Nov 11, 2022
double-d6.DRAFT.monster-sheet.beta-1.221110.pdf 147 kB
Nov 11, 2022
double-d6.DRAFT.rules.beta-1.221110.pdf 326 kB
Nov 11, 2022

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