Update 3 October 2013

Hey all!

It’s been a while, I know. As it turns out, I managed to finagle my way into grad school! Which is great! Except that it’s currently eating up a TON of my time  – driving all around the state, trying to find housing, attending classes, and working.

I just wanted to pop in and let you know that you’re not forgotten, and that I’m getting close to the point when I can write a fancy-pants full draft of Torata for v2. As proof, here’s the working map!

There are going to be a number of maps in the v2 release: national boundaries, language distributions, climate and the like. While there won’t be any art this time around, I’m likely going to run a kickstarter at some point in the future to fill the pages of 2d6 with tasty images. (For those of you who don’t know, good art is hella expensive – one good color drawing of a single character with a background can run you 300 bucks).

So stay tuned 2d6ers! There’s plenty more to come – even if it has to come at a snail’s pace.

Happy Gaming!

– Josh

edit: forgot an “s”

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V2 Is Here! and Other Announcements

You guys used to missed deadlines yet?

So I know I said I’d have version 2 up by the end of May. As it turns out, things weren’t that simple. a combination of being stuck (I say stuck, but it’s actually a great job) on a peach orchard with crap internet access, no InDesign, and barely even cell phone reception made things take a bit longer than I’d anticipated. However, though a combination of could software and visits home I’ve managed to finish up the core rules, which are now posted in the sidebar!

The two major rule differences from the rough draft:

Resolve and Reflex are now just (TOU + WIL) and (AGI + PER) respectively. I dropped that business of adding a four because it caused all kinds of headaches when it interacted with magic, the Intimidate skill, or other non-derived bonuses. Resolve and Reflex can be bought up by spending 2 XP on the “Tough as Nails” or “Lightning Reflexes” talents. This can be done up to four times each (thus making the total possible bonuses of Resolve and Reflex range from 0 to 10 and fixing the aforementioned headaches).

and

Aiding others in combat: when multiple characters are attacking one defender, the defender rolls twice and takes the worse result for every defense roll after the first. This can be negated by taking the new “Group Fighter” talent for 5XP.

Other than that, there were a few cosmetic changes, like taking out the grapple flowchart, removing the image placeholders in favor of white space, alphabetizing the talents and skills, and a bit of proofreading. There’s also a new item quality, and the “Fearless” talent works a bit differently. The spiffy new character sheet (and Bryan W. Schuder’s name in the credits) were integrated in as well.

Torata is still in development, though I may or may not have a nice fat landscape-orientation map to release soon, and I’m writing the first of many pre-made campaigns that I’ll be playtesting in the near future.

Other than that, keep a weather eye on the horizon for updates and keep on keepin’ on!

– Josh

Updated Character Sheet

Hey all, just dropping by to let you know that the character sheet has once again been updated! No actual changes have been made to the general layout, but fellow RPG designer Bryan W. Schuder helped me out by opening up the white space to give you more room and go a little easier on your printers, as well as reducing the file size for a more efficient download.

The final revisions of version 2 are almost done, so I should be able to provide you with a cleaned-up copy by the end of May. Other than that, Torata production is moving right along, and I’m trying to have a rough copy done by early summer.

Rough Copy of v2!

Hey everybody!

I was going to wait until I had the final, polished-up version2 core rules to give you, but I just couldn’t wait. You’ve all been exceedingly patient, so here you are: the [2d6] Core Rules v2.

You may notice a few changes from what I said was going to be different in the previous post. Chiefly, that stats go from 0-3 and skills go from 0-7. After a lot of playtesting, we realized that it leaves a lot more room for character progression this way, as well as placing a stronger importance on a character’s training in a  given field (which, to us, seemed more realistic).

You may also have noticed (no pun intended) that Notice and Athletics are still skills, and never made the switch to derived bonuses. This decision came about after a lot of playtesting. Since things like stealth are opposed by notice, and derived bonuses start at a minimum +4, it threw off the balance of stealth pretty heavily, since notice could be bought for much less XP than stealth. The same goes for using Athletics to defend in combat.

The character sheet v2 in the sidebar has been switched to a newer version to reflect this. Also, Reflex is spelled correctly on this one (thanks ketura!). : P

I’m going to be doing minor polish stuff like formatting text and checking for mechanical errors, so the copy of the rules that’s up right now is going to be replaced once that happens, but the mechanics are staying the same.

Thanks for sticking around, and happy gaming!

Update: 30 May 2013

So guess what?

Production is, for once, ahead of schedule! I managed to get a solid chunk of work done over my spring break and the rough draft for version 2 of the core rules is done.

I’m now sending it by a few proofreaders and checking it over myself, after which I’ll do a final once-over to correct minor issues and formatting problems. Then, it’s all yours!

In addition, I have a solid amount of content written up for Torata, though that’s still all in wiki form. I decided not to release the address of the unfinished wiki after all, but will keep you all posted about the status of Torata’s completion. I’m hoping to have a working rough copy sometime before the summer gets fully underway.

Keep your eyes peeled for the release of V2 in the next few weeks!

Scifi Map and Finalized Name

Hey all! I have some more content for you today.

I just finished the final draft of the first blank map for the scifi setting. In addition, I’ve settled on a name. The scifi setting for 2d6 will be called Saudade: Light of a New Sun. Saudade is a Portugese word with no direct translation in English. It means a deep and often painful longing or nostalgia for something you love, often with the knowledge that you’ll never see that thing again. I felt it was appropriate, since the entire meta-plot is about leaving Earth behind in order to survive, and the profound effects of this journey on human culture.

I’ve got a lot of the basic history and politics worked out, though economics is proving a touch difficult at the moment. Language is just about set, and I’ve got some neat bits of tech for players to muck around with.

Anyway, keep a weather eye on the horizon for more upcoming content. Happy gaming!

Progress Update: 10 February 2013

I’m delighted to announce that I can actually provide you all with a bit of content today!

After months of writing, revision, playtesting, and editing, the core core rules for 2d6 v2 are finally solidified. Lack of access to a computer with InDesign has stymied production for the moment, but now that the rules are nailed down, I managed to produce the next generation of character sheet!

Production on the pdf for the v2 core rules will take a while, and honestly, I don’t expect it to be ready until sometime this summer, but I’ll outline the finalized changes here for those of you who may want to implement them in playtesting:

  • Players now begin with 50XP (or more depending on your desired level of play) to distribute among Stats, Skills, and Talents at character creation
  • “Wounds” became “Health,” which is equal to 10 + Toughness
  • Energy was added as a mechanic for spellcasting and nonlethal damage, and it’s equal to 10 + Willpower
  • “Initiative” became “Reflex” to cover dodging traps etc. as well as combat order
  • “Athletics” is now a derived stat (like Resolve and Reflex) equal to Strength + Agility
  • “Notice” became a derived stat equal to Perception + Intelligence
  • New Combat System Outlined Below*
  • Armor now give damage reduction of 1, 2, or 3 for Light, Medium, and Heavy
  • “Race” became “Species” (I’m a biologist, and this always bugged me)
  • New Magic System Outlined Below**

*New Combat System: When an attack roll is made, the amount by which the attacker beats the defender is the damage done. Armor reduces this damage by 1, 2, or 3 points per attack (light, medium, and heavy armors respectively). Certain amounts of damage done in a single roll can be traded for combat moves as given below:

  • Disarm – 3 points
  • Trip – 3 points
  • Shove (5 feet) – 3 points
  • Incapacitate limb/organ (temporarily blind/deafen) and do 3 points of damage – 8 points
  • Sever limb and do 5 points of damage – 10 points

In addition, any attack can be done either as health damage or energy damage (if the damage is done as energy damage, you can only trade points for disarm, trip, and shove. When a characters energy drops to 0, they pass out. The talent “Improved Knockout” can be bought for 5 XP and doubles any energy damage done by a character.

Combat moves must be announced before the roll is made. If the result doesn’t give the attacker enough points to do the move, the points are simply done in energy or health damage.

**New Magic System: Spells are still taken as talents, and cost between 1 and 10 XP. Their cost in XP is equal to the amount of energy expended in casting the spell. That means that every time a wizard casts a 3XP fireball spell, it drains 3 energy. As with combat, if a character’s energy hits 0, they pass out.

When an opposed check is appropriate (for instance, a mindreading spell) both the caster and the target make opposed Resolve checks against each other. The defender always wins in the event of a tie. For some spells (like a fireball) Resolve vs. Reflex or a combat skill is more appropriate. Just as with combat, the amount the caster beats the defender by is the amount of damage done.

Energy and Health Recovery: Health recharges at a rate of 2 HP per day of bed rest and good food. This can be doubled (4HP/day) with a successful Heal check. This rate is halved (1HP/day) if the character isn’t resting or eating well.

Energy recovers at a rate of 1 EP per hour while awake, and 2 EP per hour while asleep. A full meal will recover 1-3 EP instantly depending on the quality of the food (this can only be used to recover a maximum of 9 EP per day)

There are some other small differences, but these are the big ones that you need to know if you’re interested in playtesting the new rules before the actual text is out.

Remember, playtesters who submit feedback get a credit in the next edition!

Until next time,

 – Josh