Bargaining/Bartering (Adapted from Roleplaying Tips Weekly)
Shopping is a big part of an RPG but can take far, far too much time. Having players go from shop to shop, making a dozen rolls for a dozen items in the search for the best deal ends up being far more tedious than it’s really worth. So:
Create a shopping list of the items you are looking for and include the ’standard’ prices alongside each. If the price isn’t listed in the d6 book, estimate or guess as it’s going to be corrected if you’re wrong anyhow. Keep in mind that 1 penny = 1 copper, 1 silver = 1 silver, 1 sword has no equivalency and 1 gold = 1 crown.
Give this list to me along with the results of an observed trading skill roll (another player can do the observing if I’m busy). I will then hand back the list with adjusted costs based on the roll. You can include the results of rolls that affect trading such as bluff, charm and persuasion so long as all such rolls are observed.
Unwiedly Weapons
D6 Fantasy highlights several weapons that may be considered a problem to use. I apply that to the following: Ball and chain; Bullwhip; Halberd; Nunchaku; Spear (metal tip); Sword, two-handed; Trident.
Equipment Lists
If it’s not written on your sheet, you don’t own it. Period. Corollary 1: If you have a whetstone written down but never use it ingame, it could still be stolen. It’s assumed as part of the background of the game, you used it to sharpen your weapons as needed. If it’s stolen or destroyed and you don’t buy a new one, the weapons will begin to degrade even if you never said you used it during a session. Corollary 2: Small consumable items such as oil for armor are assumed to be replaced as needed (at no cost to you) until said item is stolen or destroyed. At this point, it is no longer automatically replaced. Food is never considered to be such an item.
The Survival Skill
As per this idea on the Bone Scroll, survival can be rolled to affect random encounter checks when camping in the wilderness. While my rule isn’t going to be as complicated as his, the better the roll - the fewer the encounters. I’m not going to modify it based on terrain or traffic since those have their own encounters as well.
Combat and Magic Spells
If a spell has a casting time of 1 second, it goes off on your turn. If the timing is more than 5 seconds, it’s going to take effect in the next round or later (each combat round is 5 seconds long). If the timing is between 1 and 5 seconds, it will take effect after the number of turns equal to the number of seconds in the casting time description.For example, if a spell has a casting time of 3 seconds, it will take effect after 3 other people have had a turn. If there aren’t 3 more people with actions in the round, it is cast at the end of the round.
Combat Details
- Roll Acumen to determine Initiative.
- Choose what actions your characters is going to take in a single round. You may take up to 5 actions in any given combat round. For extra actions taken, all actions will have a negative modifier equal to 1D times the total number of actions taken minus 1. For example, if you choose to take 3 actions in a single round, all your actions will be at a -2D penalty. Dodge is done at this time and is in effect until the next round.
- Spending a Character Points allows the addition of 1 more Wild Die and up to 2 can be spent per roll. Spending a Fate Point allows you to use double the normal number of dice for a given roll (see 48).
- Moving less than a character’s allowance is a free action.
- Attacks are resolved by an attack roll versus an opponent’s dodge roll or 10, whichever number is higher.
- Damage for a successful attack is determined by a roll of Physique plus Lifting divided by 2 , rounded down, plus weapon damage. A Physique of 3D plus Lifting of 2D would result in 2D plus the weapon damage.
- The defender rolls Armor to soak damage, subtracting any extra damage from their body point total.
Spell Failure Table (adapted from 6d6 Fireball) uses 1d10; this includes Miracles as well as Magic.
1-7 The spell fails and is lost. 8 A random spell outcome. 9 Random target, same spell. 10 Target self.


Subscribe!
[...] House Rules [...]
[...] detail what exactly happens when it occurs. 6d6 Fireball posted a table I’ve swiped and modified for my own games. I’ve chosen to use a d10 instead of a d30 because I prefer fewer sides on a [...]