September 13, 2016
I’ve been pondering how to incorporate magic in Throw Me a 6. I think I have come up with a simple but kind of interesting solution.
- Spells, in general cost “points” not unlike other systems out there. A wizard will have a set amount per game to use.
- When a spell is cast, the points for the spell are expended and a success roll is made. On a ‘1’, the spell fizzles. On a ‘2’ through ‘5’, the spell succeeds with normal effects. On a ‘6’, the spell critically succeeds! ‘Throw me a 6’ right?!
- The ‘6’ might be to simply double the effect, or add some other bonus to the spell. Haste, might allow a unit to move a second time. A ‘6’ would add +2″ to each move. Fireball might be 1-3 dice depending on how many points you spend. A ‘6’ would double the amount of dice rolled. Fear might cause a unit to retreat as if it just lost a melee. A ‘6’ would also cause a loss of a stand.
I think there would be a couple of broad types of casters. Wizard, Sorcerer, Necromancer, Druid and Priest. Each will probably have about 3 spells to choose from. I’ll have to give it a few tests to see how it goes.
February 25, 2016
After taking a read through the file recently, I noticed I never wrote in the “advance after combat” rules for Throw me a ‘6’. I finally got around to updating the rules. As well as this addition, I’ve updated the design notes to be more reflective of the design of the game specifically. Find the rules here.
Finally, a little something to try.
Generals are a single stand unit. They can influence the retreat die roll by +/-1 for any friendly unit within 4″ that has to retreat. Alternatively, they may join a unit and influence the retreat roll by up to +/-2. If that unit becomes involved in a melee, the general will add 1 die to the melee dice. However, at the end of each turn that a general is involved in a melee, the opponent rolls 1 die. On a 6 the general is killed. Generals may move without restrictions at the rate of light cavalry. If they are not attached to a unit and are contacted by an enemy, they will flee toward the nearest unit and attach themselves to that unit.
The ‘General’ rule has not been tried out yet. If you plan on giving them a go, let me know how they work for you.
October 22, 2014
After taking in some feedback and changing a few things I was not happy with after a few plays, I have put the new edition online. You can find it here or in th Old School game page above.
- Added combat skill Superior, Average and Inferior
- Changed the way armor works
- Tightened up movement
- Tweaked some of the melee modifiers
- Fixed some of the typos. I’m sure there is more!