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Old 01-07-2015, 08:30 AM   #1
Wooodychuck
 
Join Date: Jan 2015
Location: Midwest USA
Default Alternate Rules / Rehaul of d666

Has there been a serious consideration in revamping the d666 system?

I have seen that the most recent posts have asked for errata for future editions. If there is a movement to update the rulebooks, though it would take considerable effort and time, I think it would also be beneficial to improve other parts of the game.

I have seen much criticism of the d666 system, mainly that the result of actions are independent of ability (check digit) and perused this forum for alternate rules that might improve the game. (I recently acquired the core rulebook, Infernal Player's Guide, and Superiors 1 & 3, so I don't have access to any options offered in the other books). Links are listed below for some of the threads I found.

What alternate modifications have you made to the system itself?

I have read other posts that use other universal game systems instead, as well as a tarot card possibility. I like the idea of the 111 and 666 dynamic (though arguably gimmicky) and would like to retain that.

EDIT: Besides GURPS, of course...

Any thoughts?



House Rules threads:
http://forums.sjgames.com/showthread.php?t=46647
http://forums.sjgames.com/showthread.php?t=62240
http://forums.sjgames.com/showthread.php?t=13919
http://forums.sjgames.com/showthread.php?t=68833
http://forums.sjgames.com/showthread.php?t=50224
http://forums.sjgames.com/showthread.php?t=77568
http://forums.sjgames.com/showthread.php?t=16398

FATE conversion thread:
http://forums.sjgames.com/showthread.php?t=72220

How sacrosant is the d666 mechanic?
http://forums.sjgames.com/showthread.php?t=65099

Last edited by Wooodychuck; 01-07-2015 at 08:50 AM. Reason: Clarification
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Old 01-08-2015, 03:22 AM   #2
tHEhERETIC
 
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Location: Life imitates art--I'm in Pohang
Default Re: Alternate Rules / Rehaul of d666

Quote:
Originally Posted by Wooodychuck View Post
Has there been a serious consideration in revamping the d666 system?

I have seen that the most recent posts have asked for errata for future editions. If there is a movement to update the rulebooks, though it would take considerable effort and time, I think it would also be beneficial to improve other parts of the game.

I have seen much criticism of the d666 system, mainly that the result of actions are independent of ability (check digit) and perused this forum for alternate rules that might improve the game. (I recently acquired the core rulebook, Infernal Player's Guide, and Superiors 1 & 3, so I don't have access to any options offered in the other books). Links are listed below for some of the threads I found.

What alternate modifications have you made to the system itself?

I have read other posts that use other universal game systems instead, as well as a tarot card possibility. I like the idea of the 111 and 666 dynamic (though arguably gimmicky) and would like to retain that.

EDIT: Besides GURPS, of course...

Any thoughts?



House Rules threads:
http://forums.sjgames.com/showthread.php?t=46647
http://forums.sjgames.com/showthread.php?t=62240
http://forums.sjgames.com/showthread.php?t=13919
http://forums.sjgames.com/showthread.php?t=68833
http://forums.sjgames.com/showthread.php?t=50224
http://forums.sjgames.com/showthread.php?t=77568
http://forums.sjgames.com/showthread.php?t=16398

FATE conversion thread:
http://forums.sjgames.com/showthread.php?t=72220

How sacrosant is the d666 mechanic?
http://forums.sjgames.com/showthread.php?t=65099
Got your PM asking for more about the tarot, and the link wouldn't let me answer it there, so I'm putting it here.

The specific link, so you don't have to sort through all of the above: here

I think separating success from degree of that success is a feature, not a bug. I've met too many cocky players--maybe it's a LARP thing--who like winning all the time and sometimes forget that this makes things less fun for others. The first time I used check digit in a LARP, Mr. Impressive fumbled his sword, and both he and the other players loved it. So I really, really like that mechanic.

A check digit isn't whether you'll succeed, but by how much. An author--I want to say Ray Bradbury--once wrote that he wrote volumes every day in order to get the crappy writing out of his head and onto paper, so he could get to the good stuff. The way I see it, it makes sense for experts to do mediocre work sometimes. Sure our PCs are epic and should do it less often than mere mortals, but I don't think they should be painting a Starry Night every single time either.

Enough on why. I still miss that Sin City deck, but apparently it was only made available to comic shop owners and I've never been that tight with one. Something along those lines, though... Instead of dice, a deck of cards with check digits built in, with flavor? For instance in my LARP system "Red Queen" I use the number of the poker card as the first two digits of the 111, and the suit of the card as its check digit. A 42 card deck (1-7 for success roll, draw two, six suits for CD) is a nice idea, put some evocative artwork on it? Way more investment than I think we'll get for a relatively orphan game, especially with the angel fad more or less passing now. Still, in my dreamworld...
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Old 01-09-2015, 11:51 AM   #3
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Default Re: Alternate Rules / Rehaul of d666

tHeHeReTiC, I appreciate the quick response, and thanks for the clarification.

As for the check digit mechanic, I never thought of successes in such a manner and you have made me rethink the whole situation. Fundamentally speaking, though, not relating degree of success directly to ability is still a hard thing for me to grasp (maybe all those years with D&D, oWoD, and other systems). I DO like the "wild die" mechanic, but for some reason I feel obligated to find a compromise between both mindsets, maybe if only to satiate my own rationale.
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Old 01-09-2015, 11:47 PM   #4
tHEhERETIC
 
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Default Re: Alternate Rules / Rehaul of d666

Quote:
Originally Posted by Wooodychuck View Post
tHeHeReTiC, I appreciate the quick response, and thanks for the clarification.

As for the check digit mechanic, I never thought of successes in such a manner and you have made me rethink the whole situation. Fundamentally speaking, though, not relating degree of success directly to ability is still a hard thing for me to grasp (maybe all those years with D&D, oWoD, and other systems). I DO like the "wild die" mechanic, but for some reason I feel obligated to find a compromise between both mindsets, maybe if only to satiate my own rationale.
It was hard for me too, coming from the same background plus Call of Cthulhu and Teenagers from Outer Space. Once I got it, though, I loved it and don't want to go back.
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Old 01-10-2015, 01:05 AM   #5
johndallman
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Default Re: Alternate Rules / Rehaul of d666

Quote:
Originally Posted by Wooodychuck View Post
Fundamentally speaking, though, not relating degree of success directly to ability is still a hard thing for me to grasp (maybe all those years with D&D, oWoD, and other systems).
I just concluded that competence wasn't one-dimensional in this system, and that collecting check digit bonuses was important.
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Old 01-10-2015, 04:37 PM   #6
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Default Re: Alternate Rules / Rehaul of d666

I apologize if this link is against the rules, but Game Crafter does custom printed decks, at seemingly reasonable prices: https://www.thegamecrafter.com/publi...duct/PokerDeck

I haven't used them myself, but if you really wanted a custom printed deck, I think it would be less expensive than you'd assume :)
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Old 01-11-2015, 02:32 AM   #7
tHEhERETIC
 
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Default Re: Alternate Rules / Rehaul of d666

Quote:
Originally Posted by banditangel View Post
I apologize if this link is against the rules, but Game Crafter does custom printed decks, at seemingly reasonable prices: https://www.thegamecrafter.com/publi...duct/PokerDeck

I haven't used them myself, but if you really wanted a custom printed deck, I think it would be less expensive than you'd assume :)
That's a cool link.

I don't doubt I could afford a deck of cards for In Nomine, but that's a licensed product and I'd be buying it from SJG...who might balk at paying artists to design that many cards.

For Red Queen, however, if I wanted to stray away from poker decks, this GameCrafter is a viable option. Of course, reviving my little LARP system means being in a country where LARPers speak English, and there aren't many here who do.
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