OpenD6 Fantasy Reference Sheet

Generic Standard Difficulties

See the "Game Basics" section for general task resolution information and other modifiers.

A standard difficulty is a number that the gamemaster assigns to an action based on how challenging the gamemaster thinks it is. Existing conditions can change the difficulty of an action. For instance, walking has an Automatic difficulty for most characters, but the gamemaster may require someone who is just regaining the use of his legs to make a Very Difficult running roll to move even a few steps.

The numbers in parentheses indicate the range of difficulty numbers for that level.

Automatic (0): Almost anyone can perform this action; there is no need to roll. (Generally, this difficulty is not listed in a pregenerated adventure; it is included here for reference purposes.)

Very Easy (1–5): Nearly everyone can accomplish this task. Typically, tasks with such a low difficulty only are rolled when they are crucial to the scenario.

Easy (6–10): Although characters usually have no difficulty with this task, an untrained character may find it challenging.

Moderate (11–15): There is a fair chance that the average character will fail at this type of task. Tasks of this type require skill, effort, and concentration.

Difficult (16–20): Those with little experience in the task must have a lot of luck to accomplish this type of action.

Very Difficult (21–25): The average character only rarely succeeds at these kinds of task. Only the most talented regularly succeed.

Heroic (26–30), Legendary (31 or more): These kinds of tasks are nearly impossible, though there's still a slim chance that lucky average or highly experienced characters can accomplish them.

See "Generic Standard Difficulties" for examples.

Generic Difficulty Modifiers

Situation Helps/Hinders Character ... Modifier
Slightly +/-1–5
Significantly +/-6–10
Decisively +/-11–15
Overwhelmingly +/-16 or more

See "Generic Standard Modifiers" for examples.

Interaction Difficulty Modifiers

See "Example Skill Difficulties"for additional information and modifiers.

Base Difficulty: 10 or target's Charisma or mettle

Situation Modifier
Target is friendly or trusting -5
Target is neutral toward character or of equal standing 0
Target is hostile or has superior standing +5
Target is an enemy +10
Target is in weakened position -10
Request is something target would do anyway or target feels is of minor importance 0
Request is illegal or highly dangerous +10
Target is on guard or actively resisting* +10

*Do not include this modifier if you are using the active mental defense described in the "Mental Defenses" section.

Information Difficulties

See "Information Skill Difficulties"for additional information and modifiers.

Amount of Information Difficulty
Basic or common information; unconfirmed rumors 5
Theories; generalities 10
Complex concepts; moderately detailed information 15
Professional level; extensive (though not complete) information 20
Cutting-edge topics; extensive information, including peripheral details and extrapolations 30
Condition Modifier
Age of information (per century in the past) +5
Closely guarded secret +15

Observation Difficulties

See "Observation Skill Difficulties" for additional information and modifiers.

Situation Difficulty
Noticing obvious, generic facts; casual glance 5
Noticing obvious details (ex. number of people) 10
Noticing a few less obvious details (ex., gist of conversation) 15
Spotting a few specific details (ex., identities of individuals) 20
Spotting a few obscure details (ex., specifics of conversation) 25
Noticing many obscure details 30 or more

Movement Difficulty Modifiers

See "Movement" for additional information and modifiers.

Base Difficulty for Characters: 0 (running); 5 (other movement)

Situation Modifier
Easy terrain (flat surface, smooth water, using a ladder, light breeze, light rain or fog) 0
Moderate terrain (uneven surface, small obstacles, choppy water, climbing a tree, strong winds, heavy rain or fog) +5
Rough terrain (large but negotiable obstacles, strong undercurrent, climbing a rough wall, flying near unyielding obstacles such as pillars or trees) +10
Very rough terrain (dense and large obstacles, stormy weather, a few airborne hazards, hail) +15
Hazardous terrain (minefield, narrow walkway, many airborne hazards, large waves, climbing a smooth surface, complete darkness) +20
Very hazardous terrain (corridor filled with falling debris and explosions, swimming or flying in a hurricane) +25 or more

Combat Summary

See "Combat" and "Combat Options" for additional information and modifiers.

Determining the Difficulty

Base combat difficulty = defense total

  • Defense total = (passive defense value or active defense value) plus combat difficulty modifiers

  • Passive defense value = 10
  • Active defense value = full defense value or partial defense value
  • Full defense value = any defense skill roll + 10
  • Partial defense value = any defense skill roll

Determining Success

If the attacker's combat skill total plus any modifiers equals or exceeds the target's defense roll, the attack succeeds and may do damage.

Determining Damage

  • Damage total
  • For attacks that do damage not modified by strength: damage total = roll of weapon damage die code plus damage modifiers
  • For attacks that do damage modified by strength: damage total = roll of weapon damage die code plus character's Strength Damage die code plus damage modifiers
  • Damage resistance total
  • Body Points: roll of Armor die code plus defense modifiers
  • Wounds: roll of Physique plus Armor die code plus defense modifiers
  • If the damage total is greater than the damage resistance total, the target was injured. If the damage total is less than or equal to the damage resistance total, the target was not injured.
  • If the target was injured, subtract the damage resistance total from the damage total. Then either subtract this from the target's current Body Total or compare the value on the "Wound Level" chart.

Commom Combat Modifiers

Situation Modifier
Light smoke/fog +1D (+3)
Thick smoke/fog +2D (+6)
Very thick smoke/fog +4D (+12)
Poor light, twilight +1D (+3)
Moonlit night +2D (+6)
Complete darkness +4D (+12)
Object hides 25% of target +1D (+3)
Object hides 50% of target +2D (+6)
Object hides 75% of target +4D (+12)
Object hides 100% of target *

* If cover provides protection, the attacker cannot hit the target directly, but damage done to the cover might exceed the Armor Value it gives the target, and, indirectly, the target receives damage. Most of the time, the attacker must eliminate the cover before having a chance to hit the target.

Range Distance to Target Modifier
Point Blank 0–3 meters -5
Short 3 meters to first value* 0
Medium First to second value* +5
Long Second to third value* +10

* Values refer to values given in the weapon's range listing.

Weapon is difficult to use (character unfamiliar with technology, object is hard to throw or grasp, melee or thrown weapon is more than 60 centimeters long, etc.): +5 or more to the combat difficulty. The gamemaster may decide that such factors as experience, strength, and features of the weapon (such as a well-balanced sword) lower this modifier.

Strength Damage

To figure the Strength Damage die code, drop the pips from the character's Physique or lifting die code (but include any Disadvantages or Special Abilities), divide the number by 2, and round up.

Abbreviated Healing Chart

See "Healing" for additional healing information and modifiers.

Healing Total Body Points Recovered Current Wound Level
1–5 2
6–10 1D Stunned, unconscious
11–15 2D Wounded, Severely Wounded
16–20 3D Incapacitated
21–25 4D Mortally Wounded
26–30 5D

Wound Levels

See "Damage" section for additional damage information and modifiers.

EffectWounds*
Damage Total ≥ Resistance Total By
Body Points†
Body Points Left
Bruised 0 or less 81% – 99%
Stunned 1–3 60% – 80%
Wounded 4–8 40% – 59%
Severely Wounded 4–8** 20% – 39%
Incapacitated 9–12 10% – 19%
Mortally Wounded 13–15 1% - 9%
Dead 16 or more 0

*Note: Any additional damage less than or equal to the character's current level moves the character up by one level

.

**A character moves to the Severely Wounded level if the difference is between 4 and 8 and she already has the Wounded level.

†Note: This is an optional chart for use with Body Points. The "Body Points Left" column is based on the character's maximum Body Points. Round up or down so that no overlap exists between levels.

Stunned: Character either gets -1D for all remaining actions this round and next round or may only defend or retreat in the next round.

Wounded: Character is at -1D to all actions until healed.

Severely Wounded: Character is at -2D on all actions until healed.

Incapacitated: As a free action before losing consciousness, the character may try to stay up with a Moderate (15) stamina or mettle roll. If he succeeds, he may continue to act, but all actions have a -3D penalty. If he fails, he is knocked out for 10D minutes.

Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character's Physique each round, the character finally dies if the roll is less than the number of minutes he's been at this level.

Dead: The character has perished.

Fast Combat Option: Gamemasters who wish to give the players' characters and their major opponents an edge in battles, make the game more realistic, or simply save themselves trouble should apply the modifiers in the first round of combat and then reassess the levels after combat is complete.