Ever since I released minimald6, there was (for my tastes) a huge burst of activity, and authors and players started writing games for it. This makes me really happy — gaming is important for happiness! This little post here collects all the known rules variants of minimald6. Hopefully, you’ll find something that tickles your fancy.
- disadvantage: success chance 33 percent
- normal: success chance 55 percent
- advantage: success chance 70 percent
minimald20 variant 1 or whatever you may call it
- roll 1d20
- disadvantage: roll 14+
- normal: roll 10+
- advantage: 7+
minimald20 variant 2 or whatever you may call it
- target is always 10
- disadvantage: 2d20, take lower
- advantage: 2d20, take higher
minimald6 wyaul hyoiwto variant (our old freeform homebrew system)
- roll 1d20
- target varies, usually roughly 11+ for average challenges, 15+ for difficult ones, even higher for really difficult ones)
- disadvantage: 1d20-5
- normal: 1d20
- advantage:1 d20+5
- Roll 2d6
- +1 to the roll for advantage of any kind
- -1 to the roll for a major disadvantage
- A 6 or less = fail, things get worse!
- A 7-9 = success, but temporary, incomplete, or with a drawback.
- A 10+ = full success.
- A 2 (double 1): Aces! Something really bad happens! The Ref says what. However, if the character can later reveal how “it’s all part of my plan” or puts a foe “right where I want them!” the next roll is made at +2.
minimald6 unpunished variant
- 5+ is a success, one success is a partial, two is a complete success, three is a critical success. Can roll 4d6 in some cases
- Roll 1d6. 4-6 Succeeds. (50% chance of success)
- Disadvantage: roll 2d6 and ignore the higher die. (25% chance)
- Advantage: roll 2d6 and ignore the lower die. (75% chance)