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6

… combat is so lethal means that you really, really, don't want to get hit. And yes, that's the way it should be. :) And your players may have to go through a couple of (dead) characters before realising that. The best way to avoid getting hit is to avoid combat at all costs. In my opinion, modifying the formula for a character's dodge score will ...


4

I would houserule dodge defense to be derived from several different attributes/skills, so player's wouldn't feel like they have to buff up a single defense skill (dodge). For example; back with D6 (with 6 attributes), I made a static dodge defense stat that was equal to 4 + the number of D you have in Dodge + the number of D you have in Perception (plus ...


3

Going by the d6 Space rulebook, your interpretations are mostly correct, as from page 11: One skill die equals three specialization dice. Of course, one specialization die still equals three pips. The rules are written as if you are always exchanging one or more skill dice for specialisation dice, but I haven't found any rule that says you can't ...


3

No, with the wording you've quoted. Partially, in my experience with past D6 games. In my group's interpretation of the rules (D6 Star Wars, in our case), damage and soak weren't actions. Rather, they were the outcome of actions. This is based on the Rolling Actions description in the system: Characters roll their skill dice (or their attribute dice if ...



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