Instructions unclear, Ate the Dice?
You seem to have a disconnect between how you interpret the mechanics of Storyteller system Combat and how it actually plays out. Let me start with the original d10 mechanics for a start.
What is a success in WoD?
WoD rolls are most often done with a pool of one Attribute plus one Ability against a difficulty. The Difficulty is the number at which a success starts. So if the roll calls for "Dexterity + Brawl Difficulty 6" that means that any roll of 6 or over is a success.
Combat in the WoD
In the WoD up until the 20th Anniversary edition, the combat ran with distinct phases:
- Roll initiative
- Declare actions, such as attacks or dodging, from slowest to fastest.
- Handle the first round of actions from fastest to slowest by rolling the appropriate dice.
- If someone has multiple actions, repeat 2 and 3 for those only.
- If 2 sides remain: Start a new round with everybody still standing and goto 2, else end combat.
Now, handling attacks is a multi-step process in itself:
- Attacker rolls the attack roll with the difficulty dependent on the weapon and modifiers
- Defender that has declared a fitting defense action rolls their defense action now. Difficulty depends on the defense action and some factors.
- If the attacker has more successes than the defender, the attacker rolls for damage. The pool is dependent on the weapon, plus the number of successes beyond the first left for the attacker. Damage rolls are always against the 6.
- If the defender may soak, they roll their body attribute against 6 and subtract that from the successes of the attacker on the damage roll.
- The number of successes the attacker has more than the defender on the damage roll is marked on the damage track of the defender.
Typical difficulties under d10 Regime and their d6 equivalent.
Let's look at a few typical difficulties. Note that each face of a d6 is 16.6%, so almost 1 and a half times as granular!
Attack |
Difficulty under d10 |
Success-Chance |
d6 equivalent |
d6 chance |
Swinging a Knife |
4 |
70% |
3 |
66% |
Swinging a Baseball Bat |
5 |
60% |
3 |
66% |
Swinging a War-mace |
6 |
50% |
4 |
50% |
Clobbering with a Chair |
7 |
40% |
4 |
50% |
Swinging the Table |
8 |
30% |
5 |
33% |
shooting at less than 2 Yards (point blank) |
4 |
70% |
3 |
66% |
shooting at less than the Range |
6 |
50% |
4 |
50% |
shooting at less than 2x the Range |
8 |
30% |
5 |
33% |
You see, you already lose out on some granularity of the attack roll with the inability to properly correlate the 5 and 7, but it can be done. In either case, it works to a degree.
Since Damage and Soak rolls are always against the 6 under the d10 regime, those translate to a 4 in using d6s.
Dice pool modification, such as from damage, just takes away or adds dice and does not shift if we translate from d10 to d6. If your attack sacrificed accuracy for more damage, it typically adds a few damage dice for increased difficulty on the attack roll.
However, Difficulty modifications get funky. There's plenty of things that increase or decrease the difficulty by 1 to 3, and that does not play nicely with converting to d6. Here the coarser granularity bites back: Unless just chaining difficulty modifications and ending with one number directly, the best translation would be to start with the original difficulty, then chain the difficulty modifications and only then check for the d6 equivalent. You will still get funky effects where difficulty was even before and especially where a modifier turned it odd.