NAA D6: Preview of 2.0
Posted: July 21, 2010 Filed under: NAA D6, RPG Leave a comment »I started working on the next NAA D6 because I am tireless. You may notice we’re jumping some numbers. I decided to start a new document from the ground up with new layout and some new concepts. Much of what makes NAA what it is will of course remain. But this one will be another game-changer. I’ve learned a lot since NAA started, and over the course of these last three months or so the game has grown a lot.
Some things I want to do include changing how skills are bought and built upon (again) as well as separating the game into thresholds of ability to make scaling it easier. Some stuff will only be available for games operating under a certain “thresholds.” Thresholds will set things like skill maximum and primary attributes. You can look for the next NAA around August or September depending on when I feel it’s well done.
NAA D6: Skills And Character Determination
Posted: July 13, 2010 Filed under: Fluff/Inspiration, NAA D6, Other Systems, RPG Leave a comment »Defining what characters do in NAA D6 is a combination of skills and advantages, but the skills are definitely the most important part. This is because a NAA D6 skill is very player-defined as to what it does and is the primary vehicle to developing a character’s abilities. I want to talk about each tier of skills and what I envision their being used for.
I want to try to clear some of it up here on the blog. There used to be an essay in the book about it, but I felt it was too stodgy. I think the blog is the best place to talk about such things. To begin, Skills in NAA D6 are split into three types with three different costs. There is a “Full Skill” which is the most expensive, then specialties of the full skill which are less expensive and finally SubSpecialties of the full skill which are the least expensive. These all have different purposes both mechanically and for character creation.
NAA D6: Special Combat Rule Advantages
Posted: July 10, 2010 Filed under: NAA D6, News, Other Systems, RPG Leave a comment »A few of the special combat rules are supposed to be hard to pull off. Therefore I tied both to the Degrees of Success rules, meaning that not only do you have to declare the attempt and succeed on a roll, you have to have a high enough skill that you can rack up enough success levels to be able to disarm or sunder something. This means that it is ordinarily something that doesn’t happen too often, and you also cannot retry it constantly if you fail. That being said, advantages in NAA D6 can solve some of this. You want to execute a disarm or a sunder against an enemy? Try some of these on for size. These advantages allow you to spend resources to once in a while do better at some of the more difficult of the special combat rules. As always when the next edition comes out sometime in like, September or October, or some other far-off time, this stuff will be there, by the way.
Release: NAA D6 Version 1.6
Posted: July 4, 2010 Filed under: Homebrew, NAA D6, Other Systems, RPG Leave a comment »Just in time for the 4th of July, you can celebrate the founding fathers rolling in their graves at this country with NAA D6 version 1.6! This update is effectively an expansion to NAA D6 version 1.5, as at its core it does not present extremely radical changes, but it does introduce a lot of rules which I find add coherence and depth to the game. As usual, I encourage you to throw out your previous version and get this one. Of note, this will be the last major NAA D6 update I will be doing for a long time, unless problems crop up that require fixing. Any subsystems I design for NAA in the interim will be posted on the blog.
NAA D6: Solution To Armor/Penetration
Posted: June 23, 2010 Filed under: Fluff/Inspiration, NAA D6, Other Systems, RPG Leave a comment »I was having a fair amount of trouble coming up with a scheme for armor penetration that I actually liked. I did not like having weaponry with static armor penetration values that are used for every attack. Almost every attack and skill use in NAA D6 is bound to be at least minorly successful because it is a 3d6 roll under system. If your player has a 12 skill and a pistol he or she is likely to always be able to plink away at an enemy with that pistol as long as he or she can see and target the enemy. The thing that bugged me was that every single attack from that plinky pistol was adding armor penetration values. So even the tiny graze shots were ignoring armor and that seemed a bit lame.
NAA D6: Stuff For The Next Edition
Posted: June 15, 2010 Filed under: NAA D6, Other Systems, RPG 1 Comment »I just started working on NAA D6 V1.6, after getting a bit of experience with 1.5 through some games I’m running. I’m pleased to say that I really like how everything is moving so far. Characters generated through the new skill rules look much like I wanted them to – players are making key decisions about their characters creatively and easily by purchasing skills with broader or narrower focus to say something about their character and what their character does. The sheets do not have too many skills or at too high levels – there’s room to grow and develop and they have not become overwhelming. Of course further testing and at higher levels of points will be needed sometime, but I’m more concerned with making sure standard, 200 point characters are playable and interesting, first.
This latest NAA D6 will not be a huge change. Rather it will be a few minor changes to hopefully tighten things up more and continue to make the game reasonably easier and reasonably interesting.







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