When using creatures with predefined Hit Class Hit Die Starting Money Points, GMs can reduce any HP over 20 by 25%, by Ben Dutter or simply by removing 5 for every 20 HP the Barbarian 2d6 2d6 x 10gp creature has, whichever is easier to calculate. This is a hack designed to produce a more Bard 1d6 5d6 x 10gp consistent iteration of our hobby’s most popular For example, a creature with 38 HP would be game, removing many of its linear and large reduced to 33 HP, while a creature with 75 HP Cleric 1d6 5d6 x 10gp percentage randomizers. would be reduced to 60 HP. Druid 1d6 2d6 x 10gp D6 Hack replaces all of the dice with d6s . This Spells Spell damage dice are treated identically to the Fighter 2d6 5d6 x 10gp significantly streamlines and uniforms gameplay with just a few tweaks. Hit Dice conversion. Any dice equal to or greater Monk 1d6 5d6 gp than d10 is replaced with 2d6. Anything less Impact than d10 is replaced with 1d6. Paladin 2d6 5d6 x 10gp Rolls are more consistent and based around a bell curve. Weapons are less distinct. Combat is For example, a spell which normally deals 5d10 Ranger 2d6 5d6 x 10gp resolved more quickly. Core rolls take a small damage instead deals 10d6 damage. amount of additional arithmetic. Rogue 1d6 4d6 x 10gp Any other dice Any other time dice are listed in the rules are Sorcerer 1d6 3d6 x 10gp Core Rolls All d20 rolls are replaced with the sum of 3d6. converted using the following: Warlock 1d6 4d6 x 10gp Modifiers are applied as normal. A natural roll of 3 is a critical fail . Any natural roll with a d4 - d8 d6 Wizard 1d6 4d6 x 10gp pre-modified sum of 16+is a critical success . d10 - d12 2d6 Advantage and Disadvantage Tips Players add or subtract 1d6 if they have d20 3d6 At lower levels Bards, Clerics, Druids, Monks, Advantage or Disadvantage . A character with and Rogues are all less hearty than normal. The Advantage on a core roll would roll and sum d100 Tens: 2d6 (max 9) more consistent attack rolls, streamlined 4d6. A character with Disadvantage would roll Ones: 2d6 (max 9) damage, and reduced monster HP should and sum 2d6. mitigate this. Enormous piles of d6 can be converted into a GMs can run adventures, modules, and Weapons static 6 for every 2d6, leaving a final 2d6 to be rolled. For example 30d6 would be 84 + 2d6 (30 - monsters straight from other compatible Martial weapons deal a base of 2d6 damage. 2 = 28; 28 / 2 = 14; 14 x 6 = 84). sources, however some will behave differently Simple weapons deal a base of 1d6 damage.A with more consistent rolls. weapon’s properties, special uses, and damage type remain the same, excluding the Versatile Modifier Limits Since core rolls (3d6 instead of d20) will be property, which no longer exists. The “bound accuracy” and modifier limits of the between 8 and 13 two thirds of the time, most recent edition of the game are to be kept unpredictable and unlikely successes or failure Hit Dice identical as in the core rules. This means that are even less likely to happen, and should be Any class or creature with hit dice greater than every modifier has a much greater impact upon planned for accordingly. Advantage and or equal to d10 use 2d6 for hit dice. All others a roll’s outcome than when using a d20. Disadvantage have a much larger impact. use 1d6for hit dice.
Dungeons and Dragons
D6 Hack was written and designed by Ben Dutter. and all related properties are copyright of their respective owners, and all rights are reserved.