What's TinyD6?

Nov 25, 2024 5:17 pm
TinyD6 is a ruleset for tabletop roleplaying games. It is a minimalist ruleset, so it focuses on being as stripped down, and as easy to learn, play, and teach as possible.
You can go to TinyD6.com for more information or download the cheet sheet pdf.

I am using Tiny Dungeons 2 for the fantasy setting and Tiny Frontiers (revised) for the sci-fi setting.
Nov 25, 2024 5:17 pm
When you play TinyD6, you attempt to accomplish tasks through a test. A test is made by rolling two six-sided dice (d6), called your dice pool. Tests are successful if you roll a 5 or a 6 on any of the dice rolled in your Dice Pool, unless otherwise noted by the Game Master.

It's that easy!

Tests The core mechanic that runs Tiny Dungeon is called a Test, which is a roll of 2d6 from your Dice Pool.
• STANDARD: roll 2d6
• ADVANTAGE: roll 3d6
• DISADVANTAGE: roll 1d6

Save Tests Save Tests occur when something undesirable happens to your character and are handled just like regular Tests unless otherwise noted by the rules or the Game Master, you roll 2d6 to resolve your Test. A 5 or 6 on any of the rolled dice represent a successful Save. A failed save will have effects as determined by the GM or the adventure.

Advantage If a Trait, tool, or situation would grant you a bonus, you get advantage. This allows you to roll with 3d6, instead of 2d6!
Sources of advantage : Weapon mastery, Trade, Trait

Disadvantage If you would be hindered or set-back, you have disadvantage. This forces you to roll with 1d6!
Sources of disadvantage : Evade, Attacking with a weapon you are not proficient, performing a test actions or topics foreign to your character
Note : Disadvantage trumps Advantage.

Initiative Tests Adventurers will roll a standard 2d6 Test and add up the total of their rolls. Go highest to lowest. Each round, a character gets two actions.

Focus and rolls out of combat Focus You take additional time to ensure success making your next test is a success on 4, 5, or 6.

I will assume this is always being used out of combat as long as you have time to prepare and state you are focusing or taking deliberate care and attention.
Nov 25, 2024 5:18 pm
Trades are lifestyles activities that characters were raised or trained in. These can range from Gutter Rat, Noble, Scribe, Farmer, Butcher, etc.

Traits define what your character does well. These can range from any skills, talents, abilities, or even powers.
Nov 25, 2024 5:18 pm
When you are in conflict the characters take turns performing actions. After everyone has finished the round is compete and you take turns again.
Characters have 2 actions each round
Combat Options• Attack (Standard Test)
• Move (approx. 25 ft)
• Evade (till you can act again Test at Disadvantage whenever hit. A success negates the attack damage)
• Focus (Next test is a success on 4, 5, or 6)
• Trait / Ability / Focus / Other
Nov 25, 2024 5:19 pm
• Hit Points reflect the punishment your body can take before you lose consciousness
• 6 hours of sleep heals you fully
• Hit points recover 1 HP per hour of rest
• You can not be reduced below 0 HP by damage
• At 0 HP you are unconscious and must roll a Save Test. Failure drops you to -1 HP
• At -1 HP you are unconscious and must roll a Save Test with disadvantage or die
• Success at 0 or -1 HP stabilizes you up to 1 HP and you are no longer unconscious
• Allies can help stabilize unconscious individuals as an action and roll a Save Test. Healer kits allow the test to be rolled with advantage.
Nov 25, 2024 5:19 pm
All attacks deal 1 damage unless they indicate otherwise

Light weapons one handed, 1 damage, Close target
Heavy weapons two handed, attack once a turn, 2 damage, close target
Ranged weapons two handed, one action to load, 1 damage, Near or Far target

Changing zones takes a move action.
Range Zone Attacks Distance
Adjacent 0 Light, Heavy, Magic 0-5'
Close 0 Light, Heavy, Magic, Ranged 5-25'
Near 1 Ranged, Magic 25-50'
Far 2 Ranged, Magic 50-75'
Very Far 4-6 Ranged* 75'-150'

Note : Distances are for reference and often not used.

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