The Six-Sider System
by d.j. lower 1st edition

_________________________________table of contents_

0-0 introduction
1-0 characters
1-1 - skills
1-2 - advantages and disadvantages
1-3 - when and how to make skill rolls
1-4 - character death
2-0 combat
2-1 - hitting and missing
2-2 - damage

_0-0__________________________________introduction_

Roleplaying is fun. The one main problem with roleplaying, however, is the SYSTEMS. I ususally don't play with systems, however I am writing one as we speak. The thing about systems is the rules and regulations and all. The thing with this system is, though, to keep it simple. My goal is to make this a roleplaying system that can be used with one six-sided die, thus the name "The Six-Sider System."

_1-0____________________________________characters_

Characters are the heart and soul of the role-playing game. Without characters, a plotline is not possible -- you'll either have descriptions or nothing.
Before you read on, take a minute to consider what sort of character you're going for. Think about what the character looks like, and how they act, and so on. Are they from a fantasy universe? If so, do they use magic? Do they weild a sword and shield? If they're from a science-fiction universe, do they use a gun or drive a mech? Driving a mech the right way would take some skill or a lot of luck, which brings me to...

_1-1________________________________________skills_

Skill rolls, along with combat rolls, are the only rolls you'll need if you're just playing with these Six-Sider System rules. How do you define them? Well, each player begins with a number of skill points -- my suggested amount is 20. Each skill is defined with a level (if the character is inexperienced at the skill, then they are at level six.) Level one is the highest you can go. Spending one skill point on a skill will increase it by one level -- i.e. a level six skill would become level five. If a skill is particularly hard, a GM may wish to require two skill points per level.
Skills may be learned (put up to level five) or improved apon at the gamemaster's discretion.

_1-2__________________advantages and disadvantages_

While somewhat seperate from skills, advantages and disadvantages will affect them as the GM sees fit and affect skill points. Advantages and disadvantages should be ranked on a scale of 1-5 by the gamemaster. A ranking of one would be the least severe or beneficial, and a ranking of five would be the most. The advantages and the disadvantages would cost (or give back, respectively) an amount of skill points equal to their ranking.

_1-3_____________when and how to make skill rolls_

This section is for gamemasters, so the people not planning to GM in this system might want to skip it over. The one thing players need to know is that rolls must match or surpass the skill's level for that character.
Now, skills are generally not going to be a problem for the characters, unless their level is five or six, and even then a skill roll shouldn't be required unless they are under a bit of stress although it may be fair to say 'you messed up on that' once in awhile to the player with the level five archery skill.
However, in combat situations (rolls for that will be explained later), the level of the skill is taken into account. Also, if there is a situation in which it seems likely that a character may mess up on something, then a roll may be needed. If they are characters with disadvantages, this may provide a penalty to skill rolls. If they have an advantage, then it may make the roll easier to make.

_1-4______________________________character death_

My personal stance is that characters shouldn't die unless A) they do something really stupid, B) they die of old age or C) the gamemaster and player agree that it's just their time. This is more of a guideline than a rule, but let me offer a bit of advice: don't kill off characters, even in combat, unless you have a reason among the three above or another one that you can make a decent argument for.

_2-0_______________________________________combat_

Ah, combat. While it's not the main point of the Six-Sider System, it is important. It may help to develop the characters, even, if the characters learn new skills. I'll explain the basic combat skills here, and go into more detail about things later in this chapter.
The combat skills in the Six-Sider System can be most any skill-- depending on the campaign, at least. The basics would be like fistfighting, swordsmanship, archery etc.

_2-1__________________________hitting and missing_

When characters enter combat, the one with the highest speed goes first (if they are equal, roll a six-sided die and have each player call a half the halves being 1-3 and 4-6.) Either way, on your turn, you have a trio of options to choose from (these options may be expanded upon in various additions to this system.)

Attack - Attack with any handy weapon. A turn is not required for readying many weapons in this system -- that is at the gamemaster's discretion, however. If your opponent is faster than you are, you may recieve a penalty to the skill you have with your current weapon.
Defend - Defend with any handy shield of any kind (including the setting!)Defense with shields lowers your opponents' chances of hitting by one level or more, depending on the size and quality of the shield. (Just a penalty-- not permanent.)Defense with the scenery lowers their chances of hitting by one level or more, depending on what scenery you hide behind.
Run - Run for your life...or whatever you're running for. Make a Six-Sider roll, with half-and-half chances, or 1-3 being success and 1-2 or 1 meaning success if your opponent is faster than you are.

_2-2_______________________________________damage_

Damage -- what damage an attack does is up to the gamemaster, as long as it isn't noticably biased and/or without common sense (i.e. a wooden sword ripping a two-ton beast in half.)
And gamemasters-- if you're going to injure a player's character in any major way -- anything from breaking bones and beyond -- you might want to see if it's okay with them if their character is injured that way first. If it's common sense that their character would, and they don't like the idea, then consider the alternatives and, if there aren't any with much sense, go with the one you had already.

_3-0___________________________________conclusion_

In conclusion, you have now learned the Six- Sider System. Wether you play or gamemaster in it, or neither, you have learned it. (Providing you didn't skip too much.) So, get out there and roleplay! With only one six-sider, it couldn't get much simpler!

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