Rules
FlexD6 is a rules-lite game. It is very difficult to come up with rules for every possible situation. With that in mind, some basic goals were established for the game:
Rulings over Rules. Instead of slowing down the game to lookup obscure rules, the Facilitator is encouraged to keep the game going by making quick and simple rulings. There will be times when there is no rule to cover the situation. In these cases, apply the Rule of Cool: if it will be cool, then let it go! When unsure of what a roll would be, simply roll 2d6 and add a skill die if the characters role or background applies. Also, use advantage or disadvantage to change up the odds.
Characters are Heroes. They may succeed a lot, but failure will be consequential.
One Roll Resolution. Rolling dice is fun, but too many rolls slows the game down. In a FlexD6 game, in the vast majority of cases one roll will provide everything needed to determine the outcome, keeping the action flowing.
Fast Combat. This is related to One Roll Resolution. Combat is fun, but it shouldn't be a slog. The game uses player facing rolls combined with One Roll Resolution to speed things up.
Character Advancement. It is important for characters to be able to grow over multiple adventures. Skills allow for finer grained growth. Combined with the ability to obtain or create advanced items, characters can have a very satisfying arc across multiple adventures and even longer campaigns. However, to avoid power creep, health remains static.
The rules described in this section will lay the framework for a game. You're encouraged to shape these rules to fit your style and game. Throw rules out if you don't like them. Add rules if you like. Many optional rules are provided in the Optional Rules section. Use those if you like.Â
Please, hack up these rules into whatever fits your style and table.